mirror of
https://github.com/ZDoom/Raze.git
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fc11f537f7
* moved all games into the 'games' folder. * fixed project to include all sources and move them to the proper folders.
479 lines
12 KiB
C
479 lines
12 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "names.h"
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#include "names2.h"
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//#include "panel.h"
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#ifdef MAKE_CONPIC_ENUM
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#define CONPIC_ENTRY(tile,name) ID_ ## name = tile,
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#endif
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////////////////////////////////////////////////////////////////////////////////
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//
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// SWORD
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//
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////////////////////////////////////////////////////////////////////////////////
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#define SWORD_REST 2080
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#define SWORD_SWING0 2081
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#define SWORD_SWING1 2082
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#define SWORD_SWING2 2083
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CONPIC_ENTRY(SWORD_REST+0,SwordPresent0)
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CONPIC_ENTRY(SWORD_SWING0,SwordSwing0)
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CONPIC_ENTRY(SWORD_SWING1,SwordSwing1)
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CONPIC_ENTRY(SWORD_SWING2,SwordSwing2)
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CONPIC_ENTRY(SWORD_SWING0,SwordSwingR0)
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CONPIC_ENTRY(SWORD_SWING1,SwordSwingR1)
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CONPIC_ENTRY(SWORD_SWING2,SwordSwingR2)
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#define BLOODYSWORD_REST 4090
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#define BLOODYSWORD_SWING0 4091
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#define BLOODYSWORD_SWING1 4092
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#define BLOODYSWORD_SWING2 4093
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CONPIC_ENTRY(BLOODYSWORD_REST,BloodySwordPresent0)
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CONPIC_ENTRY(BLOODYSWORD_SWING0,BloodySwordSwing0)
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CONPIC_ENTRY(BLOODYSWORD_SWING1,BloodySwordSwing1)
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CONPIC_ENTRY(BLOODYSWORD_SWING2,BloodySwordSwing2)
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CONPIC_ENTRY(BLOODYSWORD_SWING0,BloodySwordSwingR0)
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CONPIC_ENTRY(BLOODYSWORD_SWING1,BloodySwordSwingR1)
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CONPIC_ENTRY(BLOODYSWORD_SWING2,BloodySwordSwingR2)
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////////////////////////////////////////////////////////////////////////////////
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//
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// FIST
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//
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////////////////////////////////////////////////////////////////////////////////
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#define FIST_REST 4070
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#define FIST_SWING0 4071
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#define FIST_SWING1 4072
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#define FIST_SWING2 4073
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CONPIC_ENTRY(FIST_REST+0,FistPresent0)
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CONPIC_ENTRY(FIST_SWING0,FistSwing0)
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CONPIC_ENTRY(FIST_SWING1,FistSwing1)
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CONPIC_ENTRY(FIST_SWING2,FistSwing2)
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#define BLOODYFIST_REST 4074
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#define BLOODYFIST_SWING0 4075
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#define BLOODYFIST_SWING1 4076
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#define BLOODYFIST_SWING2 4077
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#define FIST2_REST 4050
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#define FIST2_SWING0 4051
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#define FIST2_SWING1 4052
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#define FIST2_SWING2 4053
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CONPIC_ENTRY(FIST2_REST+0,Fist2Present0)
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CONPIC_ENTRY(FIST2_SWING0,Fist2Swing0)
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CONPIC_ENTRY(FIST2_SWING1,Fist2Swing1)
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CONPIC_ENTRY(FIST2_SWING2,Fist2Swing2)
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#define BLOODYFIST2_REST 4054
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#define BLOODYFIST2_SWING0 4055
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#define BLOODYFIST2_SWING1 4056
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#define BLOODYFIST2_SWING2 4057
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#define FIST3_REST 4060
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#define FIST3_SWING0 4061
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#define FIST3_SWING1 4062
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#define FIST3_SWING2 4063
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CONPIC_ENTRY(FIST3_REST+0,Fist3Present0)
