re3/src/animation/AnimManager.cpp

921 lines
29 KiB
C++

#include "common.h"
#include "General.h"
#include "RwHelper.h"
#include "ModelInfo.h"
#include "ModelIndices.h"
#include "FileMgr.h"
#include "RpAnimBlend.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "AnimBlendAssocGroup.h"
#include "AnimManager.h"
CAnimBlock CAnimManager::ms_aAnimBlocks[NUMANIMBLOCKS];
CAnimBlendHierarchy CAnimManager::ms_aAnimations[NUMANIMATIONS];
int32 CAnimManager::ms_numAnimBlocks;
int32 CAnimManager::ms_numAnimations;
CAnimBlendAssocGroup *CAnimManager::ms_aAnimAssocGroups;
CLinkList<CAnimBlendHierarchy*> CAnimManager::ms_animCache;
AnimAssocDesc aStdAnimDescs[] = {
{ ANIM_WALK, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK },
{ ANIM_RUN, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK },
{ ANIM_SPRINT, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK },
{ ANIM_IDLE_STANCE, ASSOC_REPEAT },
{ ANIM_WALK_START, ASSOC_HAS_TRANSLATION },
{ ANIM_RUN_STOP, ASSOC_DELETEFADEDOUT | ASSOC_HAS_TRANSLATION },
{ ANIM_RUN_STOP_R, ASSOC_DELETEFADEDOUT | ASSOC_HAS_TRANSLATION },
{ ANIM_IDLE_CAM, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_IDLE_HBHB, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_IDLE_TIRED, ASSOC_REPEAT },
{ ANIM_IDLE_ARMED, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_IDLE_CHAT, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_IDLE_TAXI, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_KO_SHOT_FRONT1, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_FRONT2, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_FRONT3, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_FRONT4, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_FACE, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_STOM, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_KO_SHOT_ARML, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_ARMR, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_LEGL, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_KO_SHOT_LEGR, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_KD_LEFT, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_KD_RIGHT, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_KO_SKID_FRONT, ASSOC_PARTIAL },
{ ANIM_KO_SPIN_R, ASSOC_PARTIAL },
{ ANIM_KO_SKID_BACK, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_KO_SPIN_L, ASSOC_PARTIAL },
{ ANIM_SHOT_FRONT_PARTIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_SHOT_LEFT_PARTIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_SHOT_BACK_PARTIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_SHOT_RIGHT_PARTIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_HIT_FRONT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_LEFT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_HIT_BACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_RIGHT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FLOOR_HIT, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_HIT_BODYBLOW, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_CHEST, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_HEAD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_WALK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_WALL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FLOOR_HIT_F, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_HIT_BEHIND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_PUNCH_R, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_KICK_FLOOR, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_BAT_H, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_BAT_V, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_HGUN_BODY, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_WEAPON_AK_BODY, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_PUMP, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_SNIPER, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_THROW, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_THROWU, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_START_THROW, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_BOMBER, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_HGUN_RELOAD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_AK_RELOAD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_FPS_PUNCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FPS_BAT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FPS_UZI, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FPS_PUMP, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FPS_AK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FPS_M16, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FPS_ROCKET, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_IDLE, ASSOC_REPEAT },
{ ANIM_FIGHT2_IDLE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_SH_F, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_BODYBLOW, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_HEAD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_KICK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_KNEE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_LHOOK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_PUNCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_ROUNDHOUSE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_LONGKICK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_PPUNCH, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_CAR_JACKED_RHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_LJACKED_RHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_JACKED_LHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_LJACKED_LHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_QJACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_QJACKED, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_ALIGN_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ALIGNHI_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_OPEN_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_DOORLOCKED_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_PULLOUT_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_PULLOUT_LOW_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETIN_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETIN_LOW_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSEDOOR_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSEDOOR_LOW_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ROLLDOOR, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ROLLDOOR_LOW, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETOUT_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETOUT_LOW_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSE_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ALIGN_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ALIGNHI_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_OPEN_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_DOORLOCKED_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_PULLOUT_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_PULLOUT_LOW_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETIN_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETIN_LOW_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSEDOOR_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSEDOOR_LOW_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_SHUFFLE_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_LSHUFFLE_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_SIT, ASSOC_DELETEFADEDOUT },
