Files
source/Tactical/Animation Data.h
T
Overhaul dd0d6ea66d Fixed appearance of save game corruption when a game with different inventory set is loaded. Note that such games can still cause odd behavior and CTD's
Fixed old-style behavior when creating a soldier struct (caused memory corruption and leaks)
Fixed soldiers unable to fire if an error happened while firing the off-hand weapon
Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles
Prevent splitting money while an item is in the hand, which would result in losing the original item
Fix reverse of X,Y when checking visibility through a roof, which could make soldiers falsely visible/invisible
Prevent militia from simply waiting on the border when enemies are known to be in the sector
Fix stack overflow for soldier inventory debug display
Optimized A* pathing and cleaned up VS2K5 specific code
AI can now use all climb points for climbable buildings, not just a random few
Fix to not allow flat roof butted against slanted roof to be identified as a climb point
Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted
Prevent soldiers who enter or leave deep water from moving a space too far and turning back
Prevent soldiers from trying to crouch while in shallow water
Make soldier turn in the closest direction when he must get up from prone and turn then fall back to prone
Allow a soldier to swat for a tile before returning to prone if unable to return to prone immediately after a turn
Fix civilians that should show up in a sector, missing because of others that aren't
Fix a memset on a C++ class
Place Skyrider in a sector near his helecopter once available and the helicopter is present
Fix soldier corruption if too many shots burst-spread into too few tiles
Include both first and last tile in spread when some locations must be skipped
Fix to shoot at last location in burst
Fix to remove other previous spread locations when calculating a new spread
Fix to reload or rechamber off-hand when necessary, such as having a pistol shotgun in that hand


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1532 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-10-20 08:09:03 +00:00

578 lines
9.4 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>
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