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Joystick Magazine 1996 May
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cd joy 71No13.iso
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eurosoc
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data.h
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1996-02-02
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11KB
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467 lines
/********************************************************/
/* 3D ENGINE - Football object data header 14/04/95 */
/********************************************************/
#include "defs.h"
// Motion captures
#ifdef NEW
#define MC_NO 117 // No of captures
#else
#define MC_NO 108 // No of captures
#endif
extern mcap *mcaps;
extern mcap mcaps8[MC_NO];
extern mcap mcaps4[MC_NO];
// Footballer captures
//Goalie captures
#define MC_AFOOTB 0 // 23 Frames
#define MC_AFOOTC 1 // 86 Frames
#define MC_ABODYB 2 // 53 Frames
#define MC_ABODYC 3 // 43 Frames
#define MC_AHEADB 4 // 27 Frames
#define MC_AHEADC 5 // 46 Frames
#define MC_AJUMPB 6 // 28 Frames
#define MC_AJUMPC 7 // 38 Frames
#define MC_BFOOTBL 8 // 21 Frames
#define MC_BFOOTBR 9 // 21 Frames
#define MC_BFOOTCL 10 // 42 Frames
#define MC_BFOOTCR 11 // 42 Frames
#define MC_BBODYBL 12 // 27 Frames
#define MC_BBODYBR 13 // 27 Frames
#define MC_BBODYCL 14 // 43 Frames
#define MC_BBODYCR 15 // 43 Frames
#define MC_BHEADBL 16 // 32 Frames
#define MC_BHEADBR 17 // 32 Frames
#define MC_BHEADCL 18 // 36 Frames
#define MC_BHEADCR 19 // 36 Frames
#define MC_BJUMPBL 20 // 36 Frames
#define MC_BJUMPBR 21 // 36 Frames
#define MC_CFOOTBL 22 // 49 Frames
#define MC_CFOOTBR 23 // 49 Frames
#define MC_CFOOTCL 24 // 50 Frames
#define MC_CFOOTCR 25 // 50 Frames
#define MC_CBODYBL 26 // 45 Frames
#define MC_CBODYBR 27 // 45 Frames
#define MC_CBODYCL 28 // 48 Frames
#define MC_CBODYCR 29 // 48 Frames
#define MC_CHEADBL 30 // 44 Frames
#define MC_CHEADBR 31 // 44 Frames
#define MC_CJUMPBL 32 // 47 Frames
#define MC_CJUMPBR 33 // 47 Frames
#define MC_SHOOTR 34 // 36 Frames
#define MC_SHOOTL 35 // 36 Frames
#define MC_CHIPR 36 // 30 Frames
#define MC_CHIPL 37 // 30 Frames
#define MC_PASSR 38 // 33 Frames
#define MC_PASSL 39 // 33 Frames
#define MC_CROSSR 40 // 36 Frames
#define MC_CROSSL 41 // 36 Frames
#define MC_VOLLEYR 42 // 30 Frames
#define MC_VOLLEYL 43 // 30 Frames
#define MC_TOER 38 // 35 Frames .
#define MC_TOEL 39 // 35 Frames .
#define MC_DIAGPASSR 46 // 33 Frames
#define MC_DIAGPASSL 47 // 33 Frames
#define MC_DIAGBACKR 48 // 33 Frames
#define MC_DIAGBACKL 49 // 33 Frames
#define MC_SIDEPASSR 50 // 32 Frames
#define MC_SIDEPASSL 51 // 32 Frames
#define MC_BACKHEELR 52 // 32 Frames
#define MC_BACKHEELL 53 // 32 Frames
#define MC_TRAPR 54 // 20 Frames
#define MC_TRAPL 55 // 20 Frames
#define MC_STOSL 56 // 68 Frames
#define MC_STOSR 57 // 68 Frames
#define MC_STOSBL 58 // 95 Frames
#define MC_STOSBR 59 // 95 Frames
#define MC_RIDEL 60 // 28 Frames
#define MC_RIDER 61 // 28 Frames
#define MC_SOCKSR 62 // 68 Frames
#define MC_SOCKSL 63 // 68 Frames
#define MC_TROTB 64 // 27 Frames
#define MC_TROTH 65 // 27 Frames
#define MC_TROTG 66 // 28 Frames
#define MC_TROTC 67 // 28 Frames
#define MC_TROTD 68 // 25 Frames
#define MC_TROTF 69 // 25 Frames
#define MC_TROTA 70 // 32 Frames
#define MC_TROTE 71 // 26 Frames
#define MC_RUN 72 // 26 Frames
#define MC_JOG 73 // 29 Frames
#define MC_BARGE 74 // 27 Frames
#define MC_THROWW 75 // 13 Frames
#define MC_SHAMEW 76 // 33 Frames
#define MC_LIE 78 // 26 Frames .
#define MC_STAND 78 // 39 Frames
#define MC_S_HEAD 79 // 51 Frames
#define MC_J_HEAD 80 // 52 Frames
#define MC_D_HEAD 81 // 38 Frames
#define MC_U_HEAD 79 // 38 Frames .
