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271 lines
5.8 KiB
C++
271 lines
5.8 KiB
C++
#pragma once
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#include "AnimBlendHierarchy.h"
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enum AssocGroupId
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{
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ASSOCGRP_STD,
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ASSOCGRP_PLAYER,
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ASSOCGRP_PLAYERROCKET,
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ASSOCGRP_PLAYER1ARMED,
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ASSOCGRP_PLAYER2ARMED,
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ASSOCGRP_PLAYERBBBAT,
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ASSOCGRP_SHUFFLE,
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ASSOCGRP_OLD,
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ASSOCGRP_GANG1,
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ASSOCGRP_GANG2,
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ASSOCGRP_FAT,
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ASSOCGRP_OLDFAT,
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ASSOCGRP_WOMAN,
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ASSOCGRP_WOMANSHOP,
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ASSOCGRP_BUSYWOMAN,
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ASSOCGRP_SEXYWOMAN,
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ASSOCGRP_OLDWOMAN,
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ASSOCGRP_FARWOMAN,
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ASSOCGRP_PANICCHUNKY,
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ASSOCGRP_PLAYERBACK,
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ASSOCGRP_PLAYERLEFT,
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ASSOCGRP_PLAYERRIGHT,
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ASSOCGRP_ROCKETBACK,
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ASSOCGRP_ROCKETLEFT,
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ASSOCGRP_ROCKETRIGHT,
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NUM_ANIM_ASSOC_GROUPS
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};
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enum AnimationId
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{
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ANIM_WALK,
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ANIM_RUN,
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ANIM_SPRINT,
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ANIM_IDLE_STANCE,
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ANIM_WALK_START,
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ANIM_RUN_STOP,
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ANIM_RUN_STOP_R,
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ANIM_IDLE_CAM,
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ANIM_IDLE_HBHB,
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ANIM_IDLE_TIRED,
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ANIM_IDLE_ARMED,
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ANIM_IDLE_CHAT,
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ANIM_IDLE_TAXI,
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ANIM_KO_SHOT_FRONT1,
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ANIM_KO_SHOT_FRONT2,
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ANIM_KO_SHOT_FRONT3,
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ANIM_KO_SHOT_FRONT4,
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ANIM_KO_SHOT_FACE,
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ANIM_KO_SHOT_STOM,
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ANIM_KO_SHOT_ARML,
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ANIM_KO_SHOT_ARMR,
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ANIM_KO_SHOT_LEGL,
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ANIM_KO_SHOT_LEGR,
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ANIM_KD_LEFT,
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ANIM_KD_RIGHT,
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ANIM_KO_SKID_FRONT,
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ANIM_KO_SPIN_R,
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ANIM_KO_SKID_BACK,
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ANIM_KO_SPIN_L,
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ANIM_SHOT_FRONT_PARTIAL,
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ANIM_SHOT_LEFT_PARTIAL,
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ANIM_SHOT_BACK_PARTIAL,
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ANIM_SHOT_RIGHT_PARTIAL,
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ANIM_HIT_FRONT,
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ANIM_HIT_LEFT,
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ANIM_HIT_BACK,
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ANIM_HIT_RIGHT,
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ANIM_FLOOR_HIT,
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ANIM_HIT_BODYBLOW,
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ANIM_HIT_CHEST,
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ANIM_HIT_HEAD,
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ANIM_HIT_WALK,
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ANIM_HIT_WALL,
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ANIM_FLOOR_HIT_F,
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ANIM_HIT_BEHIND,
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ANIM_PUNCH_R,
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ANIM_KICK_FLOOR,
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ANIM_WEAPON_BAT_H,
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ANIM_WEAPON_BAT_V,
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ANIM_WEAPON_HGUN_BODY,
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ANIM_WEAPON_AK_BODY,
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ANIM_WEAPON_PUMP,
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ANIM_WEAPON_SNIPER,
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ANIM_WEAPON_THROW,
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ANIM_WEAPON_THROWU,
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ANIM_WEAPON_START_THROW,
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ANIM_BOMBER,
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ANIM_HGUN_RELOAD,
