//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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 2 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "names.h" #include "names2.h" //#include "panel.h" #ifdef MAKE_CONPIC_ENUM #define CONPIC_ENTRY(tile,name) ID_ ## name = tile, #endif //////////////////////////////////////////////////////////////////////////////// // // SWORD // //////////////////////////////////////////////////////////////////////////////// #define SWORD_REST 2080 #define SWORD_SWING0 2081 #define SWORD_SWING1 2082 #define SWORD_SWING2 2083 CONPIC_ENTRY(SWORD_REST+0,SwordPresent0) CONPIC_ENTRY(SWORD_SWING0,SwordSwing0) CONPIC_ENTRY(SWORD_SWING1,SwordSwing1) CONPIC_ENTRY(SWORD_SWING2,SwordSwing2) CONPIC_ENTRY(SWORD_SWING0,SwordSwingR0) CONPIC_ENTRY(SWORD_SWING1,SwordSwingR1) CONPIC_ENTRY(SWORD_SWING2,SwordSwingR2) #define BLOODYSWORD_REST 4090 #define BLOODYSWORD_SWING0 4091 #define BLOODYSWORD_SWING1 4092 #define BLOODYSWORD_SWING2 4093 CONPIC_ENTRY(BLOODYSWORD_REST,BloodySwordPresent0) CONPIC_ENTRY(BLOODYSWORD_SWING0,BloodySwordSwing0) CONPIC_ENTRY(BLOODYSWORD_SWING1,BloodySwordSwing1) CONPIC_ENTRY(BLOODYSWORD_SWING2,BloodySwordSwing2) CONPIC_ENTRY(BLOODYSWORD_SWING0,BloodySwordSwingR0) CONPIC_ENTRY(BLOODYSWORD_SWING1,BloodySwordSwingR1) CONPIC_ENTRY(BLOODYSWORD_SWING2,BloodySwordSwingR2) //////////////////////////////////////////////////////////////////////////////// // // FIST // //////////////////////////////////////////////////////////////////////////////// #define FIST_REST 4070 #define FIST_SWING0 4071 #define FIST_SWING1 4072 #define FIST_SWING2 4073 CONPIC_ENTRY(FIST_REST+0,FistPresent0) CONPIC_ENTRY(FIST_SWING0,FistSwing0) CONPIC_ENTRY(FIST_SWING1,FistSwing1) CONPIC_ENTRY(FIST_SWING2,FistSwing2) #define BLOODYFIST_REST 4074 #define BLOODYFIST_SWING0 4075 #define BLOODYFIST_SWING1 4076 #define BLOODYFIST_SWING2 4077 #define FIST2_REST 4050 #define FIST2_SWING0 4051 #define FIST2_SWING1 4052 #define FIST2_SWING2 4053 CONPIC_ENTRY(FIST2_REST+0,Fist2Present0) CONPIC_ENTRY(FIST2_SWING0,Fist2Swing0) CONPIC_ENTRY(FIST2_SWING1,Fist2Swing1) CONPIC_ENTRY(FIST2_SWING2,Fist2Swing2) #define BLOODYFIST2_REST 4054 #define BLOODYFIST2_SWING0 4055 #define BLOODYFIST2_SWING1 4056 #define BLOODYFIST2_SWING2 4057 #define FIST3_REST 4060 #define FIST3_SWING0 4061 #define FIST3_SWING1 4062 #define FIST3_SWING2 4063 CONPIC_ENTRY(FIST3_REST+0,Fist3Present0) CONPIC_ENTRY(FIST3_SWING0,Fist3Swing0) CONPIC_ENTRY(FIST3_SWING1,Fist3Swing1) CONPIC_ENTRY(FIST3_SWING2,Fist3Swing2) #define BLOODYFIST3_REST 4064 #define BLOODYFIST3_SWING0 4065 #define BLOODYFIST3_SWING1 4066 #define BLOODYFIST3_SWING2 4067 //////////////////////////////////////////////////////////////////////////////// // // KICK // //////////////////////////////////////////////////////////////////////////////// #define KICK0 4080 #define KICK1 4081 CONPIC_ENTRY(KICK0,Kick0) CONPIC_ENTRY(KICK1,Kick1) #define BLOODYKICK0 4082 #define BLOODYKICK1 4083 /////////////////////////////////////////////////////////////////////////////// // // SHRUIKEN // /////////////////////////////////////////////////////////////////////////////// #define STAR_REST 2130 #define STAR_THROW 2133 CONPIC_ENTRY(STAR_REST+0,StarPresent0) CONPIC_ENTRY(STAR_REST+1,StarDown0) CONPIC_ENTRY(STAR_REST+2,StarDown1) CONPIC_ENTRY(STAR_THROW+0,ThrowStar0) CONPIC_ENTRY(STAR_THROW+1,ThrowStar1) CONPIC_ENTRY(STAR_THROW+2,ThrowStar2) CONPIC_ENTRY(STAR_THROW+3,ThrowStar3) CONPIC_ENTRY(STAR_THROW+4,ThrowStar4) /////////////////////////////////////////////////////////////////////////////////////// // // UZI // /////////////////////////////////////////////////////////////////////////////////////// #if 0 #define UZI_REST 2000 #define UZI_FIRE_0 2001 #define UZI_FIRE_1 2001 #define UZI_EJECT 2003 #define UZI_CLIP 2005 #define UZI_RELOAD 2007 #else // silencer #define UZI_REST 2004 #define UZI_FIRE_0 2006 #define UZI_FIRE_1 2008 #define UZI_EJECT 2009 #define UZI_CLIP 2005 #define UZI_RELOAD 2007 #endif #define UZI_SHELL 2152 // RIGHT UZI CONPIC_ENTRY(UZI_REST,UziPresent0) CONPIC_ENTRY(UZI_FIRE_0,UziFire0) CONPIC_ENTRY(UZI_FIRE_1,UziFire1) // LEFT UZI CONPIC_ENTRY(UZI_REST,Uzi2Present0) CONPIC_ENTRY(UZI_FIRE_0,Uzi2Fire0) CONPIC_ENTRY(UZI_FIRE_1,Uzi2Fire1) //eject CONPIC_ENTRY(UZI_EJECT,UziEject0) //clip CONPIC_ENTRY(UZI_CLIP,UziClip0) //reload CONPIC_ENTRY(UZI_RELOAD,UziReload0) CONPIC_ENTRY(UZI_SHELL+0,UziShell0) CONPIC_ENTRY(UZI_SHELL+1,UziShell1) CONPIC_ENTRY(UZI_SHELL+2,UziShell2) CONPIC_ENTRY(UZI_SHELL+3,UziShell3) CONPIC_ENTRY(UZI_SHELL+4,UziShell4) CONPIC_ENTRY(UZI_SHELL+5,UziShell5) CONPIC_ENTRY(UZI_SHELL+0,Uzi2Shell0) CONPIC_ENTRY(UZI_SHELL+1,Uzi2Shell1) CONPIC_ENTRY(UZI_SHELL+2,Uzi2Shell2) CONPIC_ENTRY(UZI_SHELL+3,Uzi2Shell3) CONPIC_ENTRY(UZI_SHELL+4,Uzi2Shell4) CONPIC_ENTRY(UZI_SHELL+5,Uzi2Shell5) //////////////////////////////////////////////////////////////////////////////// // // SHOTGUN // //////////////////////////////////////////////////////////////////////////////// #define SHOTGUN_REST 2213 #define SHOTGUN_FIRE 2214 #define SHOTGUN_RELOAD0 2216 #define SHOTGUN_RELOAD1 2211 #define SHOTGUN_RELOAD2 2212 CONPIC_ENTRY(SHOTGUN_REST,ShotgunPresent0) CONPIC_ENTRY(SHOTGUN_REST,ShotgunRest0) CONPIC_ENTRY(SHOTGUN_RELOAD0,ShotgunReload0) CONPIC_ENTRY(SHOTGUN_RELOAD1,ShotgunReload1) CONPIC_ENTRY(SHOTGUN_RELOAD2,ShotgunReload2) CONPIC_ENTRY(SHOTGUN_FIRE+0,ShotgunFire0) CONPIC_ENTRY(SHOTGUN_FIRE+1,ShotgunFire1) #define SHOTGUN_SHELL 2180 CONPIC_ENTRY(SHOTGUN_SHELL+0,ShotgunShell0) CONPIC_ENTRY(SHOTGUN_SHELL+1,ShotgunShell1) CONPIC_ENTRY(SHOTGUN_SHELL+2,ShotgunShell2) CONPIC_ENTRY(SHOTGUN_SHELL+3,ShotgunShell3) CONPIC_ENTRY(SHOTGUN_SHELL+4,ShotgunShell4) CONPIC_ENTRY(SHOTGUN_SHELL+5,ShotgunShell5) CONPIC_ENTRY(SHOTGUN_SHELL+6,ShotgunShell6) CONPIC_ENTRY(SHOTGUN_SHELL+7,ShotgunShell7) //////////////////////////////////////////////////////////////////////////////// // // ROCKET // //////////////////////////////////////////////////////////////////////////////// #define ROCKET_REST 2211 #define ROCKET_FIRE 2212 CONPIC_ENTRY(ROCKET_REST+0,RocketPresent0) CONPIC_ENTRY(ROCKET_REST+0,RocketRest0) CONPIC_ENTRY(ROCKET_FIRE+0,RocketFire0) CONPIC_ENTRY(ROCKET_FIRE+1,RocketFire1) CONPIC_ENTRY(ROCKET_FIRE+2,RocketFire2) CONPIC_ENTRY(ROCKET_FIRE+3,RocketFire3) CONPIC_ENTRY(ROCKET_FIRE+4,RocketFire4) CONPIC_ENTRY(ROCKET_FIRE+5,RocketFire5) //////////////////////////////////////////////////////////////////////////////// // // RAIL // //////////////////////////////////////////////////////////////////////////////// #define RAIL_REST 2010 #define RAIL_CHARGE 2015 #define RAIL_FIRE 2018 CONPIC_ENTRY(RAIL_REST+0,RailPresent0) CONPIC_ENTRY(RAIL_REST+0,RailRest0) CONPIC_ENTRY(RAIL_REST+1,RailRest1) CONPIC_ENTRY(RAIL_REST+2,RailRest2) CONPIC_ENTRY(RAIL_REST+3,RailRest3) CONPIC_ENTRY(RAIL_REST+4,RailRest4) CONPIC_ENTRY(RAIL_FIRE+0,RailFire0) CONPIC_ENTRY(RAIL_FIRE+1,RailFire1) CONPIC_ENTRY(RAIL_CHARGE+0,RailCharge0) CONPIC_ENTRY(RAIL_CHARGE+1,RailCharge1) CONPIC_ENTRY(RAIL_CHARGE+2,RailCharge2) //////////////////////////////////////////////////////////////////////////////// // // FIREBALL // //////////////////////////////////////////////////////////////////////////////// //#define HOTHEAD_REST 2327 //#define HOTHEAD_ATTACK 2327 #define HOTHEAD_REST 2048 #define HOTHEAD_ATTACK 2049 #define HOTHEAD_CENTER 2327 #define HOTHEAD_TURN 2314 #define HOTHEAD_CHOMP 2318 CONPIC_ENTRY(HOTHEAD_REST+0,HotheadPresent0) CONPIC_ENTRY(HOTHEAD_REST+0,HotheadRest0) CONPIC_ENTRY(HOTHEAD_ATTACK+0,HotheadAttack0) CONPIC_ENTRY(HOTHEAD_CENTER+0,HotheadCenter0) CONPIC_ENTRY(HOTHEAD_TURN+0,HotheadTurn0) CONPIC_ENTRY(HOTHEAD_TURN+1,HotheadTurn1) CONPIC_ENTRY(HOTHEAD_TURN+2,HotheadTurn2) CONPIC_ENTRY(HOTHEAD_TURN+3,HotheadTurn3) CONPIC_ENTRY(HOTHEAD_CHOMP+0,HotheadChomp0) #define ON_FIRE 3157 CONPIC_ENTRY(ON_FIRE+0,OnFire0) CONPIC_ENTRY(ON_FIRE+1,OnFire1) CONPIC_ENTRY(ON_FIRE+2,OnFire2) CONPIC_ENTRY(ON_FIRE+3,OnFire3) CONPIC_ENTRY(ON_FIRE+4,OnFire4) CONPIC_ENTRY(ON_FIRE+5,OnFire5) CONPIC_ENTRY(ON_FIRE+6,OnFire6) CONPIC_ENTRY(ON_FIRE+7,OnFire7) CONPIC_ENTRY(ON_FIRE+8,OnFire8) CONPIC_ENTRY(ON_FIRE+9,OnFire9) CONPIC_ENTRY(ON_FIRE+10,OnFire10) CONPIC_ENTRY(ON_FIRE+11,OnFire11) CONPIC_ENTRY(ON_FIRE+12,OnFire12) //////////////////////////////////////////////////////////////////////////////// // // MICRO // //////////////////////////////////////////////////////////////////////////////// #define MICRO_REST 2070 #define MICRO_FIRE 2071 #define MICRO_SINGLE_FIRE 2071 CONPIC_ENTRY(MICRO_REST+0,MicroPresent0) CONPIC_ENTRY(MICRO_FIRE+0,MicroFire0) CONPIC_ENTRY(MICRO_FIRE+1,MicroFire1) CONPIC_ENTRY(MICRO_FIRE+2,MicroFire2) CONPIC_ENTRY(MICRO_FIRE+3,MicroFire3) CONPIC_ENTRY(MICRO_SINGLE_FIRE+0,MicroSingleFire0) CONPIC_ENTRY(MICRO_SINGLE_FIRE+1,MicroSingleFire1) CONPIC_ENTRY(MICRO_SINGLE_FIRE+2,MicroSingleFire2) CONPIC_ENTRY(MICRO_SINGLE_FIRE+3,MicroSingleFire3) #if 