ScummVM API documentation
animation_mega_set.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
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 modify
13  * it under the terms of the GNU General Public License as published by
14  * the Free Software Foundation, either version 3 of the License, or
15  * (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, see <http://www.gnu.org/licenses/>.
24  *
25  */
26 
27 #ifndef ICB_ANIMATION_MEGA_SET
28 #define ICB_ANIMATION_MEGA_SET
29 
30 #include "engines/icb/common/px_string.h"
31 
32 namespace ICB {
33 
34 #define MAX_ANIM_NAME_LENGTH 64
35 
36 enum __mega_set_names {
37  __WALK,
38  __WALK_TO_STAND,
39  __WALK_TO_OTHER_STAND_LEFT_LEG,
40  __WALK_TO_PULL_OUT_WEAPON,
41 
42  __STAND,
43  __STAND_TO_WALK,
44  __STAND_TO_WALK_UP_STAIRS_RIGHT,
45  __STAND_TO_WALK_DOWN_STAIRS_RIGHT,
46  __STAND_TO_RUN,
47  __STAND_TO_STEP_BACKWARD,
48  __STAND_CROUCHED_TO_STAND,
49  __STAND_CROUCHED_TO_WALK_CROUCHED,
50 
51  __RUN,
52  __RUN_TO_STAND,
53  __RUN_TO_PULL_OUT_WEAPON,
54 
55  __USE_CARD_ON_SLOT,
56  __PICK_UP_OBJECT_FROM_FLOOR,
57  __PUSH_BUTTON,
58  __BEING_SHOT,
59  __BEING_SHOT_DEAD,
60 
61  __SIDESTEP_LEFT,
62  __STEP_BACKWARD,
63  __STEP_FORWARD,
64  __STEP_BACKWARD_TO_STAND,
65  __STEP_BACKWARD_TO_OTHER_STAND_LEFT,
66 
67  __STAND_AND_AIM,
68  __STAND_AND_SHOOT,
69  __PULL_OUT_WEAPON,
70  __STRIKE,
71  __LOW_STRIKE,
72  __HIT_FROM_BEHIND,
73 
74  __TURN_ON_THE_SPOT_CLOCKWISE,
75 
76  __WALK_UPSTAIRS_LEFT,
77  __WALK_UPSTAIRS_RIGHT,
78  __WALK_DOWNSTAIRS_LEFT,
79  __WALK_DOWNSTAIRS_RIGHT,
80 
81  __WALK_UPSTAIRS_LEFT_TO_STOOD_ON_STAIRS_FACING_UP,
82  __WALK_UPSTAIRS_RIGHT_TO_STOOD_ON_STAIRS_FACING_UP,
83  __WALK_DOWNSTAIRS_LEFT_TO_STOOD_ON_STAIRS_FACING_DOWN,
84  __WALK_DOWNSTAIRS_RIGHT_TO_STOOD_ON_STAIRS_FACING_DOWN,
85 
86  __WALK_UPSTAIRS_LEFT_TO_WALK_DOWNSTAIRS_RIGHT,
87  __WALK_UPSTAIRS_RIGHT_TO_WALK_DOWNSTAIRS_LEFT,
88  __WALK_DOWNSTAIRS_LEFT_TO_WALK_UPSTAIRS_RIGHT,
89  __WALK_DOWNSTAIRS_RIGHT_TO_WALK_UPSTAIRS_LEFT,
90 
91  __RUN_UPSTAIRS_LEFT,
92  __RUN_UPSTAIRS_RIGHT,
93  __RUN_DOWNSTAIRS_LEFT,
94  __RUN_DOWNSTAIRS_RIGHT,
95 
96  __CLIMB_UP_LADDER_LEFT,
97  __CLIMB_UP_LADDER_RIGHT,
98  __CLIMB_DOWN_LADDER_LEFT,
99  __CLIMB_DOWN_LADDER_RIGHT,
100 
101  __CLIMB_UP_LADDER_RIGHT_TO_STAND,
102  __CLIMB_DOWN_LADDER_RIGHT_TO_STAND,
103 
104  __CORD_STAND_TO_CLIMB_UP_LADDER,
105 
106  __STAND_TO_CLIMB_UP_LADDER_RIGHT,
107  __STAND_TO_CLIMB_DOWN_LADDER_RIGHT,
108 
109  __CLIMB_DOWN_LADDER_LEFT_TO_SLIDE_DOWN_LADDER,
110  __SLIDE_DOWN_LADDER,
111  __SLIDE_DOWN_LADDER_TO_STAND,
112 
113  __LOAD_GUN,
114  __LOAD_GUN_2,
115  __LOAD_GUN_CROUCH_2,
116 
117  __COWER,
118  __COWER_TO_STAND,
119  __HAND_HAIR,
120  __SHRUG,
121  __LOOK_AT_WATCH,
122  __STRETCH,
123  __SCRATCH,
124 
125  __NON_GENERIC, // a non generic specific - initialised at run time
126  __PROMOTED_NON_GENERIC, // a generic gets promoted here where it wilk be safe from new generic paths being formed - done for psx
127  // asyncing
128 
129  __NO_LINK, // can be used by _player::Start_new_mode
130  __NO_ANIM,
131  __TOTAL_ANIMS
132 };
133 
134 typedef struct {
135  char name[MAX_ANIM_NAME_LENGTH]; // the name minus .RAV & .RAI
136  __mega_set_names ref;
138 
139 extern _an_anim_entry master_anim_name_table[__TOTAL_ANIMS];
140 
141 } // End of namespace ICB
142 
143 #endif
Definition: actor.h:32
Definition: animation_mega_set.h:134