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📄 anim_sound.h

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#define ANIM_TAUNT_DANCE3               "taunt_dance3"          // Taunt Dance 3
#define ANIM_TAUNT_DANCE4               "taunt_dance4"          // Taunt Dance 4
#define ANIM_TAUNT_FLIP                 "taunt_flip"            // Taunt flip off
#define ANIM_TAUNT_WAVE                 "taunt_wave"            // Taunt Wave
#define ANIM_TAUNT_BEG                  "taunt_beg"             // Taunt begging for mercy

#define ANIM_SPOTPLAYER_RIGHT           "spot_right"            // Spot player to the right
#define ANIM_SPOTPLAYER_LEFT            "spot_left"             // Spot player to the left
#define ANIM_SPOTPLAYER_POINT           "spot_point"            // Spot player and point

#define ANIM_DEATH1                     "death_head1"           // Death, head
#define ANIM_DEATH2                     "death_chest1"           // Death, torso
#define ANIM_DEATH3                     "death_rchest1"          // Death, r_arm
#define ANIM_DEATH4                     "death_lchest1"          // Death, l_arm
#define ANIM_DEATH5                     "death_lleg1"           // Death, l_leg
#define ANIM_DEATH6                     "death_rleg1"           // Death, r_leg
#define ANIM_DEATH7                     "death_head2"           // Death, head2
#define ANIM_DEATH8                     "death_chest2"          // Death, torso2
#define ANIM_DEATH9                     "death_rchest2"         // Death, r_arm2
#define ANIM_DEATH10                    "death_lchest2"         // Death, l_arm2
#define ANIM_DEATH11                    "death_lleg2"           // Death, l_leg2
#define ANIM_DEATH12                    "death_rleg2"           // Death, r_leg2

#define ANIM_HUMILIATION_DAZED			"humiliation_01"		// Humiliation: on knees and dazed
#define ANIM_HUMILIATION_DIZZY			"humiliation_02"		// Humiliation: on knees and dizzy
#define ANIM_HUMILIATION_MERCY			"humiliation_03"		// Humiliation: on knees begging for mercy
#define ANIM_HUMILIATION_DEAD			"humiliation_04"		// Humiliation: on knees and dead
#define ANIM_HUMILIATION_DEAD2			"humiliation_05"		// Humiliation: on knees and dead

// Use these for anything out of the norm

#define ANIM_SPECIAL1                   "special1"              // Special Animation 1
#define ANIM_SPECIAL2                   "special2"              // Special Animation 2
#define ANIM_SPECIAL3                   "special3"              // Special Animation 3
#define ANIM_SPECIAL4                   "special4"              // Special Animation 4
#define ANIM_SPECIAL5                   "special5"              // Special Animation 5
#define ANIM_SPECIAL6                   "special6"              // Special Animation 6
#define ANIM_SPECIAL7                   "special7"              // Special Animation 7
#define ANIM_SPECIAL8                   "special8"              // Special Animation 8
#define ANIM_SPECIAL9                   "special9"              // Special Animation 9

#define ANIM_CORPSE1                    "corpse_head1"               // Death, head
#define ANIM_CORPSE2                    "corpse_chest"               // Death, torso
#define ANIM_CORPSE3                    "corpse_rchest"               // Death, r_arm
#define ANIM_CORPSE4                    "corpse_lchest"               // Death, l_arm
#define ANIM_CORPSE5                    "corpse_lleg1"               // Death, l_leg
#define ANIM_CORPSE6                    "corpse_rleg1"               // Death, r_leg
#define ANIM_CORPSE7                    "corpse_head2"               // Death, head2
#define ANIM_CORPSE8                    "corpse_chest2"               // Death, torso2
#define ANIM_CORPSE9                    "corpse_rchest2"               // Death, r_arm2
#define ANIM_CORPSE10                   "corpse_lchest2"               // Death, l_arm2
#define ANIM_CORPSE11                   "corpse_lleg2"               // Death, l_leg2
#define ANIM_CORPSE12                   "corpse_rleg2"               // Death, r_leg2

#define ANIM_LIMB_HEAD                  "limb_head"              // 
#define ANIM_LIMB_ARM                   "limb_arm"              // 
#define ANIM_LIMB_LEG                   "limb_leg"              // 

//SOUNDS

#define SOUND_SPOT						"spot"
#define SOUND_IDLE						"idle"
#define SOUND_BATTLE_CRY				"battle_cry"
#define SOUND_LAUGH						"laugh"
#define SOUND_SCREAM					"scream"
#define SOUND_FEAR						"fear"
#define SOUND_ANGER						"anger"
#define SOUND_PAIN						"pain"
#define SOUND_FIRE						"fire"
#define SOUND_DEATH						"death"
#define SOUND_ATTACK					"attack"
#define SOUND_INSANE					"insane"

