/* 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. * * 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 }; typedef ANIM *PANIM; typedef void (*PANI_ADDR)(struct ANIM *); /** Animation script commands */ enum { ANI_END = 0, ///< end of animation script ANI_JUMP = 1, ///< animation script jump ANI_HFLIP = 2, ///< flip animated object horizontally ANI_VFLIP = 3, ///< flip animated object vertically ANI_HVFLIP = 4, ///< flip animated object in both directions ANI_ADJUSTX = 5, ///< adjust animated object x animation point ANI_ADJUSTY = 6, ///< adjust animated object y animation point ANI_ADJUSTXY = 7, ///< adjust animated object x & y animation points ANI_NOSLEEP = 8, ///< do not sleep for this frame ANI_CALL = 9, ///< call routine ANI_HIDE = 10, ///< hide animated object ANI_STOP = 11 ///< stop sound }; /** animation script command possibilities */ union ANI_SCRIPT { int32 op; ///< treat as an opcode or operand uint32 hFrame; ///< treat as a animation frame handle // PANI_ADDR pFunc; ///< treat as a animation function call }; /*----------------------------------------------------------------------*\ |* 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 bool AboutToJumpOrEnd(PANIM pAnim); } // End of namespace Tinsel #endif // TINSEL_ANIM_H