#define MC_DV_HEAD 83 // 36 Frames
#define MC_CHEST 84 // 49 Frames
#define MC_S_TACKLE 85 // 98 Frames
#define MC_STEAL 86 // 17 Frames
#define MC_OVERHEAD 87 // 45 Frames
#define MC_THROWL 88 // 43 Frames
#define MC_THROWS 89 // 35 Frames
#define MC_FALLR 90 // 34 Frames
#define MC_FALLS 90 // 44 Frames .
#define MC_CELEB 92 // 118 Frames
#define MC_SHAME 93 // 82 Frames
#define MC_GETUP 94 // 82 Frames
#define MC_GETUPF 95 // 87 Frames
#define MC_STANDB 96 // 29 Frames
#define MC_BOUNCE 97 // 43 Frames
#define MC_KICKOUT 98 // 68 Frames
#define MC_HALFVOLL 99 // 68 Frames
#define MC_THROW 100 // 59 Frames
#define MC_ROLL 101 // 81 Frames
#define MC_RUNWITHB 102 // 30 Frames
#define MC_WAVEUP 103 // 49 Frames
#define MC_PENALTY 104 // 64 Frames
#define MC_PLEAD 78 // 128 Frames .
#define MC_CRTOSTB 106 // 55 Frames
#define MC_PICKBALL 107 // 43 Frames
#define MC_PLANE 108 // 45 Frames
#define MC_FINGER 109 // 27 Frames
#define MC_KNEE 110 // 41 Frames
#define MC_DUCK 111 // 62 Frames
#define MC_MILLER 112 // 45 Frames
#define MC_BABY 113 // 40 Frames
#define MC_MOON 114 // 68 Frames
#define MC_PUMP 115 // 30 Frames
#define MC_REEVES 116 // 49 Frames
// Contact points within animations...
#define MCC_AFOOTB (29./69)
#define MCC_AFOOTC (48./259)
#define MCC_ABODYB (54./160)
#define MCC_ABODYC (39./131)
#define MCC_AHEADB (65./138)
#define MCC_AHEADC (65./138)
#define MCC_AJUMPB (44./86)
#define MCC_AJUMPC (62./116)
#define MCC_BFOOTB (52./63)
#define MCC_BFOOTC (86./128)
#define MCC_BBODYB (29./81)
#define MCC_BBODYC (57./130)
#define MCC_BHEADB (48./110)
#define MCC_BHEADC (48./110)
#define MCC_BJUMPB (60./109)
#define MCC_CFOOTB (89./147)
#define MCC_CFOOTC (109./150)
#define MCC_CBODYB (68./121)
#define MCC_CBODYC (70./145)
#define MCC_CHEADB (89./132)
#define MCC_CJUMPB (82./142)
#define MCC_SHOOT (38./109)
#define MCC_CHIP (40./91)
#define MCC_PASS (48./99)
#define MCC_CROSS (42./110)
#define MCC_VOLLEY (41./91)
#define MCC_TOE (47./107)
#define MCC_DIAGPASS (48./101)
#define MCC_DIAGBACK (57./100)
#define MCC_SIDEPASS (46./96)
#define MCC_BACKHEEL (65./97)
#define MCC_TRAP (40./60)
#define MCC_STOS 10
#define MCC_STOSB 0
#define MCC_RIDE 10
#define MCC_SOCKS 10
#define MCC_TROTB 10
#define MCC_TROTH 10
#define MCC_TROTG 10
#define MCC_TROTC 10
#define MCC_TROTD 10
#define MCC_TROTF 10
#define MCC_TROTA 10
#define MCC_TROTE 10
#define MCC_RUN 10
#define MCC_JOG 10
#define MCC_BARGE 10
#define MCC_THROWW 10
#define MCC_SHAMEW 10
#define MCC_LIE 10
#define MCC_STAND 10
#define MCC_S_HEAD (103./155)
#define MCC_J_HEAD (54./158)
#define MCC_D_HEAD (34./115)
#define MCC_U_HEAD (81./114)
#define MCC_DV_HEAD (36./109)
#define MCC_CHEST (50./149)
#define MCC_S_TACKLE 10
#define MCC_STEAL (28./53)
#define MCC_OVERHEAD (70./136)
#define MCC_THROWL (-86./129)
#define MCC_THROWS (-43./107)
#define MCC_FALLR 10
#define MCC_FALLS 10
#define MCC_CELEB 10
#define MCC_SHAME 10
#define MCC_GETUP 10
#define MCC_GETUPF 10
#define MCC_STANDB 0
#define MCC_BOUNCE 0
#define MCC_KICKOUT (-103./204)
#define MCC_HALFVOLL (-101./203)
#define MCC_THROW (-92./179)
#define MCC_ROLL (-88./245)
#define MCC_RUNWITHB 0
#define MCC_WAVEUP 0
#define MCC_PENALTY 10
#define MCC_PLEAD 10
#define MCC_CRTOSTB 0
#define MCC_PICKBALL 0
#define MCC_DUCK 10
#define MCC_FINGER 10
#define MCC_KNEE 10
#define MCC_PLANE 10
#define MCC_MILLER 10
#define MCC_BABY 10
#define MCC_MOON 10
#define MCC_PUMP 10
#define MCC_REEVES 10
// Players
#define NPLAYERS 25
#define PLYRPTS 28
extern obj player[NPLAYERS];
extern capfrm *player_p;
