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source/Tactical/Animation Data.h
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#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,
COMBAT_JEEP, // Flugente, smeagol & DepressivesBrot: lightly armored tactical vehicle
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 AnimationSurfaceTypes
{
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,
RGMBAYONET_S_S,
RGMBAYONET_S_P,
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,
BGMBAYONET_S_S,
BGMBAYONET_S_P,
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,
RGFBAYONET_S_S,
RGFBAYONET_S_P,
CRYO_EXPLODE,
CRYO_EXPLODE_CROUCHED,
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,
ARMED_CAR_READY,
ARMED_CAR_SHOOT,
ARMED_CAR_DIE,
BODYEXPLODE,
//<SB> crouch throwing
RGMCRTHROW,
BGMCRTHROW,
RGFCRTHROW,
//</SB>
//***ddd
BGMWITHSTONE,
//for crouched shoot rocket
RGMCRROCKET,
BGMCRROCKET,
RGFCRROCKET,
//swatting with knife
BGMSWKNIFE,
RGFSWKNIFE,
RGMSWKNIFE,
//Launch grenade (?)
BGMSTHRG,
RGFSTHRG,
RGMSTHRG,
//Lob grenade
BGMSLOBG,
RGFSLOBG,
RGMSLOBG,
//Roll while prone
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,
RGMSIDESTEP_CROUCH_R_RDY,
RGMSIDESTEP_CROUCH_P_RDY,
RGMSIDESTEP_CROUCH_D_RDY,
BGMSIDESTEP_CROUCH_R_RDY,
BGMSIDESTEP_CROUCH_P_RDY,
BGMSIDESTEP_CROUCH_D_RDY,
RGFSIDESTEP_CROUCH_R_RDY,
RGFSIDESTEP_CROUCH_P_RDY,
RGFSIDESTEP_CROUCH_D_RDY,
RGMWALK_P_RDY,
RGMWALK_R_RDY,
RGMWALK_D_RDY,
RGMCROUCH_R_RDY,
RGMCROUCH_P_RDY,
RGMCROUCH_D_RDY,
BGMWALK_P_RDY,
BGMWALK_R_RDY,
BGMWALK_R_RDY2,
BGMWALK_D_RDY,
BGMCROUCH_R_RDY,
BGMCROUCH_P_RDY,
BGMCROUCH_D_RDY,
RGFWALK_P_RDY,
RGFWALK_R_RDY,
RGFWALK_D_RDY,
RGFCROUCH_R_RDY,
RGFCROUCH_P_RDY,
RGFCROUCH_D_RDY,
RGMMEDICPRN,
BGMMEDICPRN,
RGFMEDICPRN,
RGM_HIP_AIM,
RGM_HIP_LOW,
BGM_HIP_AIM,
RGF_HIP_AIM,
RGM_WATER_HIP_AIM,
BGM_WATER_HIP_AIM,
RGF_WATER_HIP_AIM,
RGM_COWER_PRONE,
BGM_COWER_PRONE,
RGF_COWER_PRONE,
BGMIDLENECK2,
BGMHIPAIMALT,
BGMSRAIMALT,
RGM_PFSHOT_AIM,
BGM_PFSHOT_AIM,
RGF_PFSHOT_AIM,
NUMANIMATIONSURFACETYPES
} AnimationSurfaceTypes;
// Enumerations for struct data
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