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cal_types.h
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cal_types.h
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#ifndef __CAL_TYPES_H__
#define __CAL_TYPES_H__
#ifdef __cplusplus
extern "C" {
#endif
typedef enum{
cycle=0,
action=1
} cal_animation_type;
struct cal_anim
{
int anim_index;
cal_animation_type kind;
float duration;
float duration_scale;
#ifdef NEW_SOUND
int sound;
float sound_scale;
#endif //NEW_SOUND
};
enum {
cal_actor_walk_frame = 0,
cal_actor_run_frame = 1,
cal_actor_die1_frame = 2,
cal_actor_die2_frame = 3,
cal_actor_pain1_frame = 4,
cal_actor_pain2_frame = 5,
cal_actor_pick_frame = 6,
cal_actor_drop_frame = 7,
cal_actor_idle1_frame = 8,
cal_actor_idle2_frame = 9,
cal_actor_idle_sit_frame = 10,
cal_actor_harvest_frame = 11,
cal_actor_attack_cast_frame = 12,
cal_actor_attack_ranged_frame = 13,
cal_actor_sit_down_frame = 14,
cal_actor_stand_up_frame = 15,
cal_actor_in_combat_frame = 16,
cal_actor_out_combat_frame = 17,
cal_actor_combat_idle_frame = 18,
cal_actor_attack_up_1_frame = 19,
cal_actor_attack_up_2_frame = 20,
cal_actor_attack_up_3_frame = 21,
cal_actor_attack_up_4_frame = 22,
cal_actor_attack_up_5_frame = 23,
cal_actor_attack_up_6_frame = 24,
cal_actor_attack_up_7_frame = 25,
cal_actor_attack_up_8_frame = 26,
cal_actor_attack_up_9_frame = 27,
cal_actor_attack_up_10_frame = 28,
cal_actor_attack_down_1_frame = 29,
cal_actor_attack_down_2_frame = 30,
cal_actor_attack_down_3_frame = 31,
cal_actor_attack_down_4_frame = 32,
cal_actor_attack_down_5_frame = 33,
cal_actor_attack_down_6_frame = 34,
cal_actor_attack_down_7_frame = 35,
cal_actor_attack_down_8_frame = 36,
cal_actor_attack_down_9_frame = 37,
cal_actor_attack_down_10_frame = 38,
cal_actor_in_combat_held_frame = 39,
cal_actor_out_combat_held_frame = 40,
cal_actor_combat_idle_held_frame = 41,
cal_actor_attack_up_1_held_frame = 42,
cal_actor_attack_up_2_held_frame = 43,
cal_actor_attack_up_3_held_frame = 44,
cal_actor_attack_up_4_held_frame = 45,
cal_actor_attack_up_5_held_frame = 46,
cal_actor_attack_up_6_held_frame = 47,
cal_actor_attack_up_7_held_frame = 48,
cal_actor_attack_up_8_held_frame = 49,
cal_actor_attack_up_9_held_frame = 50,
cal_actor_attack_up_10_held_frame = 51,
cal_actor_attack_down_1_held_frame = 52,
cal_actor_attack_down_2_held_frame = 53,
cal_actor_attack_down_3_held_frame = 54,
cal_actor_attack_down_4_held_frame = 55,
cal_actor_attack_down_5_held_frame = 56,
cal_actor_attack_down_6_held_frame = 57,
cal_actor_attack_down_7_held_frame = 58,
cal_actor_attack_down_8_held_frame = 59,
cal_actor_attack_down_9_held_frame = 60,
cal_actor_attack_down_10_held_frame = 61,
cal_actor_turn_left_frame=62,
cal_actor_turn_right_frame=63,
cal_actor_in_combat_held_unarmed_frame = 64,
cal_actor_out_combat_held_unarmed_frame = 65,
cal_actor_combat_idle_held_unarmed_frame = 66,
NUM_ACTOR_FRAMES = 67
};
enum {
cal_weapon_attack_up_1_frame = 0,
cal_weapon_attack_up_2_frame = 1,
cal_weapon_attack_up_3_frame = 2,
cal_weapon_attack_up_4_frame = 3,
cal_weapon_attack_up_5_frame = 4,
cal_weapon_attack_up_6_frame = 5,
cal_weapon_attack_up_7_frame = 6,
cal_weapon_attack_up_8_frame = 7,
cal_weapon_attack_up_9_frame = 8,
cal_weapon_attack_up_10_frame = 9,
cal_weapon_attack_down_1_frame = 10,
cal_weapon_attack_down_2_frame = 11,
cal_weapon_attack_down_3_frame = 12,
cal_weapon_attack_down_4_frame = 13,
cal_weapon_attack_down_5_frame = 14,
cal_weapon_attack_down_6_frame = 15,
cal_weapon_attack_down_7_frame = 16,
cal_weapon_attack_down_8_frame = 17,
cal_weapon_attack_down_9_frame = 18,
cal_weapon_attack_down_10_frame = 19,
cal_weapon_range_in_frame = 20,
cal_weapon_range_out_frame = 21,
cal_weapon_range_idle_frame = 22,
cal_weapon_range_fire_frame = 23,
cal_weapon_range_fire_out_frame = 24,
//frames for held actors
cal_weapon_range_in_held_frame = 25,
cal_weapon_range_out_held_frame = 26,
cal_weapon_range_idle_held_frame = 27,
cal_weapon_range_fire_held_frame = 28,
cal_weapon_range_fire_out_held_frame = 29,
cal_weapon_attack_up_1_held_frame = 30,
cal_weapon_attack_up_2_held_frame = 31,
cal_weapon_attack_up_3_held_frame = 32,
cal_weapon_attack_up_4_held_frame = 33,
cal_weapon_attack_up_5_held_frame = 34,
cal_weapon_attack_up_6_held_frame = 35,
cal_weapon_attack_up_7_held_frame = 36,
cal_weapon_attack_up_8_held_frame = 37,
cal_weapon_attack_up_9_held_frame = 38,
cal_weapon_attack_up_10_held_frame = 39,
cal_weapon_attack_down_1_held_frame = 40,
cal_weapon_attack_down_2_held_frame = 41,
cal_weapon_attack_down_3_held_frame = 42,
cal_weapon_attack_down_4_held_frame = 43,
cal_weapon_attack_down_5_held_frame = 44,
cal_weapon_attack_down_6_held_frame = 45,
cal_weapon_attack_down_7_held_frame = 46,
cal_weapon_attack_down_8_held_frame = 47,
cal_weapon_attack_down_9_held_frame = 48,
cal_weapon_attack_down_10_held_frame = 49,
NUM_WEAPON_FRAMES = 50
};
#define EMOTES_FRAMES 100
enum {
cal_attached_walk_frame = 0, /*!< walk animation to use for the held actor */
cal_attached_run_frame = 1, /*!< run animation to use for the held actor */
cal_attached_idle_frame = 2, /*!< idle animation to use for the held actor */
cal_attached_pain_frame = 3, /*!< pain animation to use for the held actor */
cal_attached_pain_armed_frame = 4,
NUM_ATTACHED_ACTOR_FRAMES = 5
};
#ifdef __cplusplus
} // extern "C"
#endif
#endif // __CAL_TYPES_H__