{ ANIM_CAR_LSIT, ASSOC_DELETEFADEDOUT },
{ ANIM_CAR_SITP, ASSOC_DELETEFADEDOUT },
{ ANIM_CAR_SITPLO, ASSOC_DELETEFADEDOUT },
{ ANIM_DRIVE_L, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_DRIVE_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_DRIVE_LOW_L, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_DRIVE_LOW_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_DRIVEBY_L, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_DRIVEBY_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_LB, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_DRIVE_BOAT, ASSOC_DELETEFADEDOUT },
{ ANIM_CAR_GETOUT_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETOUT_LOW_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSE_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_HOOKERTALK, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_COACH_OPEN_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_COACH_OPEN_R, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_COACH_IN_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_COACH_IN_R, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_COACH_OUT_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_TRAIN_GETIN, ASSOC_PARTIAL },
{ ANIM_TRAIN_GETOUT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CRAWLOUT_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CRAWLOUT_RHS2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_VAN_OPEN_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_VAN_GETIN_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_VAN_CLOSE_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_VAN_GETOUT_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_VAN_OPEN, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_VAN_GETIN, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_VAN_CLOSE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_VAN_GETOUT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_GETUP1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_GETUP2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_GETUP3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_GETUP_FRONT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_JUMP_LAUNCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_JUMP_GLIDE, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_JUMP_LAND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FALL_FALL, ASSOC_REPEAT | ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_FALL_GLIDE, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_FALL_LAND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FALL_COLLAPSE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_EV_STEP, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_EV_DIVE, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_XPRESS_SCRATCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_IDLE },
{ ANIM_ROAD_CROSS, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_TURN_180, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_ARREST_GUN, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_DROWN, ASSOC_PARTIAL },
