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