/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef ICB_ANIMATION_MEGA_SET #define ICB_ANIMATION_MEGA_SET #include "engines/icb/common/px_string.h" namespace ICB { #define MAX_ANIM_NAME_LENGTH 64 enum __mega_set_names { __WALK, __WALK_TO_STAND, __WALK_TO_OTHER_STAND_LEFT_LEG, __WALK_TO_PULL_OUT_WEAPON, __STAND, __STAND_TO_WALK, __STAND_TO_WALK_UP_STAIRS_RIGHT, __STAND_TO_WALK_DOWN_STAIRS_RIGHT, __STAND_TO_RUN, __STAND_TO_STEP_BACKWARD, __STAND_CROUCHED_TO_STAND, __STAND_CROUCHED_TO_WALK_CROUCHED, __RUN, __RUN_TO_STAND, __RUN_TO_PULL_OUT_WEAPON, __USE_CARD_ON_SLOT, __PICK_UP_OBJECT_FROM_FLOOR, __PUSH_BUTTON, __BEING_SHOT, __BEING_SHOT_DEAD, __SIDESTEP_LEFT, __STEP_BACKWARD, __STEP_FORWARD, __STEP_BACKWARD_TO_STAND, __STEP_BACKWARD_TO_OTHER_STAND_LEFT, __STAND_AND_AIM, __STAND_AND_SHOOT, __PULL_OUT_WEAPON, __STRIKE, __LOW_STRIKE, __HIT_FROM_BEHIND, __TURN_ON_THE_SPOT_CLOCKWISE, __WALK_UPSTAIRS_LEFT, __WALK_UPSTAIRS_RIGHT, __WALK_DOWNSTAIRS_LEFT, __WALK_DOWNSTAIRS_RIGHT, __WALK_UPSTAIRS_LEFT_TO_STOOD_ON_STAIRS_FACING_UP, __WALK_UPSTAIRS_RIGHT_TO_STOOD_ON_STAIRS_FACING_UP, __WALK_DOWNSTAIRS_LEFT_TO_STOOD_ON_STAIRS_FACING_DOWN, __WALK_DOWNSTAIRS_RIGHT_TO_STOOD_ON_STAIRS_FACING_DOWN, __WALK_UPSTAIRS_LEFT_TO_WALK_DOWNSTAIRS_RIGHT, __WALK_UPSTAIRS_RIGHT_TO_WALK_DOWNSTAIRS_LEFT, __WALK_DOWNSTAIRS_LEFT_TO_WALK_UPSTAIRS_RIGHT, __WALK_DOWNSTAIRS_RIGHT_TO_WALK_UPSTAIRS_LEFT, __RUN_UPSTAIRS_LEFT, __RUN_UPSTAIRS_RIGHT, __RUN_DOWNSTAIRS_LEFT, __RUN_DOWNSTAIRS_RIGHT, __CLIMB_UP_LADDER_LEFT, __CLIMB_UP_LADDER_RIGHT, __CLIMB_DOWN_LADDER_LEFT, __CLIMB_DOWN_LADDER_RIGHT, __CLIMB_UP_LADDER_RIGHT_TO_STAND, __CLIMB_DOWN_LADDER_RIGHT_TO_STAND, __CORD_STAND_TO_CLIMB_UP_LADDER, __STAND_TO_CLIMB_UP_LADDER_RIGHT, __STAND_TO_CLIMB_DOWN_LADDER_RIGHT, __CLIMB_DOWN_LADDER_LEFT_TO_SLIDE_DOWN_LADDER, __SLIDE_DOWN_LADDER, __SLIDE_DOWN_LADDER_TO_STAND, __LOAD_GUN, __LOAD_GUN_2, __LOAD_GUN_CROUCH_2, __COWER, __COWER_TO_STAND, __HAND_HAIR, __SHRUG, __LOOK_AT_WATCH, __STRETCH, __SCRATCH, __NON_GENERIC, // a non generic specific - initialised at run time __PROMOTED_NON_GENERIC, // a generic gets promoted here where it wilk be safe from new generic paths being formed - done for psx // asyncing __NO_LINK, // can be used by _player::Start_new_mode __NO_ANIM, __TOTAL_ANIMS }; typedef struct { char name[MAX_ANIM_NAME_LENGTH]; // the name minus .RAV & .RAI __mega_set_names ref; } _an_anim_entry; extern _an_anim_entry master_anim_name_table[__TOTAL_ANIMS]; } // End of namespace ICB #endif