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CONPIC_ENTRY(FIST3_SWING0,Fist3Swing0)
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CONPIC_ENTRY(FIST3_SWING1,Fist3Swing1)
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CONPIC_ENTRY(FIST3_SWING2,Fist3Swing2)
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#define BLOODYFIST3_REST 4064
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#define BLOODYFIST3_SWING0 4065
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#define BLOODYFIST3_SWING1 4066
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#define BLOODYFIST3_SWING2 4067
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////////////////////////////////////////////////////////////////////////////////
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//
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// KICK
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//
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////////////////////////////////////////////////////////////////////////////////
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#define KICK0 4080
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#define KICK1 4081
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CONPIC_ENTRY(KICK0,Kick0)
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CONPIC_ENTRY(KICK1,Kick1)
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#define BLOODYKICK0 4082
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#define BLOODYKICK1 4083
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///////////////////////////////////////////////////////////////////////////////
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//
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// SHRUIKEN
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//
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///////////////////////////////////////////////////////////////////////////////
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#define STAR_REST 2130
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#define STAR_THROW 2133
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CONPIC_ENTRY(STAR_REST+0,StarPresent0)
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CONPIC_ENTRY(STAR_REST+1,StarDown0)
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CONPIC_ENTRY(STAR_REST+2,StarDown1)
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CONPIC_ENTRY(STAR_THROW+0,ThrowStar0)
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CONPIC_ENTRY(STAR_THROW+1,ThrowStar1)
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CONPIC_ENTRY(STAR_THROW+2,ThrowStar2)
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CONPIC_ENTRY(STAR_THROW+3,ThrowStar3)
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CONPIC_ENTRY(STAR_THROW+4,ThrowStar4)
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///////////////////////////////////////////////////////////////////////////////////////
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//
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// UZI
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//
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///////////////////////////////////////////////////////////////////////////////////////
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#if 0
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#define UZI_REST 2000
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#define UZI_FIRE_0 2001
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#define UZI_FIRE_1 2001
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#define UZI_EJECT 2003
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#define UZI_CLIP 2005
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#define UZI_RELOAD 2007
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#else
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// silencer
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#define UZI_REST 2004
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#define UZI_FIRE_0 2006
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#define UZI_FIRE_1 2008
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#define UZI_EJECT 2009
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#define UZI_CLIP 2005
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#define UZI_RELOAD 2007
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#endif
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#define UZI_SHELL 2152
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// RIGHT UZI
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CONPIC_ENTRY(UZI_REST,UziPresent0)
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CONPIC_ENTRY(UZI_FIRE_0,UziFire0)
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CONPIC_ENTRY(UZI_FIRE_1,UziFire1)
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// LEFT UZI
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CONPIC_ENTRY(UZI_REST,Uzi2Present0)
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CONPIC_ENTRY(UZI_FIRE_0,Uzi2Fire0)
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CONPIC_ENTRY(UZI_FIRE_1,Uzi2Fire1)
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//eject
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CONPIC_ENTRY(UZI_EJECT,UziEject0)
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//clip
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CONPIC_ENTRY(UZI_CLIP,UziClip0)
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//reload
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CONPIC_ENTRY(UZI_RELOAD,UziReload0)
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CONPIC_ENTRY(UZI_SHELL+0,UziShell0)
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CONPIC_ENTRY(UZI_SHELL+1,UziShell1)
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CONPIC_ENTRY(UZI_SHELL+2,UziShell2)
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CONPIC_ENTRY(UZI_SHELL+3,UziShell3)
