164 lines
6.1 KiB
C++
164 lines
6.1 KiB
C++
#ifndef ANIMATION_H
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#define ANIMATION_H
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#include "combat_defs.h"
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#include "obj_types.h"
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namespace fallout {
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typedef enum AnimationRequestOptions {
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ANIMATION_REQUEST_UNRESERVED = 0x01,
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ANIMATION_REQUEST_RESERVED = 0x02,
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ANIMATION_REQUEST_NO_STAND = 0x04,
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ANIMATION_REQUEST_0x100 = 0x100,
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ANIMATION_REQUEST_INSIGNIFICANT = 0x200,
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} AnimationRequestOptions;
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// Basic animations: 0-19
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// Knockdown and death: 20-35
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// Change positions: 36-37
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// Weapon: 38-47
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// Single-frame death animations (the last frame of knockdown and death animations): 48-63
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typedef enum AnimationType {
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ANIM_STAND = 0,
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ANIM_WALK = 1,
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ANIM_JUMP_BEGIN = 2,
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ANIM_JUMP_END = 3,
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ANIM_CLIMB_LADDER = 4,
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ANIM_FALLING = 5,
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ANIM_UP_STAIRS_RIGHT = 6,
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ANIM_UP_STAIRS_LEFT = 7,
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ANIM_DOWN_STAIRS_RIGHT = 8,
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ANIM_DOWN_STAIRS_LEFT = 9,
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ANIM_MAGIC_HANDS_GROUND = 10,
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ANIM_MAGIC_HANDS_MIDDLE = 11,
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ANIM_MAGIC_HANDS_UP = 12,
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ANIM_DODGE_ANIM = 13,
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ANIM_HIT_FROM_FRONT = 14,
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ANIM_HIT_FROM_BACK = 15,
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ANIM_THROW_PUNCH = 16,
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ANIM_KICK_LEG = 17,
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ANIM_THROW_ANIM = 18,
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ANIM_RUNNING = 19,
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ANIM_FALL_BACK = 20,
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ANIM_FALL_FRONT = 21,
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ANIM_BAD_LANDING = 22,
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ANIM_BIG_HOLE = 23,
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ANIM_CHARRED_BODY = 24,
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ANIM_CHUNKS_OF_FLESH = 25,
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ANIM_DANCING_AUTOFIRE = 26,
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ANIM_ELECTRIFY = 27,
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ANIM_SLICED_IN_HALF = 28,
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ANIM_BURNED_TO_NOTHING = 29,
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ANIM_ELECTRIFIED_TO_NOTHING = 30,
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ANIM_EXPLODED_TO_NOTHING = 31,
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ANIM_MELTED_TO_NOTHING = 32,
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ANIM_FIRE_DANCE = 33,
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ANIM_FALL_BACK_BLOOD = 34,
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ANIM_FALL_FRONT_BLOOD = 35,
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ANIM_PRONE_TO_STANDING = 36,
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ANIM_BACK_TO_STANDING = 37,
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ANIM_TAKE_OUT = 38,
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ANIM_PUT_AWAY = 39,
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ANIM_PARRY_ANIM = 40,
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ANIM_THRUST_ANIM = 41,
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ANIM_SWING_ANIM = 42,
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ANIM_POINT = 43,
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ANIM_UNPOINT = 44,
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ANIM_FIRE_SINGLE = 45,
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ANIM_FIRE_BURST = 46,
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ANIM_FIRE_CONTINUOUS = 47,
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ANIM_FALL_BACK_SF = 48,
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ANIM_FALL_FRONT_SF = 49,
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ANIM_BAD_LANDING_SF = 50,
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ANIM_BIG_HOLE_SF = 51,
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ANIM_CHARRED_BODY_SF = 52,
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ANIM_CHUNKS_OF_FLESH_SF = 53,
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ANIM_DANCING_AUTOFIRE_SF = 54,
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ANIM_ELECTRIFY_SF = 55,
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ANIM_SLICED_IN_HALF_SF = 56,
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ANIM_BURNED_TO_NOTHING_SF = 57,
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ANIM_ELECTRIFIED_TO_NOTHING_SF = 58,
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ANIM_EXPLODED_TO_NOTHING_SF = 59,
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ANIM_MELTED_TO_NOTHING_SF = 60,
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ANIM_FIRE_DANCE_SF = 61,
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ANIM_FALL_BACK_BLOOD_SF = 62,
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ANIM_FALL_FRONT_BLOOD_SF = 63,
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ANIM_CALLED_SHOT_PIC = 64,
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ANIM_COUNT = 65,
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FIRST_KNOCKDOWN_AND_DEATH_ANIM = ANIM_FALL_BACK,
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LAST_KNOCKDOWN_AND_DEATH_ANIM = ANIM_FALL_FRONT_BLOOD,
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FIRST_SF_DEATH_ANIM = ANIM_FALL_BACK_SF,
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LAST_SF_DEATH_ANIM = ANIM_FALL_FRONT_BLOOD_SF,
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} AnimationType;
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#define FID_ANIM_TYPE(value) ((value) & 0xFF0000) >> 16
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// Signature of animation callback accepting 2 parameters.
