Files
source/Tactical/Animation Data.h
T
Wanne e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00

647 lines
10 KiB
C

#ifndef ANIMATION_DATA_H_
#define ANIMATION_DATA_H_
#include "vobject.h"
#include "Soldier Control.h"
#include "Overhead.h"
#include "Structure Internals.h"
// DEFINES FOR ANIMATION PROFILES
#define TILE_FLAG_FEET 0x0001
#define TILE_FLAG_MID 0x0002
#define TILE_FLAG_HEAD 0x0004
#define TILE_FLAG_CANMOVE 0x0008
#define TILE_FLAG_NORTH_HALF 0x0010
#define TILE_FLAG_SOUTH_HALF 0x0020
#define TILE_FLAG_WEST_HALF 0x0040
#define TILE_FLAG_EAST_HALF 0x0080
#define TILE_FLAG_TOP_HALF 0x0100
#define TILE_FLAG_BOTTOM_HALF 0x0200
#define ANIM_DATA_FLAG_NOFRAMES 0x01
// ENUMERATIONS
// BODY TYPES
// RGM = Regular Male
// (RG) = Body desc ( Regular - RG, Short Stocky ( SS ), etc
// (M) = Sex, Male, female
#define IS_MERC_BODY_TYPE( p ) ( ( p->ubBodyType <= REGFEMALE ) ? ( TRUE ) : ( FALSE ) )
#define IS_CIV_BODY_TYPE( p ) ( (p->ubBodyType >= FATCIV) && (p->ubBodyType <= CRIPPLECIV) )
#define NUMSOLDIERBODYTYPES 4
enum SoldierBodyTypes
{
REGMALE = 0,
BIGMALE,
STOCKYMALE,
REGFEMALE,
ADULTFEMALEMONSTER,
AM_MONSTER,
YAF_MONSTER,
YAM_MONSTER,
LARVAE_MONSTER,
INFANT_MONSTER,
QUEENMONSTER,
FATCIV,
MANCIV,
MINICIV,
DRESSCIV,
HATKIDCIV,
KIDCIV,
CRIPPLECIV,
COW,
CROW,
BLOODCAT,
ROBOTNOWEAPON,
HUMVEE,
TANK_NW,
TANK_NE,
ELDORADO,
ICECREAMTRUCK,
JEEP,
TOTALBODYTYPES
} ;
// Enumerations
// This enumeration defines the graphic image file per animation
// RGM = Regular Male
// (RG) = Body desc ( Regular - RG, Short Stocky ( SS ), etc
// (M) = Sex, Male, female
typedef enum
{
RGMBASICWALKING = 0,
RGMSTANDING,
RGMCROUCHING,
RGMSNEAKING,
RGMRUNNING,
RGMPRONE,
RGMSTANDAIM,
RGMHITHARD,
RGMHITSTAND,
RGMHITHARDBLOOD,
RGMCROUCHAIM,
RGMHITFALLBACK,
RGMROLLOVER,
RGMCLIMBROOF,
RGMFALL,
RGMFALLF,
RGMHITCROUCH,
RGMHITPRONE,
RGMHOPFENCE,
RGMPUNCH,
RGMNOTHING_STD,
RGMNOTHING_WALK,
RGMNOTHING_RUN,
RGMNOTHING_SWAT,
RGMNOTHING_CROUCH,
RGMHANDGUN_S_SHOT,
RGMHANDGUN_C_SHOT,
RGMHANDGUN_PRONE,
RGMDIE_JFK,
RGMOPEN,
RGMPICKUP,
RGMSTAB,
RGMSLICE,
RGMCSTAB,
RGMMEDIC,
RGMDODGE,
RGMSTANDDWALAIM,
RGMRAISE,
RGMTHROW,
RGMLOB,
RGMKICKDOOR,
RGMRHIT,
RGM_SQUISH,
RGM_LOOK,
RGM_PULL,
RGM_SPIT,
RGMWATER_R_WALK,
RGMWATER_R_STD,
RGMWATER_N_WALK,
RGMWATER_N_STD,
RGMWATER_DIE,
RGMWATER_N_AIM,
RGMWATER_R_AIM,
RGMWATER_DBLSHT,
RGMWATER_TRANS,