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ANIM_AK_RELOAD,
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ANIM_FPS_PUNCH,
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ANIM_FPS_BAT,
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ANIM_FPS_UZI,
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ANIM_FPS_PUMP,
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ANIM_FPS_AK,
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ANIM_FPS_M16,
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ANIM_FPS_ROCKET,
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ANIM_FIGHT_IDLE,
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ANIM_FIGHT2_IDLE,
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ANIM_FIGHT_SH_F,
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ANIM_FIGHT_BODYBLOW,
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ANIM_FIGHT_HEAD,
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ANIM_FIGHT_KICK,
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ANIM_FIGHT_KNEE,
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ANIM_FIGHT_LHOOK,
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ANIM_FIGHT_PUNCH,
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ANIM_FIGHT_ROUNDHOUSE,
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ANIM_FIGHT_LONGKICK,
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ANIM_FIGHT_PPUNCH,
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ANIM_CAR_JACKED_RHS,
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ANIM_CAR_LJACKED_RHS,
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ANIM_CAR_JACKED_LHS,
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ANIM_CAR_LJACKED_LHS,
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ANIM_CAR_QJACK,
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ANIM_CAR_QJACKED,
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ANIM_CAR_ALIGN_LHS,
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ANIM_CAR_ALIGNHI_LHS,
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ANIM_CAR_OPEN_LHS,
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ANIM_CAR_DOORLOCKED_LHS,
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ANIM_CAR_PULLOUT_LHS,
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ANIM_CAR_PULLOUT_LOW_LHS,
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ANIM_CAR_GETIN_LHS,
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ANIM_CAR_GETIN_LOW_LHS,
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ANIM_CAR_CLOSEDOOR_LHS,
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ANIM_CAR_CLOSEDOOR_LOW_LHS,
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ANIM_CAR_ROLLDOOR,
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ANIM_CAR_ROLLDOOR_LOW,
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ANIM_CAR_GETOUT_LHS,
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ANIM_CAR_GETOUT_LOW_LHS,
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ANIM_CAR_CLOSE_LHS,
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ANIM_CAR_ALIGN_RHS,
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ANIM_CAR_ALIGNHI_RHS,
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ANIM_CAR_OPEN_RHS,
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ANIM_CAR_DOORLOCKED_RHS,
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ANIM_CAR_PULLOUT_RHS,
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ANIM_CAR_PULLOUT_LOW_RHS,
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ANIM_CAR_GETIN_RHS,
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ANIM_CAR_GETIN_LOW_RHS,
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ANIM_CAR_CLOSEDOOR_RHS,
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ANIM_CAR_CLOSEDOOR_LOW_RHS,
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ANIM_CAR_SHUFFLE_RHS,
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ANIM_CAR_LSHUFFLE_RHS,
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ANIM_CAR_SIT,
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ANIM_CAR_LSIT,
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ANIM_CAR_SITP,
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ANIM_CAR_SITPLO,
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ANIM_DRIVE_L,
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ANIM_DRIVE_R,
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ANIM_DRIVE_LOW_L,
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ANIM_DRIVE_LOW_R,
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ANIM_DRIVEBY_L,
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ANIM_DRIVEBY_R,
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ANIM_CAR_LB,
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ANIM_DRIVE_BOAT,
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ANIM_CAR_GETOUT_RHS,
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ANIM_CAR_GETOUT_LOW_RHS,
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ANIM_CAR_CLOSE_RHS,
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ANIM_CAR_HOOKERTALK,
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ANIM_COACH_OPEN_L,
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ANIM_COACH_OPEN_R,
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ANIM_COACH_IN_L,
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ANIM_COACH_IN_R,
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ANIM_COACH_OUT_L,
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ANIM_TRAIN_GETIN,
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ANIM_TRAIN_GETOUT,
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ANIM_CAR_CRAWLOUT_RHS,
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ANIM_CAR_CRAWLOUT_RHS2,
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ANIM_VAN_OPEN_L,
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ANIM_VAN_GETIN_L,
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ANIM_VAN_CLOSE_L,
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ANIM_VAN_GETOUT_L,
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ANIM_VAN_OPEN,
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ANIM_VAN_GETIN,
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ANIM_VAN_CLOSE,
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ANIM_VAN_GETOUT,
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ANIM_GETUP1,
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ANIM_GETUP2,
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ANIM_GETUP3,
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ANIM_GETUP_FRONT,
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ANIM_JUMP_LAUNCH,
