1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
/* 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
|