{ ANIM_CPR, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_DUCK_DOWN, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_DUCK_LOW, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_RBLOCK_CSHOOT, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_WEAPON_THROWU2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_HANDSUP, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HANDSCOWER, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FUCKU, ASSOC_DELETEFADEDOUT | ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_PHONE_IN, ASSOC_PARTIAL },
{ ANIM_PHONE_OUT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_PHONE_TALK, ASSOC_REPEAT | ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
};
AnimAssocDesc aStdAnimDescsSide[] = {
{ ANIM_WALK, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK | ASSOC_HAS_X_TRANSLATION },
{ ANIM_RUN, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK | ASSOC_HAS_X_TRANSLATION },
{ ANIM_SPRINT, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK | ASSOC_HAS_X_TRANSLATION },
{ ANIM_IDLE_STANCE, ASSOC_REPEAT },
{ ANIM_WALK_START, ASSOC_HAS_TRANSLATION | ASSOC_HAS_X_TRANSLATION },
};
char const *aStdAnimations[] = {
"walk_civi",
"run_civi",
"sprint_panic",
"idle_stance",
"walk_start",
"run_stop",
"run_stopR",
"idle_cam",
"idle_hbhb",
"idle_tired",
"idle_armed",
"idle_chat",
"idle_taxi",
"KO_shot_front",
"KO_shot_front",
"KO_shot_front",
"KO_shot_front",
"KO_shot_face",
"KO_shot_stom",
"KO_shot_arml",
"KO_shot_armR",
"KO_shot_legl",
"KO_shot_legR",
"KD_left",
"KD_right",
"KO_skid_front",
"KO_spin_R",
"KO_skid_back",
"KO_spin_L",
"SHOT_partial",
"SHOT_leftP",
"SHOT_partial",
"SHOT_rightP",
"HIT_front",
"HIT_L",
"HIT_back",
"HIT_R",
"FLOOR_hit",
"HIT_bodyblow",
"HIT_chest",
"HIT_head",
"HIT_walk",
"HIT_wall",
"FLOOR_hit_f",
"HIT_behind",
"punchR",
"KICK_floor",
"WEAPON_bat_h",
"WEAPON_bat_v",
"WEAPON_hgun_body",
"WEAPON_AK_body",
"WEAPON_pump",
"WEAPON_sniper",
"WEAPON_throw",
"WEAPON_throwu",
"WEAPON_start_throw",
"bomber",
"WEAPON_hgun_rload",
"WEAPON_AK_rload",
"FPS_PUNCH",
"FPS_BAT",
"FPS_UZI",
"FPS_PUMP",
"FPS_AK",
"FPS_M16",
"FPS_ROCKET",
"FIGHTIDLE",
"FIGHT2IDLE",
"FIGHTsh_F",
"FIGHTbodyblow",
"FIGHThead",
"FIGHTkick",
"FIGHTknee",
"FIGHTLhook",
"FIGHTpunch",
"FIGHTrndhse",
"FIGHTlngkck",
"FIGHTppunch",
"car_jackedRHS",
"car_LjackedRHS",
"car_jackedLHS",
"car_LjackedLHS",
"CAR_Qjack",
"CAR_Qjacked",
"CAR_align_LHS",
"CAR_alignHI_LHS",
"CAR_open_LHS",
"CAR_doorlocked_LHS",
"CAR_pullout_LHS",
"CAR_pulloutL_LHS",
"CAR_getin_LHS",
"CAR_getinL_LHS",
"CAR_closedoor_LHS",
"CAR_closedoorL_LHS",
"CAR_rolldoor",
"CAR_rolldoorLO",
"CAR_getout_LHS",
"CAR_getoutL_LHS",
"CAR_close_LHS",
"CAR_align_RHS",
"CAR_alignHI_RHS",
"CAR_open_RHS",
"CAR_doorlocked_RHS",
"CAR_pullout_RHS",
"CAR_pulloutL_RHS",
"CAR_getin_RHS",
"CAR_getinL_RHS",
"CAR_closedoor_RHS",
"CAR_closedoorL_RHS",
"CAR_shuffle_RHS",
"CAR_Lshuffle_RHS",
"CAR_sit",
"CAR_Lsit",
"CAR_sitp",
"CAR_sitpLO",
"DRIVE_L",
"Drive_R",
"Drive_LO_l",
"Drive_LO_R",
"Driveby_L",
"Driveby_R",
"CAR_LB",
"DRIVE_BOAT",
"CAR_getout_RHS",
"CAR_getoutL_RHS",
"CAR_close_RHS",
"car_hookertalk",
"COACH_opnL",
"COACH_opnR",
"COACH_inL",
"COACH_inR",
"COACH_outL",
"TRAIN_getin",
"TRAIN_getout",
"CAR_crawloutRHS",
"CAR_crawloutRHS",
"VAN_openL",
"VAN_getinL",
"VAN_closeL",
"VAN_getoutL",
"VAN_open",
"VAN_getin",
"VAN_close",
"VAN_getout",
"Getup",
"Getup",
"Getup",
"Getup_front",
"JUMP_launch",
"JUMP_glide",
"JUMP_land",
"FALL_fall",
"FALL_glide",
"FALL_land",
"FALL_collapse",
"EV_step",
"EV_dive",
"XPRESSscratch",
"roadcross",
"TURN_180",
"ARRESTgun",
"DROWN",