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CONPIC_ENTRY(UZI_SHELL+4,UziShell4)
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CONPIC_ENTRY(UZI_SHELL+5,UziShell5)
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CONPIC_ENTRY(UZI_SHELL+0,Uzi2Shell0)
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CONPIC_ENTRY(UZI_SHELL+1,Uzi2Shell1)
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CONPIC_ENTRY(UZI_SHELL+2,Uzi2Shell2)
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CONPIC_ENTRY(UZI_SHELL+3,Uzi2Shell3)
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CONPIC_ENTRY(UZI_SHELL+4,Uzi2Shell4)
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CONPIC_ENTRY(UZI_SHELL+5,Uzi2Shell5)
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////////////////////////////////////////////////////////////////////////////////
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//
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// SHOTGUN
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//
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////////////////////////////////////////////////////////////////////////////////
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#define SHOTGUN_REST 2213
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#define SHOTGUN_FIRE 2214
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#define SHOTGUN_RELOAD0 2216
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#define SHOTGUN_RELOAD1 2211
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#define SHOTGUN_RELOAD2 2212
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CONPIC_ENTRY(SHOTGUN_REST,ShotgunPresent0)
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CONPIC_ENTRY(SHOTGUN_REST,ShotgunRest0)
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CONPIC_ENTRY(SHOTGUN_RELOAD0,ShotgunReload0)
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CONPIC_ENTRY(SHOTGUN_RELOAD1,ShotgunReload1)
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CONPIC_ENTRY(SHOTGUN_RELOAD2,ShotgunReload2)
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CONPIC_ENTRY(SHOTGUN_FIRE+0,ShotgunFire0)
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CONPIC_ENTRY(SHOTGUN_FIRE+1,ShotgunFire1)
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#define SHOTGUN_SHELL 2180
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CONPIC_ENTRY(SHOTGUN_SHELL+0,ShotgunShell0)
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CONPIC_ENTRY(SHOTGUN_SHELL+1,ShotgunShell1)
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CONPIC_ENTRY(SHOTGUN_SHELL+2,ShotgunShell2)
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CONPIC_ENTRY(SHOTGUN_SHELL+3,ShotgunShell3)
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CONPIC_ENTRY(SHOTGUN_SHELL+4,ShotgunShell4)
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CONPIC_ENTRY(SHOTGUN_SHELL+5,ShotgunShell5)
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CONPIC_ENTRY(SHOTGUN_SHELL+6,ShotgunShell6)
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CONPIC_ENTRY(SHOTGUN_SHELL+7,ShotgunShell7)
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////////////////////////////////////////////////////////////////////////////////
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//
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// ROCKET
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//
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////////////////////////////////////////////////////////////////////////////////
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#define ROCKET_REST 2211
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#define ROCKET_FIRE 2212
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CONPIC_ENTRY(ROCKET_REST+0,RocketPresent0)
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CONPIC_ENTRY(ROCKET_REST+0,RocketRest0)
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CONPIC_ENTRY(ROCKET_FIRE+0,RocketFire0)
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CONPIC_ENTRY(ROCKET_FIRE+1,RocketFire1)
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CONPIC_ENTRY(ROCKET_FIRE+2,RocketFire2)
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CONPIC_ENTRY(ROCKET_FIRE+3,RocketFire3)
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CONPIC_ENTRY(ROCKET_FIRE+4,RocketFire4)
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CONPIC_ENTRY(ROCKET_FIRE+5,RocketFire5)
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////////////////////////////////////////////////////////////////////////////////
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//
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// RAIL
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//
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////////////////////////////////////////////////////////////////////////////////
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#define RAIL_REST 2010
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#define RAIL_CHARGE 2015
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#define RAIL_FIRE 2018
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CONPIC_ENTRY(RAIL_REST+0,RailPresent0)
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CONPIC_ENTRY(RAIL_REST+0,RailRest0)
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CONPIC_ENTRY(RAIL_REST+1,RailRest1)
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CONPIC_ENTRY(RAIL_REST+2,RailRest2)
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CONPIC_ENTRY(RAIL_REST+3,RailRest3)
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CONPIC_ENTRY(RAIL_REST+4,RailRest4)
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CONPIC_ENTRY(RAIL_FIRE+0,RailFire0)
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CONPIC_ENTRY(RAIL_FIRE+1,RailFire1)
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CONPIC_ENTRY(RAIL_CHARGE+0,RailCharge0)
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CONPIC_ENTRY(RAIL_CHARGE+1,RailCharge1)
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CONPIC_ENTRY(RAIL_CHARGE+2,RailCharge2)