RGMDEEPWATER_TRED,
RGMDEEPWATER_SWIM,
RGMDEEPWATER_DIE,
RGMMCLIMB,
RGMHELIDROP,
RGMLOWKICK,
RGMNPUNCH,
RGMSPINKICK,
RGMSLEEP,
RGMSHOOT_LOW,
RGMCDBLSHOT,
RGMHURTSTANDINGN,
RGMHURTSTANDINGR,
RGMHURTWALKINGN,
RGMHURTWALKINGR,
RGMHURTTRANS,
RGMTHROWKNIFE,
RGMBREATHKNIFE,
RGMPISTOLBREATH,
RGMCOWER,
RGMROCKET,
RGMMORTAR,
RGMSIDESTEP,
RGMDBLBREATH,
RGMPUNCHLOW,
RGMPISTOLSHOOTLOW,
RGMWATERTHROW,
RGMRADIO,
RGMCRRADIO,
RGMBURN,
RGMDWPRONE,
RGMDRUNK,
RGMPISTOLDRUNK,
RGMCROWBAR,
RGMJUMPOVER,
BGMWALKING,
BGMSTANDING,
BGMCROUCHING,
BGMSNEAKING,
BGMRUNNING,
BGMPRONE,
BGMSTANDAIM,
BGMHITHARD,
BGMHITSTAND,
BGMHITHARDBLOOD,
BGMCROUCHAIM,
BGMHITFALLBACK,
BGMROLLOVER,
BGMCLIMBROOF,
BGMFALL,
BGMFALLF,
BGMHITCROUCH,
BGMHITPRONE,
BGMHOPFENCE,
BGMPUNCH,
BGMNOTHING_STD,
BGMNOTHING_WALK,
BGMNOTHING_RUN,
BGMNOTHING_SWAT,
BGMNOTHING_CROUCH,
BGMHANDGUN_S_SHOT,
BGMHANDGUN_C_SHOT,
BGMHANDGUN_PRONE,
BGMDIE_JFK,
BGMOPEN,
BGMPICKUP,
BGMSTAB,
BGMSLICE,
BGMCSTAB,
BGMMEDIC,
BGMDODGE,
BGMSTANDDWALAIM,
BGMRAISE,
BGMTHROW,
BGMLOB,
BGMKICKDOOR,
BGMRHIT,
BGMSTANDAIM2,
BGMFLEX,
BGMSTRECH,
BGMSHOEDUST,
BGMHEADTURN,
BGMWATER_R_WALK,
BGMWATER_R_STD,
BGMWATER_N_WALK,
BGMWATER_N_STD,
BGMWATER_DIE,
BGMWATER_N_AIM,
BGMWATER_R_AIM,
BGMWATER_DBLSHT,
BGMWATER_TRANS,
BGMDEEPWATER_TRED,
BGMDEEPWATER_SWIM,
BGMDEEPWATER_DIE,
BGMHELIDROP,
BGMSLEEP,
BGMSHOOT_LOW,
BGMTHREATENSTAND,
BGMCDBLSHOT,
BGMHURTSTANDINGN,
BGMHURTSTANDINGR,
BGMHURTWALKINGN,
BGMHURTWALKINGR,
BGMHURTTRANS,
BGMTHROWKNIFE,
BGMBREATHKNIFE,
BGMPISTOLBREATH,
BGMCOWER,
BGMRAISE2,
BGMROCKET,
BGMMORTAR,
BGMSIDESTEP,
BGMDBLBREATH,
BGMPUNCHLOW,
BGMPISTOLSHOOTLOW,
BGMWATERTHROW,
BGMWALK2,
BGMRUN2,
BGMIDLENECK,
BGMCROUCHTRANS,
BGMRADIO,
BGMCRRADIO,
BGMDWPRONE,
BGMDRUNK,
BGMPISTOLDRUNK,
BGMCROWBAR,
BGMJUMPOVER,
RGFWALKING,
RGFSTANDING,
RGFCROUCHING,
RGFSNEAKING,
RGFRUNNING,
RGFPRONE,
RGFSTANDAIM,
RGFHITHARD,
RGFHITSTAND,
RGFHITHARDBLOOD,
RGFCROUCHAIM,
RGFHITFALLBACK,
RGFROLLOVER,
RGFCLIMBROOF,
RGFFALL,
RGFFALLF,
RGFHITCROUCH,
RGFHITPRONE,
RGFHOPFENCE,
RGFPUNCH,
RGFNOTHING_STD,
RGFNOTHING_WALK,
RGFNOTHING_RUN,
RGFNOTHING_SWAT,
RGFNOTHING_CROUCH,
RGFHANDGUN_S_SHOT,
RGFHANDGUN_C_SHOT,
RGFHANDGUN_PRONE,
RGFDIE_JFK,
RGFOPEN,
RGFPICKUP,
RGFSTAB,
RGFSLICE,
RGFCSTAB,
RGFMEDIC,
RGFDODGE,
RGFSTANDDWALAIM,
RGFRAISE,
RGFTHROW,
RGFLOB,
RGFKICKDOOR,
RGFRHIT,
RGFCLEAN,
RGFKICKSN,
RGFALOOK,
RGFWIPE,
RGFWATER_R_WALK,
