// ____ _ __ // / __ )____ _____ | | / /___ ___________ // / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/ // / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ ) // /_____/\____/____/ |__/|__/\__,_/_/ /____/ // // A futuristic real-time strategy game. // This file is part of Bos Wars. // /**@name animation.h - The animations headerfile. */ // // (c) Copyright 2005-2007 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 #include /*---------------------------------------------------------------------------- -- Declarations ----------------------------------------------------------------------------*/ typedef enum AnimationType { AnimationNone, AnimationFrame, AnimationExactFrame, 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 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 AnimationMap; /*---------------------------------------------------------------------------- -- Functions ----------------------------------------------------------------------------*/ /// Get the animations structure by ident extern CAnimations *AnimationsByIdent(const std::string &ident); //@} #endif // !__ANIMATIONS_H__