mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
eb97af1598
Added GetFileList() to game function imports in misison pack DLL game.h.
319 lines
12 KiB
C
319 lines
12 KiB
C
#if defined(_DEBUG) && defined(_Z_TESTMODE)
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#include "g_local.h"
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#include "z_frames.h"
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/**************************************************************************
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Monster frame move lists.
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**************************************************************************/
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/*=========================================================================
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Hound.
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=========================================================================*/
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extern mmove_t hound_stand1;
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extern mmove_t hound_stand2;
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extern mmove_t hound_move_run;
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extern mmove_t hound_move_walk;
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extern mmove_t hound_move_pain1;
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extern mmove_t hound_move_pain2;
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extern mmove_t hound_move_attack1;
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extern mmove_t hound_move_attack2;
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extern mmove_t hound_move_jump;
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extern mmove_t hound_move_death;
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mmove_t *frame_moves_hound[] = {
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&hound_stand1, &hound_stand2, &hound_move_run,
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&hound_move_walk, &hound_move_pain1, &hound_move_pain2,
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&hound_move_attack1, &hound_move_attack2, &hound_move_jump,
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&hound_move_death,
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NULL};
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/*=========================================================================
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Sentien.
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=========================================================================*/
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extern mmove_t sentien_move_stand1;
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extern mmove_t sentien_move_stand2;
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extern mmove_t sentien_move_stand3;
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extern mmove_t sentien_move_walk_start;
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extern mmove_t sentien_move_walk;
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extern mmove_t sentien_move_walk_end;
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extern mmove_t sentien_move_run_start;
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extern mmove_t sentien_move_run;
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extern mmove_t sentien_move_run_end;
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extern mmove_t sentien_move_pre_blast_attack;
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extern mmove_t sentien_move_blast_attack;
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extern mmove_t sentien_move_post_blast_attack;
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extern mmove_t sentien_move_pre_laser_attack;
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extern mmove_t sentien_move_laser_attack;
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extern mmove_t sentien_move_post_laser_attack;
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extern mmove_t sentien_move_pain1;
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extern mmove_t sentien_move_pain2;
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extern mmove_t sentien_move_pain3;
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extern mmove_t sentien_move_death1;
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extern mmove_t sentien_move_death2;
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mmove_t *frame_moves_sentien[] = {
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&sentien_move_stand1, &sentien_move_stand2, &sentien_move_stand3,
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&sentien_move_walk_start, &sentien_move_walk, &sentien_move_walk_end,
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&sentien_move_run_start, &sentien_move_run, &sentien_move_run_end,
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&sentien_move_pre_blast_attack, &sentien_move_blast_attack,
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&sentien_move_post_blast_attack, &sentien_move_pre_laser_attack,
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&sentien_move_laser_attack, &sentien_move_post_laser_attack,
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&sentien_move_pain1, &sentien_move_pain2, &sentien_move_pain3,
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&sentien_move_death1, &sentien_move_death2,
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NULL};
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/*=========================================================================
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Gunner.
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=========================================================================*/
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extern mmove_t gunner_move_fidget;
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extern mmove_t gunner_move_stand;
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extern mmove_t gunner_move_walk;
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extern mmove_t gunner_move_run;
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extern mmove_t gunner_move_runandshoot;
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extern mmove_t gunner_move_pain3;
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extern mmove_t gunner_move_pain2;
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extern mmove_t gunner_move_pain1;
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extern mmove_t gunner_move_death;
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extern mmove_t gunner_move_duck;
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extern mmove_t gunner_move_attack_chain;
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extern mmove_t gunner_move_fire_chain;
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extern mmove_t gunner_move_endfire_chain;
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extern mmove_t gunner_move_attack_grenade;
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mmove_t *frame_moves_gunner[] = {
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&gunner_move_fidget, &gunner_move_stand, &gunner_move_walk,
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&gunner_move_run, &gunner_move_runandshoot,
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&gunner_move_pain3, &gunner_move_pain2, &gunner_move_pain1,
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&gunner_move_death, &gunner_move_duck,
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&gunner_move_attack_chain, &gunner_move_fire_chain,
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&gunner_move_endfire_chain, &gunner_move_attack_grenade,
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NULL};
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/*=========================================================================
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Infantry.