RGFWATER_R_STD,
RGFWATER_N_WALK,
RGFWATER_N_STD,
RGFWATER_DIE,
RGFWATER_N_AIM,
RGFWATER_R_AIM,
RGFWATER_DBLSHT,
RGFWATER_TRANS,
RGFDEEPWATER_TRED,
RGFDEEPWATER_SWIM,
RGFDEEPWATER_DIE,
RGFHELIDROP,
RGFSLEEP,
RGFSHOOT_LOW,
RGFCDBLSHOT,
RGFHURTSTANDINGN,
RGFHURTSTANDINGR,
RGFHURTWALKINGN,
RGFHURTWALKINGR,
RGFHURTTRANS,
RGFTHROWKNIFE,
RGFBREATHKNIFE,
RGFPISTOLBREATH,
RGFCOWER,
RGFROCKET,
RGFMORTAR,
RGFSIDESTEP,
RGFDBLBREATH,
RGFPUNCHLOW,
RGFPISTOLSHOOTLOW,
RGFWATERTHROW,
RGFRADIO,
RGFCRRADIO,
RGFSLAP,
RGFDWPRONE,
RGFDRUNK,
RGFPISTOLDRUNK,
RGFCROWBAR,
RGFJUMPOVER,
AFMONSTERSTANDING,
AFMONSTERWALKING,
AFMONSTERATTACK,
AFMONSTERCLOSEATTACK,
AFMONSTERSPITATTACK,
AFMONSTEREATING,
AFMONSTERDIE,
AFMUP,
AFMJUMP,
AFMMELT,
LVBREATH,
LVDIE,
LVWALK,
IBREATH,
IWALK,
IDIE,
IEAT,
IATTACK,
QUEENMONSTERSTANDING,
QUEENMONSTERREADY,
QUEENMONSTERSPIT_SW,
QUEENMONSTERSPIT_E,
QUEENMONSTERSPIT_NE,
QUEENMONSTERSPIT_S,
QUEENMONSTERSPIT_SE,
QUEENMONSTERDEATH,
QUEENMONSTERSWIPE,
FATMANSTANDING,
FATMANWALKING,
FATMANRUNNING,
FATMANDIE,
FATMANASS,
FATMANACT,
FATMANCOWER,
FATMANDIE2,
FATMANCOWERHIT,
MANCIVSTANDING,
MANCIVWALKING,
MANCIVRUNNING,
MANCIVDIE,
MANCIVACT,
MANCIVCOWER,
MANCIVDIE2,
MANCIVSMACKED,
MANCIVPUNCH,
MANCIVCOWERHIT,
MINICIVSTANDING,
MINICIVWALKING,
MINICIVRUNNING,
MINICIVDIE,
MINISTOCKING,
MINIACT,
MINICOWER,
MINIDIE2,
MINICOWERHIT,
DRESSCIVSTANDING,
DRESSCIVWALKING,
DRESSCIVRUNNING,
DRESSCIVDIE,
DRESSCIVACT,
DRESSCIVCOWER,
DRESSCIVDIE2,
DRESSCIVCOWERHIT,
HATKIDCIVSTANDING,
HATKIDCIVWALKING,
HATKIDCIVRUNNING,
HATKIDCIVDIE,
HATKIDCIVJFK,
HATKIDCIVYOYO,
HATKIDCIVACT,
HATKIDCIVCOWER,
HATKIDCIVDIE2,
HATKIDCIVCOWERHIT,
HATKIDCIVSKIP,
KIDCIVSTANDING,
KIDCIVWALKING,
KIDCIVRUNNING,
KIDCIVDIE,
KIDCIVJFK,
KIDCIVARMPIT,
KIDCIVACT,
KIDCIVCOWER,
KIDCIVDIE2,
KIDCIVCOWERHIT,
KIDCIVSKIP,
CRIPCIVSTANDING,
CRIPCIVWALKING,
CRIPCIVRUNNING,
CRIPCIVBEG,
CRIPCIVDIE,
CRIPCIVDIE2,
CRIPCIVKICK,
COWSTANDING,
COWWALKING,
COWDIE,
COWEAT,
CROWWALKING,
CROWFLYING,
CROWEATING,
CROWDYING,
CATBREATH,
CATWALK,
CATRUN,
CATREADY,
CATHIT,
CATDIE,
CATSWIPE,
CATBITE,
ROBOTNWBREATH,
ROBOTNWWALK,
ROBOTNWHIT,
ROBOTNWDIE,
ROBOTNWSHOOT,
HUMVEE_BASIC,
HUMVEE_DIE,
TANKNW_READY,
TANKNW_SHOOT,
TANKNW_DIE,
TANKNE_READY,
TANKNE_SHOOT,
TANKNE_DIE,
ELDORADO_BASIC,
ELDORADO_DIE,
ICECREAMTRUCK_BASIC,
ICECREAMTRUCK_DIE,
JEEP_BASIC,
JEEP_DIE,
BODYEXPLODE,
