scummvm/engines/tinsel/anim.h

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/* 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
};
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