0 //////////////////////////////////////////////////////////////////////////////// // // NAPALM // //////////////////////////////////////////////////////////////////////////////// #define NAPALM_REST 2020 #define NAPALM_FIRE 2021 CONPIC_ENTRY(NAPALM_REST+0,NapalmPresent0) CONPIC_ENTRY(NAPALM_FIRE+0,NapalmFire0) CONPIC_ENTRY(NAPALM_FIRE+1,NapalmFire1) CONPIC_ENTRY(NAPALM_FIRE+2,NapalmFire2) CONPIC_ENTRY(NAPALM_FIRE+3,NapalmFire3) //////////////////////////////////////////////////////////////////////////////// // // RING // //////////////////////////////////////////////////////////////////////////////// #define RING_REST 2020 #define RING_FIRE 2021 CONPIC_ENTRY(RING_REST+0,RingPresent0) CONPIC_ENTRY(RING_FIRE+0,RingFire0) CONPIC_ENTRY(RING_FIRE+1,RingFire1) CONPIC_ENTRY(RING_FIRE+2,RingFire2) CONPIC_ENTRY(RING_FIRE+3,RingFire3) //////////////////////////////////////////////////////////////////////////////// // // ELECTRO // //////////////////////////////////////////////////////////////////////////////// #define ELECTRO_REST 2020 #define ELECTRO_FIRE 2021 CONPIC_ENTRY(ELECTRO_REST+0,ElectroPresent0) CONPIC_ENTRY(ELECTRO_FIRE+0,ElectroFire0) CONPIC_ENTRY(ELECTRO_FIRE+1,ElectroFire1) CONPIC_ENTRY(ELECTRO_FIRE+2,ElectroFire2) CONPIC_ENTRY(ELECTRO_FIRE+3,ElectroFire3) #endif //////////////////////////////////////////////////////////////////////////////// // // GRENADE // //////////////////////////////////////////////////////////////////////////////// #define GRENADE_REST 2121 #define GRENADE_FIRE 2122 #define GRENADE_RELOAD 2125 CONPIC_ENTRY(GRENADE_REST+0,GrenadePresent0) CONPIC_ENTRY(GRENADE_FIRE+0,GrenadeFire0) CONPIC_ENTRY(GRENADE_FIRE+1,GrenadeFire1) CONPIC_ENTRY(GRENADE_FIRE+2,GrenadeFire2) CONPIC_ENTRY(GRENADE_RELOAD+0,GrenadeReload0) CONPIC_ENTRY(GRENADE_RELOAD+1,GrenadeReload1) //////////////////////////////////////////////////////////////////////////////// // // MINE // //////////////////////////////////////////////////////////////////////////////// #define MINE_REST 2220 #define MINE_THROW 2222 #define MINE_RELOAD 2222 CONPIC_ENTRY(MINE_REST+0,MinePresent0) CONPIC_ENTRY(MINE_REST+1,MinePresent1) CONPIC_ENTRY(MINE_THROW+0,MineThrow0) CONPIC_ENTRY(MINE_RELOAD+0,MineReload0) //////////////////////////////////////////////////////////////////////////////// // // HEART // //////////////////////////////////////////////////////////////////////////////// #define HEART_REST 2050 #define HEART_ATTACK 2052 CONPIC_ENTRY(HEART_REST+0,HeartPresent0) CONPIC_ENTRY(HEART_REST+1,HeartPresent1) CONPIC_ENTRY(HEART_ATTACK+0,HeartAttack0) CONPIC_ENTRY(HEART_ATTACK+1,HeartAttack1) //#define HEART_BLOOD 2430 #define HEART_BLOOD 2420 CONPIC_ENTRY(HEART_BLOOD+0,HeartBlood0) CONPIC_ENTRY(HEART_BLOOD+1,HeartBlood1) CONPIC_ENTRY(HEART_BLOOD+2,HeartBlood2) CONPIC_ENTRY(HEART_BLOOD+3,HeartBlood3) CONPIC_ENTRY(HEART_BLOOD+4,HeartBlood4) CONPIC_ENTRY(HEART_BLOOD+5,HeartBlood5) #undef CONPIC_ENTRY