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ANIM_JUMP_GLIDE,
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ANIM_JUMP_LAND,
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ANIM_FALL_FALL,
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ANIM_FALL_GLIDE,
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ANIM_FALL_LAND,
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ANIM_FALL_COLLAPSE,
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ANIM_EV_STEP,
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ANIM_EV_DIVE,
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ANIM_XPRESS_SCRATCH,
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ANIM_ROAD_CROSS,
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ANIM_TURN_180,
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ANIM_ARREST_GUN,
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ANIM_DROWN,
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ANIM_CPR,
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ANIM_DUCK_DOWN,
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ANIM_DUCK_LOW,
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ANIM_RBLOCK_CSHOOT,
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ANIM_WEAPON_THROWU2,
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ANIM_HANDSUP,
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ANIM_HANDSCOWER,
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ANIM_FUCKU,
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ANIM_PHONE_IN,
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ANIM_PHONE_OUT,
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ANIM_PHONE_TALK,
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NUM_ANIMS
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};
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class CAnimBlendAssociation;
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class CAnimBlendAssocGroup;
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// A block of hierarchies
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struct CAnimBlock
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{
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char name[24];
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int32 firstIndex;
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int32 numAnims;
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};
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struct AnimAssocDesc
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{
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int32 animId;
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int32 flags;
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};
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struct AnimAssocDefinition
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{
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char const *name;
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char const *blockName;
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int32 modelIndex;
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int32 numAnims;
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char const **animNames;
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AnimAssocDesc *animDescs;
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};
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class CAnimManager
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{
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static const AnimAssocDefinition ms_aAnimAssocDefinitions[NUM_ANIM_ASSOC_GROUPS];
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static CAnimBlock *ms_aAnimBlocks; //[2]
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static CAnimBlendHierarchy *ms_aAnimations; //[250]
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static int32 &ms_numAnimBlocks;
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static int32 &ms_numAnimations;
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static CAnimBlendAssocGroup *&ms_aAnimAssocGroups;
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static CLinkList<CAnimBlendHierarchy*> &ms_animCache;
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public:
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static void Initialise(void);
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static void Shutdown(void);
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static void UncompressAnimation(CAnimBlendHierarchy *anim);
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static CAnimBlock *GetAnimationBlock(const char *name);
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static CAnimBlendHierarchy *GetAnimation(const char *name, CAnimBlock *animBlock);
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static CAnimBlendHierarchy *GetAnimation(int32 n) { return &ms_aAnimations[n]; }
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static const char *GetAnimGroupName(AssocGroupId groupId);
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static CAnimBlendAssociation *CreateAnimAssociation(AssocGroupId groupId, AnimationId animId);
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static CAnimBlendAssociation *GetAnimAssociation(AssocGroupId groupId, AnimationId animId);
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static CAnimBlendAssociation *GetAnimAssociation(AssocGroupId groupId, const char *name);
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static CAnimBlendAssociation *AddAnimation(RpClump *clump, AssocGroupId groupId, AnimationId animId);
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static CAnimBlendAssociation *AddAnimationAndSync(RpClump *clump, CAnimBlendAssociation *syncanim, AssocGroupId groupId, AnimationId animId);
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static CAnimBlendAssociation *BlendAnimation(RpClump *clump, AssocGroupId groupId, AnimationId animId, float delta);
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static void LoadAnimFiles(void);
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static void LoadAnimFile(const char *filename);
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static void LoadAnimFile(int fd, bool compress);
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static void RemoveLastAnimFile(void);
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};
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