"CPR",
"DUCK_down",
"DUCK_low",
"RBLOCK_Cshoot",
"WEAPON_throwu",
"handsup",
"handsCOWER",
"FUCKU",
"PHONE_in",
"PHONE_out",
"PHONE_talk",
};
char const *aPlayerAnimations[] = {
"walk_player",
"run_player",
"SPRINT_civi",
"IDLE_STANCE",
"walk_start",
};
char const *aPlayerWithRocketAnimations[] = {
"walk_rocket",
"run_rocket",
"run_rocket",
"idle_rocket",
"walk_start_rocket",
};
char const *aPlayer1ArmedAnimations[] = {
"walk_player",
"run_1armed",
"SPRINT_civi",
"IDLE_STANCE",
"walk_start",
};
char const *aPlayer2ArmedAnimations[] = {
"walk_player",
"run_armed",
"run_armed",
"idle_stance",
"walk_start",
};
char const *aPlayerBBBatAnimations[] = {
"walk_player",
"run_player",
"run_player",
"IDLE_STANCE",
"walk_start",
};
char const *aShuffleAnimations[] = {
"WALK_shuffle",
"RUN_civi",
"SPRINT_civi",
"IDLE_STANCE",
};
char const *aOldAnimations[] = {
"walk_old",
"run_civi",
"sprint_civi",
"idle_stance",
};
char const *aGang1Animations[] = {
"walk_gang1",
"run_gang1",
"sprint_civi",
"idle_stance",
};
char const *aGang2Animations[] = {
"walk_gang2",
"run_gang1",
"sprint_civi",
"idle_stance",
};
char const *aFatAnimations[] = {
"walk_fat",
"run_civi",
"woman_runpanic",
"idle_stance",
};
char const *aOldFatAnimations[] = {
"walk_fatold",
"run_fatold",
"woman_runpanic",
"idle_stance",
};
char const *aStdWomanAnimations[] = {
"woman_walknorm",
"woman_run",
"woman_runpanic",
"woman_idlestance",
};
char const *aWomanShopAnimations[] = {
"woman_walkshop",
"woman_run",
"woman_run",
"woman_idlestance",
};
char const *aBusyWomanAnimations[] = {
"woman_walkbusy",
"woman_run",
"woman_runpanic",
"woman_idlestance",
};
char const *aSexyWomanAnimations[] = {
"woman_walksexy",
"woman_run",
"woman_runpanic",
"woman_idlestance",
};
char const *aOldWomanAnimations[] = {
"woman_walkold",
"woman_run",
"woman_runpanic",
"woman_idlestance",
};
char const *aFatWomanAnimations[] = {
"walk_fat",
"woman_run",
"woman_runpanic",
"woman_idlestance",
};
char const *aPanicChunkyAnimations[] = {
"run_fatold",
"woman_runpanic",
"woman_runpanic",
"idle_stance",
};
char const *aPlayerStrafeBackAnimations[] = {
"walk_player_back",
"run_player_back",
"run_player_back",
"IDLE_STANCE",
"walk_start_back",
};
char const *aPlayerStrafeLeftAnimations[] = {
"walk_player_left",
"run_left",
"run_left",
"IDLE_STANCE",
"walk_start_left",
};
char const *aPlayerStrafeRightAnimations[] = {
"walk_player_right",
"run_right",
"run_right",
"IDLE_STANCE",
"walk_start_right",
};
char const *aRocketStrafeBackAnimations[] = {
"walk_rocket_back",
"run_rocket_back",
"run_rocket_back",
"idle_rocket",
"walkst_rocket_back",
};
char const *aRocketStrafeLeftAnimations[] = {
"walk_rocket_left",
"run_rocket_left",
"run_rocket_left",
"idle_rocket",
"walkst_rocket_left",
};
char const *aRocketStrafeRightAnimations[] = {
"walk_rocket_right",
"run_rocket_right",
"run_rocket_right",
"idle_rocket",
"walkst_rocket_right",
};
#define awc(a) ARRAY_SIZE(a), a
const AnimAssocDefinition CAnimManager::ms_aAnimAssocDefinitions[NUM_ANIM_ASSOC_GROUPS] = {
{ "man", "ped", MI_COP, awc(aStdAnimations), aStdAnimDescs },
{ "player", "ped", MI_COP, awc(aPlayerAnimations), aStdAnimDescs },
{ "playerrocket", "ped", MI_COP, awc(aPlayerWithRocketAnimations), aStdAnimDescs },
{ "player1armed", "ped", MI_COP, awc(aPlayer1ArmedAnimations), aStdAnimDescs },
{ "player2armed", "ped", MI_COP, awc(aPlayer2ArmedAnimations), aStdAnimDescs },
{ "playerBBBat", "ped", MI_COP, awc(aPlayerBBBatAnimations), aStdAnimDescs },
{ "shuffle", "ped", MI_COP, awc(aShuffleAnimations), aStdAnimDescs },
