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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name animation.h - The animations headerfile. */
//
// (c) Copyright 2005-2008 by Jimmy Salmon
//
// 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; only version 2 of the License.
//
// 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., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
#ifndef __ANIMATIONS_H__
#define __ANIMATIONS_H__
//@{
#include <string>
#include <map>
/*----------------------------------------------------------------------------
-- Declarations
----------------------------------------------------------------------------*/
enum AnimationType {
AnimationNone,
AnimationFrame,
AnimationExactFrame,
AnimationRandomFrame,
AnimationWait,
AnimationRandomWait,
AnimationSound,
AnimationRandomSound,
AnimationAttack,
AnimationRotate,
AnimationRandomRotate,
AnimationMove,
AnimationUnbreakable,
AnimationLabel,
AnimationGoto,
AnimationRandomGoto,
};
class CAnimation {
public:
CAnimation() : Type(AnimationNone), Next(NULL) {}
AnimationType Type;
union {
struct {
int Frame;
} Frame;
struct {
int MinFrame;
int MaxFrame;
} RandomFrame;
struct {
int Wait;
} Wait;
struct {
int MinWait;
int MaxWait;
} RandomWait;
struct {
char *Name;
CSound *Sound;
} Sound;
struct {
char **Name;
CSound **Sound;
int NumSounds;
} RandomSound;
struct {
int Rotate;
} Rotate;
struct {
int Move;
} Move;
struct {
int Begin;
} Unbreakable;
struct {
CAnimation *Goto;
} Goto;
struct {
int Random;
CAnimation *Goto;
} RandomGoto;
} D;
CAnimation *Next;
};
class CAnimations {
public:
CAnimations() : Start(NULL), Still(NULL), Death(NULL), Attack(NULL),
Move(NULL), Repair(NULL), Train(NULL), Harvest(NULL)
{
}
CAnimation *Start;
CAnimation *Still;
CAnimation *Death;
CAnimation *Attack;
CAnimation *Move;
CAnimation *Repair;
CAnimation *Train;
CAnimation *Harvest;
};
#define ANIMATIONS_MAXANIM 1024
extern CAnimation *AnimationsArray[ANIMATIONS_MAXANIM];
extern int NumAnimations;
/// Hash table of all the animations
extern std::map<std::string, CAnimations *> AnimationMap;
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/// Get the animations structure by ident
extern CAnimations *AnimationsByIdent(const std::string &ident);
//@}
#endif // !__ANIMATIONS_H__
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