fallout2-ce/src/animation.h

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#ifndef ANIMATION_H
#define ANIMATION_H
#include "combat_defs.h"
#include "obj_types.h"
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namespace fallout {
typedef enum AnimationRequestOptions {
ANIMATION_REQUEST_UNRESERVED = 0x01,
ANIMATION_REQUEST_RESERVED = 0x02,
ANIMATION_REQUEST_NO_STAND = 0x04,
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ANIMATION_REQUEST_PING = 0x100,
ANIMATION_REQUEST_INSIGNIFICANT = 0x200,
} AnimationRequestOptions;
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// Basic animations: 0-19
// Knockdown and death: 20-35
// Change positions: 36-37
// Weapon: 38-47
// Single-frame death animations (the last frame of knockdown and death animations): 48-63
typedef enum AnimationType {
ANIM_STAND = 0,
ANIM_WALK = 1,
ANIM_JUMP_BEGIN = 2,
ANIM_JUMP_END = 3,
ANIM_CLIMB_LADDER = 4,
ANIM_FALLING = 5,
ANIM_UP_STAIRS_RIGHT = 6,
ANIM_UP_STAIRS_LEFT = 7,
ANIM_DOWN_STAIRS_RIGHT = 8,
ANIM_DOWN_STAIRS_LEFT = 9,
ANIM_MAGIC_HANDS_GROUND = 10,
ANIM_MAGIC_HANDS_MIDDLE = 11,
ANIM_MAGIC_HANDS_UP = 12,
ANIM_DODGE_ANIM = 13,
ANIM_HIT_FROM_FRONT = 14,
ANIM_HIT_FROM_BACK = 15,
ANIM_THROW_PUNCH = 16,
ANIM_KICK_LEG = 17,
ANIM_THROW_ANIM = 18,
ANIM_RUNNING = 19,
ANIM_FALL_BACK = 20,
ANIM_FALL_FRONT = 21,
ANIM_BAD_LANDING = 22,
ANIM_BIG_HOLE = 23,
ANIM_CHARRED_BODY = 24,
ANIM_CHUNKS_OF_FLESH = 25,
ANIM_DANCING_AUTOFIRE = 26,
ANIM_ELECTRIFY = 27,
ANIM_SLICED_IN_HALF = 28,
ANIM_BURNED_TO_NOTHING = 29,
ANIM_ELECTRIFIED_TO_NOTHING = 30,
ANIM_EXPLODED_TO_NOTHING = 31,
ANIM_MELTED_TO_NOTHING = 32,
ANIM_FIRE_DANCE = 33,
ANIM_FALL_BACK_BLOOD = 34,
ANIM_FALL_FRONT_BLOOD = 35,
ANIM_PRONE_TO_STANDING = 36,
ANIM_BACK_TO_STANDING = 37,
ANIM_TAKE_OUT = 38,
ANIM_PUT_AWAY = 39,
ANIM_PARRY_ANIM = 40,
ANIM_THRUST_ANIM = 41,
ANIM_SWING_ANIM = 42,
ANIM_POINT = 43,
ANIM_UNPOINT = 44,
ANIM_FIRE_SINGLE = 45,
ANIM_FIRE_BURST = 46,
ANIM_FIRE_CONTINUOUS = 47,
ANIM_FALL_BACK_SF = 48,
ANIM_FALL_FRONT_SF = 49,
ANIM_BAD_LANDING_SF = 50,
ANIM_BIG_HOLE_SF = 51,
ANIM_CHARRED_BODY_SF = 52,
ANIM_CHUNKS_OF_FLESH_SF = 53,
ANIM_DANCING_AUTOFIRE_SF = 54,
ANIM_ELECTRIFY_SF = 55,
ANIM_SLICED_IN_HALF_SF = 56,
ANIM_BURNED_TO_NOTHING_SF = 57,
ANIM_ELECTRIFIED_TO_NOTHING_SF = 58,
ANIM_EXPLODED_TO_NOTHING_SF = 59,
ANIM_MELTED_TO_NOTHING_SF = 60,
ANIM_FIRE_DANCE_SF = 61,
ANIM_FALL_BACK_BLOOD_SF = 62,
ANIM_FALL_FRONT_BLOOD_SF = 63,
ANIM_CALLED_SHOT_PIC = 64,
ANIM_COUNT = 65,
FIRST_KNOCKDOWN_AND_DEATH_ANIM = ANIM_FALL_BACK,
LAST_KNOCKDOWN_AND_DEATH_ANIM = ANIM_FALL_FRONT_BLOOD,
FIRST_SF_DEATH_ANIM = ANIM_FALL_BACK_SF,
LAST_SF_DEATH_ANIM = ANIM_FALL_FRONT_BLOOD_SF,
} AnimationType;
#define FID_ANIM_TYPE(value) ((value) & 0xFF0000) >> 16
// Signature of animation callback accepting 2 parameters.
