Animation for Maps Configuration.
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Animation for Maps Configuration.
Because we wanted more animation effects than provided in the Deep 97 editor, we created .ANI files to store additional information about a map. Light, wall, and floor animations are provided here. It would be nice that when a text based editor is used, these are loaded as just properties on walls/sectors.
- See Also
- http://www.amuletsandarmor.com/AALicense.txt
#define MAP_ANIM_INIT_STATE_TYPE_SECTOR 2 |
#define MAP_ANIM_INIT_STATE_TYPE_SIDE 0 |
#define MAP_ANIM_INIT_STATE_TYPE_UNKNOWN 3 |
#define MAP_ANIM_INIT_STATE_TYPE_WALL 1 |
#define MAP_ANIMATION_DEAD_TAG (*((T_word32 *)"dMaN")) |
#define MAP_ANIMATION_TAG (*((T_word32 *)"MpAn")) |
MapAnimateGetWallDamage takes an object and returns a damage type and damage amount. The routine is used to determine if an object is on a damage wall. If it is, this routine returns TRUE.
NOTE: The passed in object must have its area sectors correctly resolved.
- Parameters
-
mapAnimation | – MapAnimation to check |
p_obj | – Pointer to object to consider |
p_damageAmount | – where to return found damage amount |
p_damageType | – Returned damage type |
- Returns
- TRUE if any type of damage here.
MapAnimateLoad loads in a map animation record for the system.
NOTE: This routine MUST be called AFTER loading the map, NOT BEFORE.
- Parameters
-
number | – Number of map animation to load |
- Returns
- Map animation handle
MapAnimateStartSector prepares a sector to go into the given animation state. If the sector is already animating, this routine also aborts the previous state for the new given state.
NOTE: You have to be careful when you have this called. Repeat calls DO reinitialize the state to zero.
- Parameters
-
mapAnimation | – Aninmationp of animations |
sectorNum | – Pointer to animation sector in effect |
stateNumber | – State number to become. |
MapAnimateStartSide prepares a side to go into the given animation state. If the side is already animating, this routine also aborts the previous state for the new given state.
NOTE: You have to be careful when you have this called. Repeat calls DO reinitialize the state to zero.
- Parameters
-
mapAnimation | – Aninmationp of animations |
sideNum | – Pointer to animation side in effect |
stateNumber | – State number to become. |
MapAnimateStartWall prepares a wall to go into the given animation state. If the wall is already animating, this routine also aborts the previous state for the new given state.
NOTE: You have to be careful when you have this called. Repeat calls DO reinitialize the state to zero.
- Parameters
-
mapAnimation | – Aninmationp of animations |
wallNum | – Pointer to animation wall in effect |
stateNumber | – State number to become. |
MapAnimateUnload deletes all data associated with this map animation.
- Parameters
-
mapAnimation | – Map animation to unload |
MapAnimateUpdate goes through its list of things to animate and does them.
- Parameters
-
mapAnimation | – Map animation to update |