📄 animation.h
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/* Animation.H
*
* provides Animation-Declarations & -operations
*
* Copyright 2003 by PaP / JTMK
*/
#ifndef Animation_H
#define Animation_H
#include "vectors.h"
#include "objekt.h"
#include "GameDefines.h"
#define _ListItem 0
#define _Frame 1
#define _EndOfFile 2
#define _Copy_Base 3
#define _Bit1 4
#define _Bit2 8
#define _Bit3 16
#define _Bit4 32
#define _Bit5 64
struct tAnimFrame // Ein Animationsschritt
{
tSkeletonNode *Node; // Position des Aktuellen Frames
long StartCnt; // Counter - Position des Frames
tAnimFrame *Pre; // vorhergehender Animationsschritt
tAnimFrame *Next; // N鋍hster Animationsschritt
};
struct tAnimationList // Liste aller Skelettpunkte
{
tAnimFrame *Frame0; // Start - AnimFrame
tAnimFrame *AktFrame; // Aktuelles AnimFrame
tAnimationList *Next;
};
struct tAnimation // Eine Animation
{
long FrameCounter;
long LoopPoint;
long EndCount;
tAnimationList *NodeList;
};
tAnimFrame *FindFrame(tAnimFrame *Frame_1,long FramePos);
void CalcObjUsingAnimationAndCountReal(tObjekt *Obj,tAnimation *Anim,long Cnt);
#ifdef ANIMemoryLoading
tAnimation *LoadAnimationFromMem(unsigned char *FileAddr,tAnimation *BaseAnimation);
tAnimation *LoadBaseAnimation(tObjekt *Obj,unsigned char *Addr);
#else
tAnimation *LoadAnimation(char *fname,tAnimation *BaseAnimation);
// tAnimation *LoadAnimation(char *fname);
tAnimation *LoadBaseAnimation(tObjekt *Obj,char *fname);
// void LoadBaseAnimation(tObjekt *Obj,char *fname);
#endif
extern tAnimationList *AktList;
#endif
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