typedef int(AnimationCallback)(void* a1, void* a2);
// Signature of animation callback accepting 3 parameters.
typedef int(AnimationCallback3)(void* a1, void* a2, void* a3);
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typedef struct StraightPathNode {
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int tile;
int elevation;
int x;
int y;
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} StraightPathNode;
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typedef Object* PathBuilderCallback(Object* object, int tile, int elevation);
void animationInit();
void animationReset();
void animationExit();
int reg_anim_begin(int a1);
int _register_priority(int a1);
int reg_anim_clear(Object* a1);
int reg_anim_end();
int animationIsBusy(Object* a1);
int animationRegisterMoveToObject(Object* owner, Object* destination, int actionPoints, int delay);
int animationRegisterRunToObject(Object* owner, Object* destination, int actionPoints, int delay);
int animationRegisterMoveToTile(Object* owner, int tile, int elevation, int actionPoints, int delay);
int animationRegisterRunToTile(Object* owner, int tile, int elevation, int actionPoints, int delay);
int animationRegisterMoveToTileStraight(Object* object, int tile, int elevation, int anim, int delay);
int animationRegisterMoveToTileStraightAndWaitForComplete(Object* owner, int tile, int elev, int anim, int delay);
int animationRegisterAnimate(Object* owner, int anim, int delay);
int animationRegisterAnimateReversed(Object* owner, int anim, int delay);
int animationRegisterAnimateAndHide(Object* owner, int anim, int delay);
int animationRegisterRotateToTile(Object* owner, int tile);
int animationRegisterRotateClockwise(Object* owner);
int animationRegisterRotateCounterClockwise(Object* owner);
int animationRegisterHideObject(Object* object);
int animationRegisterHideObjectForced(Object* object);
int animationRegisterCallback(void* a1, void* a2, AnimationCallback* proc, int delay);
int animationRegisterCallback3(void* a1, void* a2, void* a3, AnimationCallback3* proc, int delay);
int animationRegisterCallbackForced(void* a1, void* a2, AnimationCallback* proc, int delay);
int animationRegisterSetFlag(Object* object, int flag, int delay);
int animationRegisterUnsetFlag(Object* object, int flag, int delay);
int animationRegisterSetFid(Object* owner, int fid, int delay);
int animationRegisterTakeOutWeapon(Object* owner, int weaponAnimationCode, int delay);
int animationRegisterSetLightDistance(Object* owner, int lightDistance, int delay);
int animationRegisterToggleOutline(Object* object, bool outline, int delay);
int animationRegisterPlaySoundEffect(Object* owner, const char* soundEffectName, int delay);
int animationRegisterAnimateForever(Object* owner, int anim, int delay);
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int animationRegisterPing(int flags, int delay);
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int _make_path(Object* object, int from, int to, unsigned char* a4, int a5);
int pathfinderFindPath(Object* object, int from, int to, unsigned char* rotations, int a5, PathBuilderCallback* callback);
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int _make_straight_path(Object* a1, int from, int to, StraightPathNode* straightPathNodeList, Object** obstaclePtr, int a6);
int _make_straight_path_func(Object* a1, int from, int to, StraightPathNode* straightPathNodeList, Object** obstaclePtr, int a6, PathBuilderCallback* callback);
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void _object_animate();
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int _check_move(int* actionPointsPtr);
int _dude_move(int actionPoints);
int _dude_run(int actionPoints);
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void _dude_fidget();
void _dude_stand(Object* obj, int rotation, int fid);
void _dude_standup(Object* a1);
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void animationStop();
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int animationRegisterSetLightIntensity(Object* owner, int lightDistance, int lightIntensity, int delay);
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} // namespace fallout
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#endif /* ANIMATION_H */