#ifndef ART_H #define ART_H #include "cache.h" #include "db.h" #include "heap.h" #include "obj_types.h" #include "platform_compat.h" #include "proto_types.h" typedef enum Head { HEAD_INVALID, HEAD_MARCUS, HEAD_MYRON, HEAD_ELDER, HEAD_LYNETTE, HEAD_HAROLD, HEAD_TANDI, HEAD_COM_OFFICER, HEAD_SULIK, HEAD_PRESIDENT, HEAD_HAKUNIN, HEAD_BOSS, HEAD_DYING_HAKUNIN, HEAD_COUNT, } Head; typedef enum HeadAnimation { HEAD_ANIMATION_VERY_GOOD_REACTION = 0, FIDGET_GOOD = 1, HEAD_ANIMATION_GOOD_TO_NEUTRAL = 2, HEAD_ANIMATION_NEUTRAL_TO_GOOD = 3, FIDGET_NEUTRAL = 4, HEAD_ANIMATION_NEUTRAL_TO_BAD = 5, HEAD_ANIMATION_BAD_TO_NEUTRAL = 6, FIDGET_BAD = 7, HEAD_ANIMATION_VERY_BAD_REACTION = 8, HEAD_ANIMATION_GOOD_PHONEMES = 9, HEAD_ANIMATION_NEUTRAL_PHONEMES = 10, HEAD_ANIMATION_BAD_PHONEMES = 11, } HeadAnimation; typedef enum Background { BACKGROUND_0, BACKGROUND_1, BACKGROUND_2, BACKGROUND_HUB, BACKGROUND_NECROPOLIS, BACKGROUND_BROTHERHOOD, BACKGROUND_MILITARY_BASE, BACKGROUND_JUNK_TOWN, BACKGROUND_CATHEDRAL, BACKGROUND_SHADY_SANDS, BACKGROUND_VAULT, BACKGROUND_MASTER, BACKGROUND_FOLLOWER, BACKGROUND_RAIDERS, BACKGROUND_CAVE, BACKGROUND_ENCLAVE, BACKGROUND_WASTELAND, BACKGROUND_BOSS, BACKGROUND_PRESIDENT, BACKGROUND_TENT, BACKGROUND_ADOBE, BACKGROUND_COUNT, } Background; #pragma pack(2) typedef struct Art { int field_0; short framesPerSecond; short actionFrame; short frameCount; short xOffsets[6]; short yOffsets[6]; int dataOffsets[6]; int field_3A; } Art; #pragma pack() typedef struct ArtFrame { short width; short height; int size; short x; short y; } ArtFrame; typedef enum WeaponAnimation { WEAPON_ANIMATION_NONE, WEAPON_ANIMATION_KNIFE, // d WEAPON_ANIMATION_CLUB, // e WEAPON_ANIMATION_HAMMER, // f WEAPON_ANIMATION_SPEAR, // g WEAPON_ANIMATION_PISTOL, // h WEAPON_ANIMATION_SMG, // i WEAPON_ANIMATION_SHOTGUN, // j WEAPON_ANIMATION_LASER_RIFLE, // k WEAPON_ANIMATION_MINIGUN, // l WEAPON_ANIMATION_LAUNCHER, // m WEAPON_ANIMATION_COUNT, } WeaponAnimation; typedef enum DudeNativeLook { // Hero looks as one the tribals (before finishing Temple of Trails). DUDE_NATIVE_LOOK_TRIBAL, // Hero have finished Temple of Trails and received Vault Jumpsuit. DUDE_NATIVE_LOOK_JUMPSUIT, DUDE_NATIVE_LOOK_COUNT, } DudeNativeLook; extern int _art_vault_guy_num; extern int _art_vault_person_nums[DUDE_NATIVE_LOOK_COUNT][GENDER_COUNT]; extern Cache gArtCache; int artInit(); void artReset(); void artExit(); char* artGetObjectTypeName(int objectType); int artIsObjectTypeHidden(int objectType); int artGetFidgetCount(int headFid); void artRender(int fid, unsigned char* dest, int width, int height, int pitch); Art* artLock(int fid, CacheEntry** cache_entry); unsigned char* artLockFrameData(int fid, int frame, int direction, CacheEntry** out_cache_entry); unsigned char* artLockFrameDataReturningSize(int fid, CacheEntry** out_cache_entry, int* widthPtr, int* heightPtr); int artUnlock(CacheEntry* cache_entry); int artCacheFlush(); int artCopyFileName(int objectType, int a2, char* a3); int _art_get_code(int a1, int a2, char* a3, char* a4); char* artBuildFilePath(int a1); int artGetFramesPerSecond(Art* art); int artGetActionFrame(Art* art); int artGetFrameCount(Art* art); int artGetWidth(Art* art, int frame, int direction); int artGetHeight(Art* art, int frame, int direction); int artGetSize(Art* art, int frame, int direction, int* out_width, int* out_height); int artGetFrameOffsets(Art* art, int frame, int direction, int* a4, int* a5); int artGetRotationOffsets(Art* art, int rotation, int* out_offset_x, int* out_offset_y); unsigned char* artGetFrameData(Art* art, int frame, int direction); ArtFrame* artGetFrame(Art* art, int frame, int direction); bool artExists(int fid); bool _art_fid_valid(int fid); int _art_alias_num(int a1); int artCritterFidShouldRun(int a1); int artAliasFid(int fid); int buildFid(int objectType, int frmId, int animType, int a4, int rotation); int artRead(const char* path, unsigned char* data); int artWrite(const char* path, unsigned char* data); #endif