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=========================================================================*/
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extern mmove_t infantry_move_stand;
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extern mmove_t infantry_move_fidget;
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extern mmove_t infantry_move_walk;
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extern mmove_t infantry_move_run;
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extern mmove_t infantry_move_pain1;
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extern mmove_t infantry_move_pain2;
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extern mmove_t infantry_move_death1;
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extern mmove_t infantry_move_death2;
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extern mmove_t infantry_move_death3;
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extern mmove_t infantry_move_duck;
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extern mmove_t infantry_move_attack1;
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extern mmove_t infantry_move_attack2;
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extern mmove_t infantry_move_attack2;
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extern mmove_t infantry_move_attack2;
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mmove_t *frame_moves_infantry[] = {
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&infantry_move_stand, &infantry_move_fidget, &infantry_move_walk,
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&infantry_move_run, &infantry_move_pain1, &infantry_move_pain2,
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&infantry_move_death1, &infantry_move_death2, &infantry_move_death3,
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&infantry_move_duck, &infantry_move_attack1, &infantry_move_attack2,
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NULL};
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/*=========================================================================
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Chick.
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=========================================================================*/
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extern mmove_t chick_move_fidget;
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extern mmove_t chick_move_stand;
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extern mmove_t chick_move_start_run;
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extern mmove_t chick_move_run;
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extern mmove_t chick_move_walk;
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extern mmove_t chick_move_pain1;
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extern mmove_t chick_move_pain2;
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extern mmove_t chick_move_pain3;
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extern mmove_t chick_move_death2;
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extern mmove_t chick_move_death1;
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extern mmove_t chick_move_duck;
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extern mmove_t chick_move_start_attack1;
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extern mmove_t chick_move_attack1;
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extern mmove_t chick_move_end_attack1;
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extern mmove_t chick_move_slash;
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extern mmove_t chick_move_end_slash;
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extern mmove_t chick_move_start_slash;
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mmove_t *frame_moves_chick[] = {
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&chick_move_fidget, &chick_move_stand, &chick_move_start_run,
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&chick_move_run, &chick_move_walk,
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&chick_move_pain1, &chick_move_pain2, &chick_move_pain3,
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&chick_move_death2, &chick_move_death1, &chick_move_duck,
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&chick_move_start_attack1, &chick_move_attack1, &chick_move_end_attack1,
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&chick_move_start_slash, &chick_move_slash, &chick_move_end_slash,
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NULL};
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/*=========================================================================
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Gladiator.
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=========================================================================*/
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extern mmove_t gladiator_move_stand;
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extern mmove_t gladiator_move_walk;
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extern mmove_t gladiator_move_run;
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extern mmove_t gladiator_move_attack_melee;
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extern mmove_t gladiator_move_attack_gun;
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extern mmove_t gladiator_move_pain;
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extern mmove_t gladiator_move_pain_air;
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extern mmove_t gladiator_move_death;
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extern mmove_t gladiator_move_death;
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extern mmove_t gladiator_move_death;
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extern mmove_t gladiator_move_death;
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mmove_t *frame_moves_gladiator[] = {
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&gladiator_move_stand, &gladiator_move_walk, &gladiator_move_run,
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&gladiator_move_attack_melee, &gladiator_move_attack_gun, &gladiator_move_pain,
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&gladiator_move_pain_air, &gladiator_move_death,
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NULL};
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/*=========================================================================
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Soldier.
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=========================================================================*/
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extern mmove_t soldier_move_stand1;
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extern mmove_t soldier_move_stand3;
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extern mmove_t soldier_move_walk1;
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extern mmove_t soldier_move_walk2;
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extern mmove_t soldier_move_start_run;
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extern mmove_t soldier_move_run;
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extern mmove_t soldier_move_pain1;
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extern mmove_t soldier_move_pain2;
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extern mmove_t soldier_move_pain3;
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extern mmove_t soldier_move_pain4;
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extern mmove_t soldier_move_attack1;
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extern mmove_t soldier_move_attack2;
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extern mmove_t soldier_move_attack3;
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extern mmove_t soldier_move_attack4;
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extern mmove_t soldier_move_attack6;
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extern mmove_t soldier_move_duck;
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extern mmove_t soldier_move_death1;
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extern mmove_t soldier_move_death2;
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extern mmove_t soldier_move_death3;
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extern mmove_t soldier_move_death4;
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extern mmove_t soldier_move_death5;
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extern mmove_t soldier_move_death6;
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extern mmove_t soldier_move_death6;
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extern mmove_t soldier_move_death6;
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extern mmove_t soldier_move_death6;
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mmove_t *frame_moves_soldier[] = {
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&soldier_move_stand1, &soldier_move_stand3,
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&soldier_move_walk1, &soldier_move_walk2,
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&soldier_move_start_run, &soldier_move_run,
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&soldier_move_pain1, &soldier_move_pain2,
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&soldier_move_pain3, &soldier_move_pain4,
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&soldier_move_attack1, &soldier_move_attack2, &soldier_move_attack3,
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&soldier_move_attack4, &soldier_move_attack6,
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&soldier_move_duck,
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&soldier_move_death1, &soldier_move_death2, &soldier_move_death3,
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&soldier_move_death4, &soldier_move_death5, &soldier_move_death6,
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NULL};
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/*=========================================================================
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Supertank.
