/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program 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. * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * * Object animation definitions */ #ifndef TINSEL_ANIM_H // prevent multiple includes #define TINSEL_ANIM_H #include "tinsel/dw.h" // for SCNHANDLE namespace Tinsel { struct OBJECT; /** animation structure */ struct ANIM { int aniRate; //!< animation speed int aniDelta; //!< animation speed delta counter OBJECT *pObject; //!< object to animate (assumed to be multi-part) uint32 hScript; //!< animation script handle int scriptIndex; //!< current position in animation script }; /*----------------------------------------------------------------------*\ |* Anim Function Prototypes *| \*----------------------------------------------------------------------*/ /** states for DoNextFrame */ enum SCRIPTSTATE {ScriptFinished, ScriptNoSleep, ScriptSleep}; SCRIPTSTATE DoNextFrame( // Execute the next animation frame of a animation script ANIM *pAnim); // animation data structure void InitStepAnimScript( // Init a ANIM struct for single stepping through a animation script ANIM *pAnim, // animation data structure OBJECT *pAniObj, // object to animate SCNHANDLE hNewScript, // handle to script of multipart frames int aniSpeed); // sets speed of animation in frames SCRIPTSTATE StepAnimScript( // Execute the next command in a animation script ANIM *pAnim); // animation data structure void SkipFrames( // Skip the specified number of frames ANIM *pAnim, // animation data structure int numFrames); // number of frames to skip } // end of namespace Tinsel #endif // TINSEL_ANIM_H