ANIMCOMD.H

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/\*

        Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.

\*/

#ifndef ANIMCOMD\_H

#define ANIMCOMD\_H

/\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*

   Filename: AnimComd.h

   Purpose: This file contains all of the defines for

            animations used in the game. Please do not

            alter them unless Jesse Reynolds says you

            can, as they are used for various purposes

            throughout the game.

   Created: November 20, 1997

   Log:

\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*\*/

// Animation macros & defines //

#define ANIMATE\_WALK (0)

#define ANIMATE\_RUN (1)

#define ANIMATE\_INTERRUPT (16)

#define ANIMATE\_FORWARD (0)

#define ANIMATE\_REVERSE (1)

#define animate\_move\_to\_tile(X) animate\_move\_obj\_to\_tile(self\_obj, X, ANIMATE\_WALK)

#define animate\_run\_to\_tile(X) animate\_move\_obj\_to\_tile(self\_obj, X, ANIMATE\_RUN)

#define animate\_stand animate\_stand\_obj(self\_obj)

#define animate\_stand\_reverse animate\_stand\_reverse\_obj(self\_obj)

#define animate\_move\_to\_tile\_force(X) animate\_move\_obj\_to\_tile(self\_obj, X, (ANIMATE\_WALK bwor ANIMATE\_INTERRUPT))

#define animate\_run\_to\_tile\_force(X) animate\_move\_obj\_to\_tile(self\_obj, X, (ANIMATE\_RUN bwor ANIMATE\_INTERRUPT))

#define ANIMATE\_ROTATION (1000)

#define ANIMATE\_SET\_FRAME (1010)

#define MAX\_ROTATIONS (6)

#define animate\_rotation(X) anim(self\_obj, ANIMATE\_ROTATION, X)

#define animate\_set\_frame(FRAME) anim(self\_obj, ANIMATE\_SET\_FRAME, FRAME)

// basic animations 0-19

#define ANIM\_stand (0)

#define ANIM\_walk (1)

#define ANIM\_jump\_begin (2)

#define ANIM\_jump\_end (3)

#define ANIM\_climb\_ladder (4)

#define ANIM\_falling (5)

#define ANIM\_up\_stairs\_right (6)

#define ANIM\_up\_stairs\_left (7)

#define ANIM\_down\_stairs\_right (8)

#define ANIM\_down\_stairs\_left (9)

#define ANIM\_magic\_hands\_ground (10)

#define ANIM\_magic\_hands\_middle (11)

#define ANIM\_magic\_hands\_up (12)

#define ANIM\_dodge\_anim (13)

#define ANIM\_hit\_from\_front (14)

#define ANIM\_hit\_from\_back (15)

#define ANIM\_throw\_punch (16)

#define ANIM\_kick\_leg (17)

#define ANIM\_throw\_anim (18)

#define ANIM\_running (19)

// knockdown and death 20-35

#define ANIM\_fall\_back (20)

#define ANIM\_fall\_front (21)

#define ANIM\_bad\_landing (22)

#define ANIM\_big\_hole (23)

#define ANIM\_charred\_body (24)

#define ANIM\_chunks\_of\_flesh (25)

#define ANIM\_dancing\_autofire (26)

#define ANIM\_electrify (27)

#define ANIM\_sliced\_in\_half (28)

#define ANIM\_burned\_to\_nothing (29)

#define ANIM\_electrified\_to\_nothing (30)

#define ANIM\_exploded\_to\_nothing (31)

#define ANIM\_melted\_to\_nothing (32)

#define ANIM\_fire\_dance (33)

#define ANIM\_fall\_back\_blood (34)

#define ANIM\_fall\_front\_blood (35)

// change positions 36-37

#define ANIM\_prone\_to\_standing (36)

#define ANIM\_back\_to\_standing (37)

// weapon 38-47

#define ANIM\_take\_out (38)

#define ANIM\_put\_away (39)

#define ANIM\_parry\_anim (40)

#define ANIM\_thrust\_anim (41)

#define ANIM\_swing\_anim (42)

#define ANIM\_point (43)

#define ANIM\_unpoint (44)

#define ANIM\_fire\_single (45)

#define ANIM\_fire\_burst (46)

#define ANIM\_fire\_continuous (47)

// single-frame death animations (the last frame of knockdown and death animations) 48-63

#define ANIM\_fall\_back\_sf (48)

#define ANIM\_fall\_front\_sf (49)

#define ANIM\_bad\_landing\_sf (50)

#define ANIM\_big\_hole\_sf (51)

#define ANIM\_charred\_body\_sf (52)

#define ANIM\_chunks\_of\_flesh\_sf (53)

#define ANIM\_dancing\_autofire\_sf (54)

#define ANIM\_electrify\_sf (55)

#define ANIM\_sliced\_in\_half\_sf (56)

#define ANIM\_burned\_to\_nothing\_sf (57)

#define ANIM\_electrified\_to\_nothing\_sf (58)

#define ANIM\_exploded\_to\_nothing\_sf (59)

#define ANIM\_melted\_to\_nothing\_sf (60)

//#define ANIM\_fire\_dance\_sf (61)// doesn't exist, but keeps the enums ordered

#define ANIM\_fall\_back\_blood\_sf (61)

#define ANIM\_fall\_front\_blood\_sf (62)

// called shot interface picture 64

#define ANIM\_called\_shot\_pic (63)

#define ANIM\_max\_anim (65) // 65

/\* Anim Commands \*/

#define RB\_UNRESERVED 1 // unreserved animation sequence, may fail if no available slots

#define RB\_RESERVED 2 // reserved animation sequence, should never fail

#define REG\_ANIM\_BEGIN 1

#define REG\_ANIM\_CLEAR 2

#define REG\_ANIM\_END 3

#define reg\_anim\_begin() reg\_anim\_func(REG\_ANIM\_BEGIN, RB\_UNRESERVED)

#define reg\_anim\_clear(who) reg\_anim\_func(REG\_ANIM\_CLEAR, who)

#define reg\_anim\_end() reg\_anim\_func(REG\_ANIM\_END, 0)

#endif // ANIMCOMD\_H