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