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typedef int(AnimationCallback)(void* a1, void* a2);
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// Signature of animation callback accepting 3 parameters.
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typedef int(AnimationCallback3)(void* a1, void* a2, void* a3);
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typedef struct STRUCT_530014_28 {
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int tile;
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int elevation;
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int x;
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int y;
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} STRUCT_530014_28;
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typedef Object* PathBuilderCallback(Object* object, int tile, int elevation);
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void animationInit();
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void animationReset();
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void animationExit();
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int reg_anim_begin(int a1);
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int _register_priority(int a1);
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int reg_anim_clear(Object* a1);
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int reg_anim_end();
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int animationIsBusy(Object* a1);
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int animationRegisterMoveToObject(Object* owner, Object* destination, int actionPoints, int delay);
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int animationRegisterRunToObject(Object* owner, Object* destination, int actionPoints, int delay);
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int animationRegisterMoveToTile(Object* owner, int tile, int elevation, int actionPoints, int delay);
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int animationRegisterRunToTile(Object* owner, int tile, int elevation, int actionPoints, int delay);
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int animationRegisterMoveToTileStraight(Object* object, int tile, int elevation, int anim, int delay);
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int animationRegisterMoveToTileStraightAndWaitForComplete(Object* owner, int tile, int elev, int anim, int delay);
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int animationRegisterAnimate(Object* owner, int anim, int delay);
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int animationRegisterAnimateReversed(Object* owner, int anim, int delay);
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int animationRegisterAnimateAndHide(Object* owner, int anim, int delay);
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int animationRegisterRotateToTile(Object* owner, int tile);
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int animationRegisterRotateClockwise(Object* owner);
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int animationRegisterRotateCounterClockwise(Object* owner);
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int animationRegisterHideObject(Object* object);
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int animationRegisterHideObjectForced(Object* object);
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int animationRegisterCallback(void* a1, void* a2, AnimationCallback* proc, int delay);
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int animationRegisterCallback3(void* a1, void* a2, void* a3, AnimationCallback3* proc, int delay);
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int animationRegisterCallbackForced(void* a1, void* a2, AnimationCallback* proc, int delay);
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int animationRegisterSetFlag(Object* object, int flag, int delay);
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int animationRegisterUnsetFlag(Object* object, int flag, int delay);
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int animationRegisterSetFid(Object* owner, int fid, int delay);
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int animationRegisterTakeOutWeapon(Object* owner, int weaponAnimationCode, int delay);
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int animationRegisterSetLightDistance(Object* owner, int lightDistance, int delay);
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int animationRegisterToggleOutline(Object* object, bool outline, int delay);
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int animationRegisterPlaySoundEffect(Object* owner, const char* soundEffectName, int delay);
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int animationRegisterAnimateForever(Object* owner, int anim, int delay);
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int reg_anim_26(int a1, int a2);
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int _make_path(Object* object, int from, int to, unsigned char* a4, int a5);
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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, STRUCT_530014_28* pathNodes, Object** a5, int a6);
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int _make_straight_path_func(Object* a1, int from, int to, STRUCT_530014_28* a4, Object** a5, int a6, Object* (*a7)(Object*, int, int));
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void _object_animate();
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int _check_move(int* a1);
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int _dude_move(int a1);
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int _dude_run(int a1);
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void _dude_fidget();
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void _dude_stand(Object* obj, int rotation, int fid);
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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 */
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