81 lines
2.4 KiB
C
81 lines
2.4 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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/***************************************************************************/
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/*! \file animobj.h
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* \brief Animation object types and function headers
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*
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* Gareth Jones 14/11/97
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*/
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/***************************************************************************/
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#ifndef _ANIMOBJ_H_
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#define _ANIMOBJ_H_
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#include "anim.h"
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#define ANIM_MAX_COMPONENTS 10
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typedef void (* ANIMOBJDONEFUNC) ( struct ANIM_OBJECT *psObj );
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typedef bool (* ANIMOBJDIEDTESTFUNC) ( void *psParent );
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struct COMPONENT_OBJECT
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{
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Vector3i position;
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Vector3i orientation;
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void * psParent;
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iIMDShape * psShape;
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};
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struct ANIM_OBJECT
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{
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ANIM_OBJECT * psNext;
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UWORD uwID;
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ANIM3D * psAnim;
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void * psParent;
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UDWORD udwStartTime;
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UDWORD udwStartDelay;
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UWORD uwCycles;
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bool bVisible;
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ANIMOBJDONEFUNC pDoneFunc;
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/* this must be the last entry in this structure */
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COMPONENT_OBJECT apComponents[ANIM_MAX_COMPONENTS];
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};
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bool animObj_Init( ANIMOBJDIEDTESTFUNC pDiedFunc );
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void animObj_Update( void );
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bool animObj_Shutdown( void );
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void animObj_SetDoneFunc( ANIM_OBJECT *psObj,
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ANIMOBJDONEFUNC pDoneFunc );
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/* uwCycles=0 for infinite looping */
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ANIM_OBJECT * animObj_Add( void *pParentObj, int iAnimID,
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UDWORD udwStartDelay, UWORD uwCycles );
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bool animObj_Remove(ANIM_OBJECT* psObj, int iAnimID);
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ANIM_OBJECT * animObj_GetFirst( void );
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ANIM_OBJECT * animObj_GetNext( void );
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ANIM_OBJECT * animObj_Find( void *pParentObj, int iAnimID );
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#endif /* _ANIMOBJ_H_ */
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