112 lines
3.0 KiB
C
112 lines
3.0 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2011 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/*! \file anim.h
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* \brief Animation types and function headers
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*
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* Gareth Jones 11/7/97
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*/
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#ifndef _ANIM_H_
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#define _ANIM_H_
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#include <physfs.h>
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#include "lib/framework/types.h"
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#include "lib/ivis_opengl/imd.h"
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#define ANIM_MAX_STR 256
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#define ANIM_DELAYED 0xFFFE
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#define NO_ANIM 0xFFFD
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#define NO_IMD 0xFFFC
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enum ANIM_MODE
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{
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ANIM_3D_FRAMES = 1,
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ANIM_3D_TRANS
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};
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struct ANIM_STATE;
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struct BASEANIM;
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#define ANIM_BASE_ELEMENTS \
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char szFileName[ANIM_MAX_STR]; \
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char animType; \
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UWORD uwID; \
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UWORD uwFrameRate; \
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UWORD uwStates; \
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UWORD uwObj; \
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UWORD uwAnimTime; \
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ANIM_MODE ubType; \
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struct ANIM_STATE *psStates; \
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struct BASEANIM *psNext;
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struct ANIM_STATE
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{
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UWORD uwFrame; /* frame to play */
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Vector3i vecPos;
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Vector3i vecAngle;
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Vector3i vecScale;
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};
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struct BASEANIM
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{
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char szFileName[ANIM_MAX_STR];
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char animType;
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UWORD uwID;
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UWORD uwFrameRate;
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UWORD uwStates;
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UWORD uwObj;
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UWORD uwAnimTime;
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ANIM_MODE ubType;
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ANIM_STATE * psStates;
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BASEANIM * psNext;
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};
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struct ANIM3D : public BASEANIM
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{
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iIMDShape * psFrames;
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iIMDShape ** apFrame;
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};
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bool anim_Init(void);
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bool anim_Shutdown(void);
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BASEANIM * anim_LoadFromBuffer(char *pBuffer, UDWORD size);
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BASEANIM * anim_LoadFromFile(PHYSFS_file* fileHandle);
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void anim_ReleaseAnim(BASEANIM *psAnim);
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bool anim_Create3D(char szPieFileName[], UWORD uwFrames, UWORD uwFrameRate, UWORD uwObj,
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ANIM_MODE ubType, UWORD uwID);
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void anim_BeginScript(void);
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bool anim_EndScript(void);
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bool anim_AddFrameToAnim(int iFrame, Vector3i vecPos, Vector3i vecRot, Vector3i vecScale);
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BASEANIM * anim_GetAnim(UWORD uwAnimID);
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UWORD anim_GetAnimID(char *szName);
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iIMDShape * anim_GetShapeFromID(UWORD uwID);
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UWORD anim_GetFrame3D(ANIM3D *psAnim, UWORD uwObj, UDWORD udwGraphicsTime, UDWORD udwStartTime,
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UDWORD udwStartDelay, Vector3i *psVecPos, Vector3i *psVecRot,
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Vector3i *psVecScale);
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void anim_SetVals(char szFileName[], UWORD uwAnimID);
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#endif /* _ANIM_H_ */
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