{ "oldman", "ped", MI_COP, awc(aOldAnimations), aStdAnimDescs },
{ "gang1", "ped", MI_COP, awc(aGang1Animations), aStdAnimDescs },
{ "gang2", "ped", MI_COP, awc(aGang2Animations), aStdAnimDescs },
{ "fatman", "ped", MI_COP, awc(aFatAnimations), aStdAnimDescs },
{ "oldfatman", "ped", MI_COP, awc(aOldFatAnimations), aStdAnimDescs },
{ "woman", "ped", MI_COP, awc(aStdWomanAnimations), aStdAnimDescs },
{ "shopping", "ped", MI_COP, awc(aWomanShopAnimations), aStdAnimDescs },
{ "busywoman", "ped", MI_COP, awc(aBusyWomanAnimations), aStdAnimDescs },
{ "sexywoman", "ped", MI_COP, awc(aSexyWomanAnimations), aStdAnimDescs },
{ "oldwoman", "ped", MI_COP, awc(aOldWomanAnimations), aStdAnimDescs },
{ "fatwoman", "ped", MI_COP, awc(aFatWomanAnimations), aStdAnimDescs },
{ "panicchunky", "ped", MI_COP, awc(aPanicChunkyAnimations), aStdAnimDescs },
{ "playerback", "ped", MI_COP, awc(aPlayerStrafeBackAnimations), aStdAnimDescs },
{ "playerleft", "ped", MI_COP, awc(aPlayerStrafeLeftAnimations), aStdAnimDescsSide },
{ "playerright", "ped", MI_COP, awc(aPlayerStrafeRightAnimations), aStdAnimDescsSide },
{ "rocketback", "ped", MI_COP, awc(aRocketStrafeBackAnimations), aStdAnimDescs },
{ "rocketleft", "ped", MI_COP, awc(aRocketStrafeLeftAnimations), aStdAnimDescsSide },
{ "rocketright", "ped", MI_COP, awc(aRocketStrafeRightAnimations), aStdAnimDescsSide },
};
#undef awc
void
CAnimManager::Initialise(void)
{
ms_numAnimations = 0;
ms_numAnimBlocks = 0;
ms_animCache.Init(25);
// dumpanimdata();
}
void
CAnimManager::Shutdown(void)
{
int i;
ms_animCache.Shutdown();
for(i = 0; i < ms_numAnimations; i++)
ms_aAnimations[i].Shutdown();
delete[] ms_aAnimAssocGroups;
}
void
CAnimManager::UncompressAnimation(CAnimBlendHierarchy *hier)
{
if(!hier->compressed){
if(hier->linkPtr){
hier->linkPtr->Remove();
ms_animCache.head.Insert(hier->linkPtr);
}
}else{
CLink<CAnimBlendHierarchy*> *link = ms_animCache.Insert(hier);
if(link == nil){
ms_animCache.tail.prev->item->RemoveUncompressedData();
ms_animCache.Remove(ms_animCache.tail.prev);
link = ms_animCache.Insert(hier);
}
hier->linkPtr = link;
hier->Uncompress();
}
}
CAnimBlock*
CAnimManager::GetAnimationBlock(const char *name)
{
int i;
for(i = 0; i < ms_numAnimBlocks; i++)
if(strcasecmp(ms_aAnimBlocks[i].name, name) == 0)
return &ms_aAnimBlocks[i];
return nil;
}
CAnimBlendHierarchy*
CAnimManager::GetAnimation(const char *name, CAnimBlock *animBlock)
{
int i;
CAnimBlendHierarchy *hier = &ms_aAnimations[animBlock->firstIndex];
for(i = 0; i < animBlock->numAnims; i++){
if(!CGeneral::faststricmp(hier->name, name))
return hier;
hier++;
}
return nil;
}
const char*
CAnimManager::GetAnimGroupName(AssocGroupId groupId)
{
return ms_aAnimAssocDefinitions[groupId].name;
}
CAnimBlendAssociation*
CAnimManager::CreateAnimAssociation(AssocGroupId groupId, AnimationId animId)
{
return ms_aAnimAssocGroups[groupId].CopyAnimation(animId);
}
CAnimBlendAssociation*
CAnimManager::GetAnimAssociation(AssocGroupId groupId, AnimationId animId)
{
return ms_aAnimAssocGroups[groupId].GetAnimation(animId);
}
CAnimBlendAssociation*
CAnimManager::GetAnimAssociation(AssocGroupId groupId, const char *name)
{
return ms_aAnimAssocGroups[groupId].GetAnimation(name);
}
CAnimBlendAssociation*
CAnimManager::AddAnimation(RpClump *clump, AssocGroupId groupId, AnimationId animId)
{
CAnimBlendAssociation *anim = CreateAnimAssociation(groupId, animId);
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
if(anim->IsMovement()){
CAnimBlendAssociation *syncanim = nil;
