warzone2100/lib/gamelib/animobj.h

81 lines
2.4 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/***************************************************************************/
/*! \file animobj.h
* \brief Animation object types and function headers
*
* Gareth Jones 14/11/97
*/
/***************************************************************************/
#ifndef _ANIMOBJ_H_
#define _ANIMOBJ_H_
#include "anim.h"
#define ANIM_MAX_COMPONENTS 10
typedef void (* ANIMOBJDONEFUNC) ( struct ANIM_OBJECT *psObj );
typedef bool (* ANIMOBJDIEDTESTFUNC) ( void *psParent );
struct COMPONENT_OBJECT
{
Vector3i position;
Vector3i orientation;
void * psParent;
iIMDShape * psShape;
};
struct ANIM_OBJECT
{
ANIM_OBJECT * psNext;
UWORD uwID;
ANIM3D * psAnim;
void * psParent;
UDWORD udwStartTime;
UDWORD udwStartDelay;
UWORD uwCycles;
bool bVisible;
ANIMOBJDONEFUNC pDoneFunc;
/* this must be the last entry in this structure */
COMPONENT_OBJECT apComponents[ANIM_MAX_COMPONENTS];
};
bool animObj_Init( ANIMOBJDIEDTESTFUNC pDiedFunc );
void animObj_Update( void );
bool animObj_Shutdown( void );
void animObj_SetDoneFunc( ANIM_OBJECT *psObj,
ANIMOBJDONEFUNC pDoneFunc );
/* uwCycles=0 for infinite looping */
ANIM_OBJECT * animObj_Add( void *pParentObj, int iAnimID,
UDWORD udwStartDelay, UWORD uwCycles );
bool animObj_Remove(ANIM_OBJECT* psObj, int iAnimID);
ANIM_OBJECT * animObj_GetFirst( void );
ANIM_OBJECT * animObj_GetNext( void );
ANIM_OBJECT * animObj_Find( void *pParentObj, int iAnimID );
#endif /* _ANIMOBJ_H_ */