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-rw-r--r--src/GameInitDispose.cpp56
-rw-r--r--src/misc.zig8
2 files changed, 33 insertions, 31 deletions
diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp
index ba27374..600a6a4 100644
--- a/src/GameInitDispose.cpp
+++ b/src/GameInitDispose.cpp
@@ -118,7 +118,7 @@ void LoadSounds(bool musictoggle)
 	gSampleSet[bodylandsound] = loadSound("impact/body-fall.wav");
 	gSampleSet[bodyhitsound] = loadSound("impact/body-hit.wav");
 	gSampleSet[knifeslashsound] = loadSound("impact/knife-stab.wav");
-	gSampleSet[wallhitsound] = loadSound("impact/wall-hit.ogg");
+	gSampleSet[wallhitsound] = loadSound("impact/wall-hit.wav");
 
 	gSampleSet[visionsound] = loadSound("underwater.ogg");
 	gSampleSet[soulinsound] = loadSound("soul-in.ogg");
@@ -1376,33 +1376,33 @@ void initGame(Game* game)
 
 	// Load animations
 	testskeleton.reload();
-	animation[idleanim].load("Breathe");
-	animation[joganim].load("Run");
-	animation[pistolaimanim].load("PistolAim");
-	animation[walkanim].load("Walk");
-	animation[rifleholdanim].load("Riflehold");
-	animation[rifleaimanim].load("Rifleaim");
-	animation[assaultrifleaimanim].load("AssaultRifleaim");
-	animation[crouchanim].load("Crouch");
-	animation[headpainanim].load("Headshot");
-	animation[chestpainanim].load("Chestshot");
-	animation[stomachpainanim].load("Stomachshot");
-	animation[rightarmpainanim].load("Rightarmshot");
-	animation[leftarmpainanim].load("Leftarmshot");
-	animation[rightlegpainanim].load("Rightlegshot");
-	animation[leftlegpainanim].load("Leftlegshot");
-	animation[riflehitanim].load("Riflehit");
-	animation[grenadeaimanim].load("grenadeaim");
-	animation[grenadechargeanim].load("grenadecharge");
-	animation[grenadethrowanim].load("grenadethrow");
-	animation[zombieeatanim].load("Zombiemunch");
-	animation[zombiejoganim].load("ZombieRun");
-	animation[zombiewalkanim].load("Zombiewalk");
-	animation[getupfrontanim].load("Getupfromfront");
-	animation[getupbackanim].load("Getupfromback");
-	animation[diveanim].load("Dive");
-	animation[throwanim].load("Aikidothrow");
-	animation[thrownanim].load("Aikidothrown");
+	animation[idleanim].load("breathe");
+	animation[crouchanim].load("crouch");
+	animation[walkanim].load("walk-human");
+	animation[joganim].load("run-human");
+	animation[diveanim].load("dive");
+	animation[rifleholdanim].load("hold-rifle");
+	animation[rifleaimanim].load("aim-sniper-rifle");
+	animation[assaultrifleaimanim].load("aim-assault-rifle");
+	animation[pistolaimanim].load("aim-pistol");
+	animation[grenadeaimanim].load("aim-grenade");
+	animation[grenadechargeanim].load("charge-grenade");
+	animation[grenadethrowanim].load("throw-grenade");
+	animation[throwanim].load("throw-aikido");
+	animation[thrownanim].load("thrown-aikido");
+	animation[headpainanim].load("shot-head");
+	animation[chestpainanim].load("shot-chest");
+	animation[stomachpainanim].load("shot-stomach");
+	animation[rightarmpainanim].load("shot-arm-right");
+	animation[leftarmpainanim].load("shot-arm-left");
+	animation[rightlegpainanim].load("shot-leg-right");
+	animation[leftlegpainanim].load("shot-leg-left");
+	animation[riflehitanim].load("hit-rifle");
+	animation[getupfrontanim].load("get-up-from-front");
+	animation[getupbackanim].load("get-up-from-back");
+	animation[zombieeatanim].load("munch");
+	animation[zombiejoganim].load("run-zombie");
+	animation[zombiewalkanim].load("walk-zombie");
 
 	// Setup people
 	for (int i = 0; i < max_people; ++i) {
diff --git a/src/misc.zig b/src/misc.zig
index caa0319..2bbb9f0 100644
--- a/src/misc.zig
+++ b/src/misc.zig
@@ -66,7 +66,9 @@ export fn loadAnimation(name: [*:0]const u8) extern struct {
 } {
     var dir = cwd().openDir(data_dir ++ "animations", .{}) catch unreachable;
     defer dir.close();
-    const anim_file = readFile(dir, "{s}.tsv", .{ name }) catch unreachable;
+    const anim_file = readFile(dir, "{s}{c}index.tsv", .{
+        name, sep, // $animation/index.tsv
+    }) catch unreachable;
     defer allocator.free(anim_file);
     const length = count(u8, anim_file, "\t") - 1;
     const frames = allocator.alloc(Frame, length) catch unreachable;
@@ -76,8 +78,8 @@ export fn loadAnimation(name: [*:0]const u8) extern struct {
     var i = @as(usize, 0);
     while (i < length) : (i += 1) {
         var values = tokenize(anim.next().?, "\t");
-        const frame_file = readFile(dir, "frames{c}{s}{c}{s}.tsv", .{
-            sep, name, sep, values.next().?, // frames/$animation/$frame.tsv
+        const frame_file = readFile(dir, "{s}{c}frames{c}{s}.tsv", .{
+            name, sep, sep, values.next().?, // $animation/frames/$frame.tsv
         }) catch unreachable;
         defer allocator.free(frame_file);