CAnimBlendLink *link;
for(link = clumpData->link.next; link; link = link->next){
syncanim = CAnimBlendAssociation::FromLink(link);
if(syncanim->IsMovement())
break;
}
if(link){
anim->SyncAnimation(syncanim);
anim->flags |= ASSOC_RUNNING;
}else
anim->Start(0.0f);
}else
anim->Start(0.0f);
clumpData->link.Prepend(&anim->link);
return anim;
}
CAnimBlendAssociation*
CAnimManager::AddAnimationAndSync(RpClump *clump, CAnimBlendAssociation *syncanim, AssocGroupId groupId, AnimationId animId)
{
CAnimBlendAssociation *anim = CreateAnimAssociation(groupId, animId);
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
if (anim->IsMovement() && syncanim){
anim->SyncAnimation(syncanim);
anim->flags |= ASSOC_RUNNING;
}else
anim->Start(0.0f);
clumpData->link.Prepend(&anim->link);
return anim;
}
CAnimBlendAssociation*
CAnimManager::BlendAnimation(RpClump *clump, AssocGroupId groupId, AnimationId animId, float delta)
{
int removePrevAnim = 0;
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
CAnimBlendAssociation *anim = GetAnimAssociation(groupId, animId);
bool isMovement = anim->IsMovement();
bool isPartial = anim->IsPartial();
CAnimBlendLink *link;
CAnimBlendAssociation *found = nil, *movementAnim = nil;
for(link = clumpData->link.next; link; link = link->next){
anim = CAnimBlendAssociation::FromLink(link);
if(isMovement && anim->IsMovement())
movementAnim = anim;
if(anim->animId == animId)
found = anim;
else{
if(isPartial == anim->IsPartial()){
if(anim->blendAmount > 0.0f){
float blendDelta = -delta*anim->blendAmount;
if(blendDelta < anim->blendDelta || !isPartial)
anim->blendDelta = blendDelta;
}else{
anim->blendDelta = -1.0f;
}
anim->flags |= ASSOC_DELETEFADEDOUT;
removePrevAnim = 1;
}
}
}
if(found){
found->blendDelta = (1.0f - found->blendAmount)*delta;
if(!found->IsRunning() && found->currentTime == found->hierarchy->totalLength)
found->Start(0.0f);
}else{
found = AddAnimationAndSync(clump, movementAnim, groupId, animId);
if(!removePrevAnim && !isPartial){
found->blendAmount = 1.0f;
return found;
}
found->blendAmount = 0.0f;
found->blendDelta = delta;
}
UncompressAnimation(found->hierarchy);
return found;
}
void
CAnimManager::LoadAnimFiles(void)
{
int i, j;
LoadAnimFile("ANIM\\PED.IFP");
// Create all assoc groups
ms_aAnimAssocGroups = new CAnimBlendAssocGroup[NUM_ANIM_ASSOC_GROUPS];
for(i = 0; i < NUM_ANIM_ASSOC_GROUPS; i++){
CBaseModelInfo *mi = CModelInfo::GetModelInfo(ms_aAnimAssocDefinitions[i].modelIndex);
RpClump *clump = (RpClump*)mi->CreateInstance();
RpAnimBlendClumpInit(clump);
CAnimBlendAssocGroup *group = &ms_aAnimAssocGroups[i];
const AnimAssocDefinition *def = &ms_aAnimAssocDefinitions[i];
group->CreateAssociations(def->blockName, clump, def->animNames, def->numAnims);
for(j = 0; j < group->numAssociations; j++)
group->GetAnimation(j)->flags |= def->animDescs[j].flags;
#ifdef PED_SKIN
// forgot on xbox/android
if(IsClumpSkinned(clump))
RpClumpForAllAtomics(clump, AtomicRemoveAnimFromSkinCB, nil);
#endif
RpClumpDestroy(clump);
}
}
void
CAnimManager::LoadAnimFile(const char *filename)
{
int fd;
fd = CFileMgr::OpenFile(filename, "rb");
assert(fd > 0);
LoadAnimFile(fd, true);
CFileMgr::CloseFile(fd);
}
void
CAnimManager::LoadAnimFile(int fd, bool compress)
{
#define ROUNDSIZE(x) if((x) & 3) (x) += 4 - ((x)&3)
struct IfpHeader {
char ident[4];
uint32 size;
};
IfpHeader anpk, info, name, dgan, cpan, anim;
int numANPK;
char buf[256];
int i, j, k, l;
float *fbuf = (float*)buf;
CFileMgr::Read(fd, (char*)&anpk, sizeof(IfpHeader));
if(strncmp(anpk.ident, "ANLF", 4) == 0){
