re3/src/animation/AnimManager.h

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