#define SOUND_FOOTSTEP					"footstep.wav"
#define SOUND_SPIT						"spit.wav"
#define SOUND_HOWL						"howl.wav"
#define SOUND_RUN						"run.wav"
#define SOUND_EAT						"eat.wav"
#define SOUND_BODY_CRUMPLE				"body_crumple.wav"




class CAnim_Sound 
{
	public :

	    CAnim_Sound();
    	~CAnim_Sound();

// 02/10/98
// Replace this function with 
// SetAnimationIndexes(m_hObject);
// This will set the animation based on the string name.

		void			SetAnimationIndexes(HOBJECT m_hObject);
        void			ForceAnimation(HOBJECT m_hObject, DDWORD nAni);
        
		void			GenerateHitSpheres(HOBJECT hObject);

		void			SetSoundRoot(char* szRoot)		{_mbscpy((unsigned char*)m_szSoundRoot,(const unsigned char*)szRoot);}
		char*			GetSoundRoot()					{return m_szSoundRoot;}
		void			SetSilent(DBOOL bSilent)		{ m_bSilent = bSilent; }
		void			GetSoundPath(char* szSound, int nIndex = 0);
		DBOOL			PlayVoice(HOBJECT hObject, char* szSound, DFLOAT fRadius, int nVol);
		HSOUNDDE		PlaySound(HOBJECT hObject, char* szSound, DFLOAT fRadius, int nVol, DBOOL bGetHandle = DFALSE );
        
// Used for each Animation Index
        DDWORD m_nAnim_IDLE[4];

        DDWORD m_nAnim_TALK[5];

        DDWORD m_nAnim_WALK[9];

        DDWORD m_nAnim_WALK_INJURED_RLEG_RIFLE;
        DDWORD m_nAnim_WALK_INJURED_RLEG_PISTOL;
        
        DDWORD m_nAnim_WALK_INJURED_LLEG_RIFLE;
        DDWORD m_nAnim_WALK_INJURED_LLEG_PISTOL;

        DDWORD m_nAnim_RUN[9];        
		DDWORD m_nAnim_JUMP[9];        
		DDWORD m_nAnim_CROUCH[9];        
		DDWORD m_nAnim_CRAWL[9];
        DDWORD m_nAnim_SWIM[9];

		DDWORD m_nAnim_STRAFERIGHT[9];
		DDWORD m_nAnim_STRAFELEFT[9];
        
        DDWORD m_nAnim_PICKUP_WEAPON;
        
        DDWORD m_nAnim_SWITCH_WEAPON[3];
        
        DDWORD m_nAnim_FIRE_STAND[9];        
        DDWORD m_nAnim_FIRE_WALK[9];
        DDWORD m_nAnim_FIRE_RUN[9];        
        DDWORD m_nAnim_FIRE_JUMP[9];
        DDWORD m_nAnim_FIRE_CROUCH[9];        
        DDWORD m_nAnim_FIRE_CRAWL[9];
        
        DDWORD m_nAnim_FALLING;
        DDWORD m_nAnim_FALLING_UNCONTROL;
        
        DDWORD m_nAnim_ROLL_FORWARD;
        DDWORD m_nAnim_ROLL_RIGHT;
        DDWORD m_nAnim_ROLL_LEFT;
        DDWORD m_nAnim_ROLL_BACK;
        
        DDWORD m_nAnim_HANDSPRING_FORWARD;
        DDWORD m_nAnim_HANDSPRING_RIGHT;
        DDWORD m_nAnim_HANDSPRING_LEFT;
        DDWORD m_nAnim_HANDSPRING_BACK;
        
        DDWORD m_nAnim_FLIP_FORWARD;
        DDWORD m_nAnim_FLIP_RIGHT;
        DDWORD m_nAnim_FLIP_LEFT;
        DDWORD m_nAnim_FLIP_BACK;
        
        DDWORD m_nAnim_DODGE_RIGHT;
        DDWORD m_nAnim_DODGE_LEFT;
        
        DDWORD m_nAnim_RECOIL[12];
        
        DDWORD m_nAnim_TAUNT[7];
        
        DDWORD m_nAnim_SPOTPLAYER_RIGHT;
        DDWORD m_nAnim_SPOTPLAYER_LEFT;
        DDWORD m_nAnim_SPOTPLAYER_POINT;
        
		DDWORD m_nAnim_HUMILIATION[10];

        DDWORD m_nAnim_DEATH[12];

        DDWORD m_nAnim_CORPSE[12];
		DDWORD m_nAnim_LIMB[3];
               
        DDWORD m_nAnim_SPECIAL[9];               


        // Sounds
		char	m_szSoundRoot[256];
		char	m_szLastSound[256];

		HSOUNDDE	m_hVoxSound;
        
		DBOOL	m_bSilent;				// This object should play no sounds for now

		DFLOAT	m_fHitSpheres[NUM_STD_NODES];

	protected : // Member Variables

        
};

#endif // __ANIMSOUND_H__

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