00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019 #ifndef ANIMATION_H
00020 #define ANIMATION_H
00021
00022 namespace Animation
00023 {
00024 enum Sequence {
00025 walk = 0,
00026 run = 1,
00027 stand = 2,
00028 jumpUp = 3,
00029 standUp = 4,
00030 readyWeapon = 5,
00031 unreadyWeapon = 6,
00032 attack = 7,
00033 advance = 8,
00034 retreat = 9,
00035 runningJump = 10,
00036 shakeHead = 11,
00037 step = 12,
00038 stumbleBackwards = 13,
00039 die = 14,
00040 combatStand = 15,
00041 land = 16,
00042 jump = 17,
00043 airwalkJump = 18,
00044
00045 climb16 = 19,
00046 climb24 = 20,
00047 climb32 = 21,
00048 climb40 = 22,
00049 climb48 = 23,
00050 climb56 = 24,
00051 climb64 = 25,
00052 climb72 = 26,
00053
00054 cast1 = 27,
00055 cast2 = 28,
00056 cast3 = 29,
00057 cast4 = 30,
00058 cast5 = 31,
00059 lookLeft = 32,
00060 lookRight = 33,
00061 startKneeling = 34,
00062 kneel = 35,
00063
00064
00065
00066
00067
00068
00069 keepBalance = 42,
00070
00071 fallBackwards = 44,
00072 hang = 45,
00073 climbUp = 46,
00074 idle1 = 47,
00075 idle2 = 48,
00076 kneel2 = 49,
00077 stopKneeling = 50,
00078 sitDownInChair = 51,
00079 standUpFromChair = 52,
00080 talk = 53,
00081
00082 work = 55,
00083 drown = 56,
00084 burn = 57,
00085 kick = 58,
00086 startBlock = 59,
00087 stopBlock = 60
00088
00089
00090
00091 };
00092
00093 enum Result {
00094 FAILURE = 0,
00095 SUCCESS = 1,
00096 END_OFF_LAND = 2
00097 };
00098
00099 bool isCombatAnim(const Sequence anim);
00100 Sequence checkWeapon(const Sequence nextanim, const Sequence lastanim);
00101 };
00102
00103 #endif