scummvm/engines/tinsel/anim.h
Filippos Karapetis e90b45b226 TINSEL: Remove superfluous (and a bit confusing) pointer typedefs
This helps align tinsel with our code and type formatting  guidelines
2022-01-16 13:20:40 +02:00

92 lines
3.2 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
* 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
};
/** 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
};
/*----------------------------------------------------------------------*\
|* 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(ANIM *pAnim);
} // End of namespace Tinsel
#endif // TINSEL_ANIM_H