1 /* ResidualVM - A 3D game interpreter
2  *
3  * ResidualVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the AUTHORS
5  * file distributed with this source distribution.
6  *
7  * Additional copyright for this file:
8  * Copyright (C) 1999-2000 Revolution Software Ltd.
9  * This code is based on source code created by Revolution Software,
10  * used with permission.
11  *
12  * This program is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU General Public License
14  * as published by the Free Software Foundation; either version 2
15  * of the License, or (at your option) any later version.
16  *
17  * This program is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
20  * GNU General Public License for more details.
21  *
22  * You should have received a copy of the GNU General Public License
23  * along with this program; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
25  *
26  */
27 
28 #ifndef ICB_ANIMATION_MEGA_SET
29 #define ICB_ANIMATION_MEGA_SET
30 
31 #include "engines/icb/common/px_string.h"
32 
33 namespace ICB {
34 
35 #define MAX_ANIM_NAME_LENGTH 64
36 
37 enum __mega_set_names {
38 	__WALK,
39 	__WALK_TO_STAND,
40 	__WALK_TO_OTHER_STAND_LEFT_LEG,
41 	__WALK_TO_PULL_OUT_WEAPON,
42 
43 	__STAND,
44 	__STAND_TO_WALK,
45 	__STAND_TO_WALK_UP_STAIRS_RIGHT,
46 	__STAND_TO_WALK_DOWN_STAIRS_RIGHT,
47 	__STAND_TO_RUN,
48 	__STAND_TO_STEP_BACKWARD,
49 	__STAND_CROUCHED_TO_STAND,
50 	__STAND_CROUCHED_TO_WALK_CROUCHED,
51 
52 	__RUN,
53 	__RUN_TO_STAND,
54 	__RUN_TO_PULL_OUT_WEAPON,
55 
56 	__USE_CARD_ON_SLOT,
57 	__PICK_UP_OBJECT_FROM_FLOOR,
58 	__PUSH_BUTTON,
59 	__BEING_SHOT,
60 	__BEING_SHOT_DEAD,
61 
62 	__SIDESTEP_LEFT,
63 	__STEP_BACKWARD,
64 	__STEP_FORWARD,
65 	__STEP_BACKWARD_TO_STAND,
66 	__STEP_BACKWARD_TO_OTHER_STAND_LEFT,
67 
68 	__STAND_AND_AIM,
69 	__STAND_AND_SHOOT,
70 	__PULL_OUT_WEAPON,
71 	__STRIKE,
72 	__LOW_STRIKE,
73 	__HIT_FROM_BEHIND,
74 
75 	__TURN_ON_THE_SPOT_CLOCKWISE,
76 
77 	__WALK_UPSTAIRS_LEFT,
78 	__WALK_UPSTAIRS_RIGHT,
79 	__WALK_DOWNSTAIRS_LEFT,
80 	__WALK_DOWNSTAIRS_RIGHT,
81 
82 	__WALK_UPSTAIRS_LEFT_TO_STOOD_ON_STAIRS_FACING_UP,
83 	__WALK_UPSTAIRS_RIGHT_TO_STOOD_ON_STAIRS_FACING_UP,
84 	__WALK_DOWNSTAIRS_LEFT_TO_STOOD_ON_STAIRS_FACING_DOWN,
85 	__WALK_DOWNSTAIRS_RIGHT_TO_STOOD_ON_STAIRS_FACING_DOWN,
86 
87 	__WALK_UPSTAIRS_LEFT_TO_WALK_DOWNSTAIRS_RIGHT,
88 	__WALK_UPSTAIRS_RIGHT_TO_WALK_DOWNSTAIRS_LEFT,
89 	__WALK_DOWNSTAIRS_LEFT_TO_WALK_UPSTAIRS_RIGHT,
90 	__WALK_DOWNSTAIRS_RIGHT_TO_WALK_UPSTAIRS_LEFT,
91 
92 	__RUN_UPSTAIRS_LEFT,
93 	__RUN_UPSTAIRS_RIGHT,
94 	__RUN_DOWNSTAIRS_LEFT,
95 	__RUN_DOWNSTAIRS_RIGHT,
96 
97 	__CLIMB_UP_LADDER_LEFT,
98 	__CLIMB_UP_LADDER_RIGHT,
99 	__CLIMB_DOWN_LADDER_LEFT,
100 	__CLIMB_DOWN_LADDER_RIGHT,
101 
102 	__CLIMB_UP_LADDER_RIGHT_TO_STAND,
103 	__CLIMB_DOWN_LADDER_RIGHT_TO_STAND,
104 
105 	__CORD_STAND_TO_CLIMB_UP_LADDER,
106 
107 	__STAND_TO_CLIMB_UP_LADDER_RIGHT,
108 	__STAND_TO_CLIMB_DOWN_LADDER_RIGHT,
109 
110 	__CLIMB_DOWN_LADDER_LEFT_TO_SLIDE_DOWN_LADDER,
111 	__SLIDE_DOWN_LADDER,
112 	__SLIDE_DOWN_LADDER_TO_STAND,
113 
114 	__LOAD_GUN,
115 	__LOAD_GUN_2,
116 	__LOAD_GUN_CROUCH_2,
117 
118 	__COWER,
119 	__COWER_TO_STAND,
120 	__HAND_HAIR,
121 	__SHRUG,
122 	__LOOK_AT_WATCH,
123 	__STRETCH,
124 	__SCRATCH,
125 
126 	__NON_GENERIC,          // a non generic specific - initialised at run time
127 	__PROMOTED_NON_GENERIC, // a generic gets promoted here where it wilk be safe from new generic paths being formed - done for psx
128 	                        // asyncing
129 
130 	__NO_LINK, // can be used by _player::Start_new_mode
131 	__NO_ANIM,
132 	__TOTAL_ANIMS
133 };
134 
135 typedef struct {
136 	char name[MAX_ANIM_NAME_LENGTH]; // the name minus .RAV & .RAI
137 	__mega_set_names ref;
138 } _an_anim_entry;
139 
140 extern _an_anim_entry master_anim_name_table[__TOTAL_ANIMS];
141 
142 } // End of namespace ICB
143 
144 #endif
145