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////////////////////////////////////////////////////////////////////////////////
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//
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// FIREBALL
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//
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////////////////////////////////////////////////////////////////////////////////
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//#define HOTHEAD_REST 2327
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//#define HOTHEAD_ATTACK 2327
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#define HOTHEAD_REST 2048
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#define HOTHEAD_ATTACK 2049
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#define HOTHEAD_CENTER 2327
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#define HOTHEAD_TURN 2314
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#define HOTHEAD_CHOMP 2318
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CONPIC_ENTRY(HOTHEAD_REST+0,HotheadPresent0)
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CONPIC_ENTRY(HOTHEAD_REST+0,HotheadRest0)
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CONPIC_ENTRY(HOTHEAD_ATTACK+0,HotheadAttack0)
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CONPIC_ENTRY(HOTHEAD_CENTER+0,HotheadCenter0)
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CONPIC_ENTRY(HOTHEAD_TURN+0,HotheadTurn0)
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CONPIC_ENTRY(HOTHEAD_TURN+1,HotheadTurn1)
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CONPIC_ENTRY(HOTHEAD_TURN+2,HotheadTurn2)
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CONPIC_ENTRY(HOTHEAD_TURN+3,HotheadTurn3)
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CONPIC_ENTRY(HOTHEAD_CHOMP+0,HotheadChomp0)
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#define ON_FIRE 3157
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CONPIC_ENTRY(ON_FIRE+0,OnFire0)
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CONPIC_ENTRY(ON_FIRE+1,OnFire1)
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CONPIC_ENTRY(ON_FIRE+2,OnFire2)
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CONPIC_ENTRY(ON_FIRE+3,OnFire3)
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CONPIC_ENTRY(ON_FIRE+4,OnFire4)
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CONPIC_ENTRY(ON_FIRE+5,OnFire5)
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CONPIC_ENTRY(ON_FIRE+6,OnFire6)
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CONPIC_ENTRY(ON_FIRE+7,OnFire7)
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CONPIC_ENTRY(ON_FIRE+8,OnFire8)
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CONPIC_ENTRY(ON_FIRE+9,OnFire9)
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CONPIC_ENTRY(ON_FIRE+10,OnFire10)
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CONPIC_ENTRY(ON_FIRE+11,OnFire11)
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CONPIC_ENTRY(ON_FIRE+12,OnFire12)
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////////////////////////////////////////////////////////////////////////////////
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//
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// MICRO
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//
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////////////////////////////////////////////////////////////////////////////////
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#define MICRO_REST 2070
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#define MICRO_FIRE 2071
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#define MICRO_SINGLE_FIRE 2071
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CONPIC_ENTRY(MICRO_REST+0,MicroPresent0)
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CONPIC_ENTRY(MICRO_FIRE+0,MicroFire0)
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CONPIC_ENTRY(MICRO_FIRE+1,MicroFire1)
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CONPIC_ENTRY(MICRO_FIRE+2,MicroFire2)
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CONPIC_ENTRY(MICRO_FIRE+3,MicroFire3)
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CONPIC_ENTRY(MICRO_SINGLE_FIRE+0,MicroSingleFire0)
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CONPIC_ENTRY(MICRO_SINGLE_FIRE+1,MicroSingleFire1)
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CONPIC_ENTRY(MICRO_SINGLE_FIRE+2,MicroSingleFire2)
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CONPIC_ENTRY(MICRO_SINGLE_FIRE+3,MicroSingleFire3)
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#if 0
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////////////////////////////////////////////////////////////////////////////////
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//
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// NAPALM
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//
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////////////////////////////////////////////////////////////////////////////////
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#define NAPALM_REST 2020
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#define NAPALM_FIRE 2021
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CONPIC_ENTRY(NAPALM_REST+0,NapalmPresent0)
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CONPIC_ENTRY(NAPALM_FIRE+0,NapalmFire0)
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CONPIC_ENTRY(NAPALM_FIRE+1,NapalmFire1)
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CONPIC_ENTRY(NAPALM_FIRE+2,NapalmFire2)
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CONPIC_ENTRY(NAPALM_FIRE+3,NapalmFire3)
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////////////////////////////////////////////////////////////////////////////////
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//
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// RING