//<SB> crouch throwing
RGMCRTHROW,
BGMCRTHROW,
RGFCRTHROW,
//</SB>
//***ddd
BGMWITHSTONE,
//for crouched shoot rocket
RGMCRROCKET,
BGMCRROCKET,
RGFCRROCKET,
//swatting with knife
BGMSWKNIFE,
RGFSWKNIFE,
RGMSWKNIFE,
//êèäàíèå ãðàíàòû ñòîÿ ñ âûä. ÷åêè
BGMSTHRG,
RGFSTHRG,
RGMSTHRG,
//êèäàíèå ãðàíàòû ñòîÿ ñ âûä. ÷åêè áëèçêîå ðàññò
BGMSLOBG,
RGFSLOBG,
RGMSLOBG,
//âíàãëóþ ñòûðèë êîä ó òåðàïåâòà!
RGMROLL_PR,
BGMROLL_PR,
RGFROLL_PR,
RGMWALLJUMP,
BGMWALLJUMP,
RGFWALLJUMP,
//jump windows
RGMJUMPWINDOWS,
BGMJUMPWINDOWS,
RGFJUMPWINDOWS,
// SANDRO - new animation of remote detonator by PasHancock
RGMUSEREMOTE,
BGMUSEREMOTE,
RGFUSEREMOTE,
BGMTHROWKNIFE2,
RGMPISTOL_RUN,
BGMPISTOL_RUN,
RGFPISTOL_RUN,
RGMSIDESTEP_P_RDY,
RGMSIDESTEP_R_RDY,
RGMSIDESTEP_D_RDY,
BGMSIDESTEP_P_RDY,
BGMSIDESTEP_R_RDY,
BGMSIDESTEP_R_RDY2,
BGMSIDESTEP_D_RDY,
RGFSIDESTEP_P_RDY,
RGFSIDESTEP_R_RDY,
RGFSIDESTEP_D_RDY,
RGMWALK_P_RDY,
RGMWALK_R_RDY,
RGMWALK_D_RDY,
BGMWALK_P_RDY,
BGMWALK_R_RDY,
BGMWALK_R_RDY2,
BGMWALK_D_RDY,
RGFWALK_P_RDY,
RGFWALK_R_RDY,
RGFWALK_D_RDY,
NUMANIMATIONSURFACETYPES
} AnimationSurfaceTypes;
// Enumerations for struct data
typedef enum
{
S_STRUCT,
C_STRUCT,
P_STRUCT,
F_STRUCT,
FB_STRUCT,
DEFAULT_STRUCT,
NUM_STRUCT_IDS,
NO_STRUCT = 120,
};
// Struct for animation 'surface' information
typedef struct
{
UINT16 ubName;
CHAR8 Filename[ 50 ];
CHAR8 bStructDataType;
UINT8 ubFlags;
UINT32 uiNumDirections;
UINT32 uiNumFramesPerDir;
HVOBJECT hVideoObject;
void *Unused;
INT8 bUsageCount;
INT8 bProfile;
} AnimationSurfaceType;
typedef struct
{
CHAR8 Filename[ 50 ];
STRUCTURE_FILE_REF * pStructureFileRef;
} AnimationStructureType;
extern AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ];
extern AnimationStructureType gAnimStructureDatabase[ TOTALBODYTYPES ][ NUM_STRUCT_IDS ];
// Functions
BOOLEAN InitAnimationSystem( );
BOOLEAN DeInitAnimationSystem( );
BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex );
void ClearAnimationSurfacesUsageHistory( UINT16 usSoldierID );
void DeleteAnimationProfiles( );
BOOLEAN LoadAnimationProfiles( );
STRUCTURE_FILE_REF *GetAnimationStructureRef( UINT8 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
STRUCTURE_FILE_REF *GetDefaultStructureRef( UINT8 usSoldierID );
// Profile data
extern ANIM_PROF *gpAnimProfiles;
extern UINT8 gubNumAnimProfiles;
void ZeroAnimSurfaceCounts( );
#endif