ROUNDSIZE(anpk.size);
CFileMgr::Read(fd, buf, anpk.size);
numANPK = *(int*)buf;
}else if(strncmp(anpk.ident, "ANPK", 4) == 0){
CFileMgr::Seek(fd, -8, 1);
numANPK = 1;
}
for(i = 0; i < numANPK; i++){
// block name
CFileMgr::Read(fd, (char*)&anpk, sizeof(IfpHeader));
ROUNDSIZE(anpk.size);
CFileMgr::Read(fd, (char*)&info, sizeof(IfpHeader));
ROUNDSIZE(info.size);
CFileMgr::Read(fd, buf, info.size);
CAnimBlock *animBlock = &ms_aAnimBlocks[ms_numAnimBlocks++];
strncpy(animBlock->name, buf+4, 24);
animBlock->numAnims = *(int*)buf;
animBlock->firstIndex = ms_numAnimations;
for(j = 0; j < animBlock->numAnims; j++){
CAnimBlendHierarchy *hier = &ms_aAnimations[ms_numAnimations++];
// animation name
CFileMgr::Read(fd, (char*)&name, sizeof(IfpHeader));
ROUNDSIZE(name.size);
CFileMgr::Read(fd, buf, name.size);
hier->SetName(buf);
// DG info has number of nodes/sequences
CFileMgr::Read(fd, (char*)&dgan, sizeof(IfpHeader));
ROUNDSIZE(dgan.size);
CFileMgr::Read(fd, (char*)&info, sizeof(IfpHeader));
ROUNDSIZE(info.size);
CFileMgr::Read(fd, buf, info.size);
hier->numSequences = *(int*)buf;
hier->sequences = new CAnimBlendSequence[hier->numSequences];
CAnimBlendSequence *seq = hier->sequences;
for(k = 0; k < hier->numSequences; k++, seq++){
// Each node has a name and key frames
CFileMgr::Read(fd, (char*)&cpan, sizeof(IfpHeader));
ROUNDSIZE(dgan.size);
CFileMgr::Read(fd, (char*)&anim, sizeof(IfpHeader));
ROUNDSIZE(anim.size);
CFileMgr::Read(fd, buf, anim.size);
int numFrames = *(int*)(buf+28);
#ifdef PED_SKIN
if(anim.size == 44)
seq->SetBoneTag(*(int*)(buf+40));
#endif
seq->SetName(buf);
if(numFrames == 0)
continue;
CFileMgr::Read(fd, (char*)&info, sizeof(info));
if(strncmp(info.ident, "KR00", 4) == 0){
seq->SetNumFrames(numFrames, false);
KeyFrame *kf = seq->GetKeyFrame(0);
for(l = 0; l < numFrames; l++, kf++){
CFileMgr::Read(fd, buf, 0x14);
kf->rotation.x = -fbuf[0];
kf->rotation.y = -fbuf[1];
kf->rotation.z = -fbuf[2];
kf->rotation.w = fbuf[3];
kf->deltaTime = fbuf[4]; // absolute time here
}
}else if(strncmp(info.ident, "KRT0", 4) == 0){
seq->SetNumFrames(numFrames, true);
KeyFrameTrans *kf = (KeyFrameTrans*)seq->GetKeyFrame(0);
for(l = 0; l < numFrames; l++, kf++){
CFileMgr::Read(fd, buf, 0x20);
kf->rotation.x = -fbuf[0];
kf->rotation.y = -fbuf[1];
kf->rotation.z = -fbuf[2];
kf->rotation.w = fbuf[3];
kf->translation.x = fbuf[4];
kf->translation.y = fbuf[5];
kf->translation.z = fbuf[6];
kf->deltaTime = fbuf[7]; // absolute time here
}
}else if(strncmp(info.ident, "KRTS", 4) == 0){
seq->SetNumFrames(numFrames, true);
KeyFrameTrans *kf = (KeyFrameTrans*)seq->GetKeyFrame(0);
for(l = 0; l < numFrames; l++, kf++){
CFileMgr::Read(fd, buf, 0x2C);
kf->rotation.x = -fbuf[0];
kf->rotation.y = -fbuf[1];
kf->rotation.z = -fbuf[2];
kf->rotation.w = fbuf[3];
kf->translation.x = fbuf[4];
kf->translation.y = fbuf[5];
kf->translation.z = fbuf[6];
// scaling ignored
kf->deltaTime = fbuf[10]; // absolute time here
}
}
// convert absolute time to deltas
for(l = seq->numFrames-1; l > 0; l--){
KeyFrame *kf1 = seq->GetKeyFrame(l);
KeyFrame *kf2 = seq->GetKeyFrame(l-1);
kf1->deltaTime -= kf2->deltaTime;
}
}
hier->RemoveQuaternionFlips();
if(compress)
hier->RemoveUncompressedData();
else
hier->CalcTotalTime();
}
}
}
void
CAnimManager::RemoveLastAnimFile(void)
{
int i;
ms_numAnimBlocks--;
ms_numAnimations = ms_aAnimBlocks[ms_numAnimBlocks].firstIndex;
for(i = 0; i < ms_aAnimBlocks[ms_numAnimBlocks].numAnims; i++)
ms_aAnimations[ms_aAnimBlocks[ms_numAnimBlocks].firstIndex + i].RemoveAnimSequences();
}