extern plyrtwdat *plyrtwtb;
extern capfrm twpts;
extern facelist player_f1;
extern facelist player_f2;
extern facelist player_fr;
extern facelist player_fl;
extern facelist player_fg;
extern facelist player_fw;
extern face playertypes[];
// Simple pitch
extern obj pitch;
extern ptlist pitch_p;
extern facelist pitch_f;
// Lines
#define LINEWIDTH 2.4
extern obj lines,l1,l2,l3,l4,l5,l6;
extern ptlist lines_p;
extern facelist lines_f;
extern ptlist l1_p1;
extern ptlist l1_p2;
extern ptlist l2_p1;
extern ptlist l2_p2;
extern ptlist l3_p1;
extern ptlist l3_p2;
extern ptlist l4_p1;
extern ptlist l4_p2;
extern ptlist l5_p1;
extern ptlist l5_p2;
extern ptlist l6_p1;
extern ptlist l6_p2;
extern facelist l_f1a;
extern facelist l_f1b;
extern facelist l_f1c;
extern facelist l_f2a;
extern facelist l_f2b;
extern facelist l_f3a;
extern facelist l_f3b;
extern facelist l_f3c;
extern facelist l_f4;
extern detlist l1_d;
extern detlist l2_d;
extern detlist l3_d;
extern detlist l4_d;
extern detlist l5_d;
extern detlist l6_d;
extern obj semi1,semi2;
extern ptlist s_circle_p1a;
extern ptlist s_circle_p2a;
extern ptlist s_circle_p1b;
extern ptlist s_circle_p2b;
extern facelist s_circle_f1a;
extern facelist s_circle_f2a;
extern facelist s_circle_fb;
extern facelist s_circle_fc;
extern facelist s_circle_fd;
extern detlist s_circle_d1;
extern detlist s_circle_d2;
extern obj circle;
extern ptlist circle_pa;
extern ptlist circle_pb;
extern facelist circle_fa;
extern facelist circle_fb;
extern facelist circle_fc;
extern facelist circle_fd;
extern detlist circle_d;
extern obj spot1,spot2,spot3;
extern ptlist spot_p;
extern facelist spot_f;
// Ball
extern obj ball;
extern ptlist footy_p;
extern facelist footy_f;
extern ptlist footys_p;
extern facelist footys_f;
extern detlist ball_d;
// Shadows/Highlights
extern obj ballshad;
extern ptlist ballshad_p;
extern facelist ballshad_f;
extern obj plhilight[7][6];
extern ptlist plshad_p;
extern ptlist plhi_p;
extern ptlist plhi_p1;
extern ptlist plhi_p2;
extern ptlist plhi_p3;
extern facelist plshad_f;
extern facelist plhi1_f1;
extern facelist plhi2_f1;
extern facelist plhi3_f1;
extern facelist plhi4_f1;
extern facelist plhi1_f2;
extern facelist plhi2_f2;
extern facelist plhi3_f2;
extern facelist plhi4_f2;
extern facelist plhi1_f3;
extern facelist plhi2_f3;
extern facelist plhi3_f3;
extern facelist plhi4_f3;
extern facelist plhi1_f4;
extern facelist plhi2_f4;
extern facelist plhi3_f4;
extern facelist plhi4_f4;
extern facelist plhi1_f5;
extern facelist plhi2_f5;
extern facelist plhi3_f5;
extern facelist plhi4_f5;
extern facelist plhi1_ff;
extern facelist plhi2_ff;
extern facelist plhi3_ff;
extern facelist plhi4_ff;
// Goals
extern obj goal1_1,goal1_2,goal2_1,goal2_2,goal3_1,goal3_2,goal4_1,goal4_2;
extern ptlist goal1a_p;
extern ptlist goal2a_p;
extern ptlist goal1ax_p;
extern ptlist goal2ax_p;
extern ptlist goal3a_p;
extern facelist goal_f1a;
extern facelist goal_f2a;
extern facelist goal_f1b;
extern ptlist goal1b_p;
extern ptlist goal2b_p;
extern ptlist goal3b_p;
extern ptlist goal1bx_p;
extern ptlist goal2bx_p;
extern ptlist goal3bx_p;
extern facelist goal_f1c;
extern facelist goal_f2c;
extern ptlist goal1c_p;
extern ptlist goal2c_p;
extern ptlist goal3c_p;
extern ptlist goal1cx_p;
extern ptlist goal2cx_p;
extern ptlist goal3cx_p;
extern facelist goal_f1d;
extern facelist goal_f2d;
extern detlist goal1_a,goal2_a,goal3_a,goal4_a;
extern detlist goal1_b,goal2_b,goal3_b,goal4_b;
// Flags
extern obj flag_1,flag_2,flag_3,flag_4;
extern ptlist flag_p;
extern facelist flag_f;