/* $Id: morph.h,v 1.2 2003-10-10 09:36:35 btb Exp $ */ /* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Header for morph.c * * Old Log: * Revision 1.2 1995/08/23 21:35:58 allender * fix mcc compiler warnings * * Revision 1.1 1995/05/16 15:59:37 allender * Initial revision * * Revision 2.0 1995/02/27 11:32:19 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.9 1995/01/04 12:20:46 john * Declearations to work better with game state save. * * * Revision 1.8 1995/01/03 20:38:44 john * Externed MAX_MORPH_OBJECTS * * Revision 1.7 1994/09/26 17:28:33 matt * Made new multiple-object morph code work with the demo system * * Revision 1.6 1994/09/26 15:40:17 matt * Allow multiple simultaneous morphing objects * * Revision 1.5 1994/06/28 11:55:19 john * Made newdemo system record/play directly to/from disk, so * we don't need the 4 MB buffer anymore. * * Revision 1.4 1994/06/16 13:57:40 matt * Added support for morphing objects in demos * * Revision 1.3 1994/06/08 18:22:03 matt * Made morphing objects light correctly * * Revision 1.2 1994/05/30 22:50:25 matt * Added morph effect for robots * * Revision 1.1 1994/05/30 12:04:19 matt * Initial revision * * */ #ifndef _MORPH_H #define _MORPH_H #include "object.h" #define MAX_VECS 200 typedef struct morph_data { object *obj; // object which is morphing vms_vector morph_vecs[MAX_VECS]; vms_vector morph_deltas[MAX_VECS]; fix morph_times[MAX_VECS]; int submodel_active[MAX_SUBMODELS]; // which submodels are active int n_morphing_points[MAX_SUBMODELS]; // how many active points in each part int submodel_startpoints[MAX_SUBMODELS]; // first point for each submodel int n_submodels_active; ubyte morph_save_control_type; ubyte morph_save_movement_type; physics_info morph_save_phys_info; int Morph_sig; } morph_data; #define MAX_MORPH_OBJECTS 5 extern morph_data morph_objects[]; void morph_start(object *obj); void draw_morph_object(object *obj); //process the morphing object for one frame void do_morph_frame(object *obj); //called at the start of a level void init_morphs(); extern morph_data *find_morph_data(object *obj); #endif /* _MORPH_H */