1 /*
2 	C-Dogs SDL
3 	A port of the legendary (and fun) action/arcade cdogs.
4 	Copyright (c) 2013-2017, 2019-2020 Cong Xu
5 	All rights reserved.
6 
7 	Redistribution and use in source and binary forms, with or without
8 	modification, are permitted provided that the following conditions are met:
9 
10 	Redistributions of source code must retain the above copyright notice, this
11 	list of conditions and the following disclaimer.
12 	Redistributions in binary form must reproduce the above copyright notice,
13 	this list of conditions and the following disclaimer in the documentation
14 	and/or other materials provided with the distribution.
15 
16 	THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 	AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 	IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
19 	ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
20 	LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
21 	CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
22 	SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
23 	INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
24 	CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
25 	ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
26 	POSSIBILITY OF SUCH DAMAGE.
27 */
28 #pragma once
29 
30 #include <stdbool.h>
31 
32 // TODO: run + walk
33 typedef enum
34 {
35 	ACTORANIMATION_STAND,
36 	ACTORANIMATION_IDLE,
37 	ACTORANIMATION_WALKING
38 } ActorAnimation;
39 
40 // Frames representing head idle animation (look left, look right)
41 typedef enum
42 {
43 	IDLEHEAD_NORMAL,
44 	IDLEHEAD_LEFT,
45 	IDLEHEAD_RIGHT
46 } IdleHead;
47 
48 // TODO: data-driven custom per-character animations
49 #define ANIMATION_MAX_FRAMES 8
50 typedef struct
51 {
52 	ActorAnimation Type;
53 	int frame;
54 	int frames[ANIMATION_MAX_FRAMES];
55 	int ticksPerFrame[ANIMATION_MAX_FRAMES];
56 	float frameCounter;
57 	bool randomFrames;
58 	// Flag for whether we entered a new frame
59 	// Used for some frame-triggered effects like sounds
60 	bool newFrame;
61 } Animation;
62 
63 Animation AnimationGetActorAnimation(const ActorAnimation aa);
64 int AnimationGetFrame(const Animation *a);
65 void AnimationUpdate(Animation *a, const float ticks);
66