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//
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////////////////////////////////////////////////////////////////////////////////
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#define RING_REST 2020
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#define RING_FIRE 2021
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CONPIC_ENTRY(RING_REST+0,RingPresent0)
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CONPIC_ENTRY(RING_FIRE+0,RingFire0)
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CONPIC_ENTRY(RING_FIRE+1,RingFire1)
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CONPIC_ENTRY(RING_FIRE+2,RingFire2)
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CONPIC_ENTRY(RING_FIRE+3,RingFire3)
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////////////////////////////////////////////////////////////////////////////////
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//
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// ELECTRO
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//
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////////////////////////////////////////////////////////////////////////////////
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#define ELECTRO_REST 2020
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#define ELECTRO_FIRE 2021
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CONPIC_ENTRY(ELECTRO_REST+0,ElectroPresent0)
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CONPIC_ENTRY(ELECTRO_FIRE+0,ElectroFire0)
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CONPIC_ENTRY(ELECTRO_FIRE+1,ElectroFire1)
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CONPIC_ENTRY(ELECTRO_FIRE+2,ElectroFire2)
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CONPIC_ENTRY(ELECTRO_FIRE+3,ElectroFire3)
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#endif
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////////////////////////////////////////////////////////////////////////////////
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//
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// GRENADE
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//
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////////////////////////////////////////////////////////////////////////////////
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#define GRENADE_REST 2121
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#define GRENADE_FIRE 2122
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#define GRENADE_RELOAD 2125
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CONPIC_ENTRY(GRENADE_REST+0,GrenadePresent0)
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CONPIC_ENTRY(GRENADE_FIRE+0,GrenadeFire0)
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CONPIC_ENTRY(GRENADE_FIRE+1,GrenadeFire1)
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CONPIC_ENTRY(GRENADE_FIRE+2,GrenadeFire2)
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CONPIC_ENTRY(GRENADE_RELOAD+0,GrenadeReload0)
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CONPIC_ENTRY(GRENADE_RELOAD+1,GrenadeReload1)
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////////////////////////////////////////////////////////////////////////////////
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//
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// MINE
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//
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////////////////////////////////////////////////////////////////////////////////
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#define MINE_REST 2220
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#define MINE_THROW 2222
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#define MINE_RELOAD 2222
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CONPIC_ENTRY(MINE_REST+0,MinePresent0)
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CONPIC_ENTRY(MINE_REST+1,MinePresent1)
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CONPIC_ENTRY(MINE_THROW+0,MineThrow0)
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CONPIC_ENTRY(MINE_RELOAD+0,MineReload0)
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////////////////////////////////////////////////////////////////////////////////
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//
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// HEART
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//
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////////////////////////////////////////////////////////////////////////////////
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#define HEART_REST 2050
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#define HEART_ATTACK 2052
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CONPIC_ENTRY(HEART_REST+0,HeartPresent0)
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CONPIC_ENTRY(HEART_REST+1,HeartPresent1)
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CONPIC_ENTRY(HEART_ATTACK+0,HeartAttack0)
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CONPIC_ENTRY(HEART_ATTACK+1,HeartAttack1)
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//#define HEART_BLOOD 2430
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#define HEART_BLOOD 2420
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CONPIC_ENTRY(HEART_BLOOD+0,HeartBlood0)
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CONPIC_ENTRY(HEART_BLOOD+1,HeartBlood1)
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CONPIC_ENTRY(HEART_BLOOD+2,HeartBlood2)
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CONPIC_ENTRY(HEART_BLOOD+3,HeartBlood3)
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CONPIC_ENTRY(HEART_BLOOD+4,HeartBlood4)
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CONPIC_ENTRY(HEART_BLOOD+5,HeartBlood5)
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#undef CONPIC_ENTRY
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