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=========================================================================*/
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extern mmove_t supertank_move_stand;
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extern mmove_t supertank_move_run;
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extern mmove_t supertank_move_forward;
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extern mmove_t supertank_move_turn_right;
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extern mmove_t supertank_move_turn_left;
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extern mmove_t supertank_move_pain3;
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extern mmove_t supertank_move_pain2;
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extern mmove_t supertank_move_pain1;
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extern mmove_t supertank_move_death;
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extern mmove_t supertank_move_backward;
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extern mmove_t supertank_move_attack4;
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extern mmove_t supertank_move_attack3;
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extern mmove_t supertank_move_attack2;
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extern mmove_t supertank_move_attack1;
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extern mmove_t supertank_move_end_attack1;
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extern mmove_t supertank_move_end_attack1;
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extern mmove_t supertank_move_end_attack1;
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extern mmove_t supertank_move_end_attack1;
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extern mmove_t supertank_move_end_attack1;
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mmove_t *frame_moves_supertank[] = {
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&supertank_move_stand, &supertank_move_run,
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&supertank_move_forward, &supertank_move_backward,
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&supertank_move_turn_right, &supertank_move_turn_left,
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&supertank_move_pain1, &supertank_move_pain2, &supertank_move_pain3,
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&supertank_move_death,
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&supertank_move_attack1, &supertank_move_end_attack1,
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&supertank_move_attack2, &supertank_move_attack3, &supertank_move_attack4,
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NULL};
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/*=========================================================================
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Tank.
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=========================================================================*/
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extern mmove_t tank_move_stand;
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extern mmove_t tank_move_start_walk;
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extern mmove_t tank_move_walk;
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extern mmove_t tank_move_stop_walk;
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extern mmove_t tank_move_start_run;
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extern mmove_t tank_move_run;
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extern mmove_t tank_move_stop_run;
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extern mmove_t tank_move_pain1;
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extern mmove_t tank_move_pain2;
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extern mmove_t tank_move_pain3;
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extern mmove_t tank_move_attack_blast;
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extern mmove_t tank_move_reattack_blast;
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extern mmove_t tank_move_attack_post_blast;
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extern mmove_t tank_move_attack_strike;
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extern mmove_t tank_move_attack_pre_rocket;
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extern mmove_t tank_move_attack_fire_rocket;
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extern mmove_t tank_move_attack_post_rocket;
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extern mmove_t tank_move_attack_chain;
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extern mmove_t tank_move_death;
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extern mmove_t tank_move_death;
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mmove_t *frame_moves_tank[] = {
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&tank_move_stand,
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&tank_move_start_walk, &tank_move_walk, &tank_move_stop_walk,
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&tank_move_start_run, &tank_move_run, &tank_move_stop_run,
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&tank_move_pain1, &tank_move_pain2, &tank_move_pain3,
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&tank_move_attack_blast, &tank_move_reattack_blast, &tank_move_attack_post_blast,
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&tank_move_attack_strike, &tank_move_attack_chain,
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&tank_move_attack_pre_rocket, &tank_move_attack_fire_rocket, &tank_move_attack_post_rocket,
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&tank_move_death,
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NULL};
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/**************************************************************************
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Sequence resolver for classnames.
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**************************************************************************/
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mmove_t **z_frame_get_sequence(char *classname)
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{
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if(Q_stricmp(classname, "monster_hound") == 0)
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return frame_moves_hound;
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if(Q_stricmp(classname, "monster_sentien") == 0)
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return frame_moves_sentien;
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if(Q_stricmp(classname, "monster_gunner") == 0)
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return frame_moves_gunner;
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if(Q_stricmp(classname, "monster_infantry") == 0)
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return frame_moves_infantry;
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if(Q_stricmp(classname, "monster_chick") == 0)
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return frame_moves_chick;
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if(Q_stricmp(classname, "monster_gladiator") == 0)
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return frame_moves_gladiator;
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if(Q_stricmp(classname, "monster_soldier") == 0)
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return frame_moves_soldier;
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if(Q_stricmp(classname, "monster_supertank") == 0)
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return frame_moves_supertank;
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if(Q_stricmp(classname, "monster_tank") == 0)
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return frame_moves_tank;
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gi.dprintf("classname <%s> not registered\n", classname);
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return NULL;
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}
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#endif
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