palpic2png.c: improve, make usable with ppic binary files
[rofl0r-openDOW.git] / anim.c
blob2a597c203bd59e68f9713fe33ec25fa1e5a68ac5
1 #include "anim.h"
3 const struct anim animations[] = {
4 ANIM(ANIM_P1_MOVE_N, 40, 4),
5 ANIM(ANIM_P1_MOVE_NW, 64, 4),
6 ANIM(ANIM_P1_MOVE_W, 48, 4),
7 ANIM(ANIM_P1_MOVE_SW, 60, 4),
8 ANIM(ANIM_P1_MOVE_S, 44, 4),
9 ANIM(ANIM_P1_MOVE_SO, 56, 4),
10 ANIM(ANIM_P1_MOVE_O, 52, 4),
11 ANIM(ANIM_P1_MOVE_NO, 68, 4),
12 ANIM(ANIM_P1_DIE, 80, 8),
13 ANIM(ANIM_P1_THROW_N, 72, 1),
14 ANIM(ANIM_P1_THROW_NW, 78, 1),
15 ANIM(ANIM_P1_THROW_W, 74, 1),
16 ANIM(ANIM_P1_THROW_SW, 77, 1),
17 ANIM(ANIM_P1_THROW_S, 73, 1),
18 ANIM(ANIM_P1_THROW_SO, 76, 1),
19 ANIM(ANIM_P1_THROW_O, 75, 1),
20 ANIM(ANIM_P1_THROW_NO, 79, 1),
21 ANIM(ANIM_P2_MOVE_N, 0, 4),
22 ANIM(ANIM_P2_MOVE_NW, 24, 4),
23 ANIM(ANIM_P2_MOVE_W, 8, 4),
24 ANIM(ANIM_P2_MOVE_SW, 20, 4),
25 ANIM(ANIM_P2_MOVE_S, 4, 4),
26 ANIM(ANIM_P2_MOVE_SO, 16, 4),
27 ANIM(ANIM_P2_MOVE_O, 12, 4),
28 ANIM(ANIM_P2_MOVE_NO, 28, 4),
29 ANIM(ANIM_P2_DIE, 88, 4), // FIXME: the last 4 sprites are from ANIM_P1_DIE, so it's actually 8
30 ANIM(ANIM_P2_THROW_N, 32, 1),
31 ANIM(ANIM_P2_THROW_NW, 38, 1),
32 ANIM(ANIM_P2_THROW_W, 34, 1),
33 ANIM(ANIM_P2_THROW_SW, 37, 1),
34 ANIM(ANIM_P2_THROW_S, 33, 1),
35 ANIM(ANIM_P2_THROW_SO, 36, 1),
36 ANIM(ANIM_P2_THROW_O, 35, 1),
37 ANIM(ANIM_P2_THROW_NO, 39, 4),
38 ANIM(ANIM_BULLET, 1, 1),
39 ANIM(ANIM_CROSSHAIR, 0, 1),
40 ANIM(ANIM_FLASH_O, 0, 1),
41 ANIM(ANIM_FLASH_NO, 1, 1),
42 ANIM(ANIM_FLASH_N, 2, 1),
43 ANIM(ANIM_FLASH_NW, 3, 1),
44 ANIM(ANIM_FLASH_W, 4, 1),
45 ANIM(ANIM_FLASH_SW, 5, 1),
46 ANIM(ANIM_FLASH_S, 6, 1),
47 ANIM(ANIM_FLASH_SO, 7, 1),
48 ANIM(ANIM_FLAME, 0, 12),
49 ANIM(ANIM_GRENADE_SMALL, 0, 1),
50 ANIM(ANIM_GRENADE_BIG, 1, 1),
51 ANIM(ANIM_GRENADE_EXPLOSION, 0, 11),
52 ANIM(ANIM_ROCKET_O, 2, 1),
53 ANIM(ANIM_ROCKET_NO, 4, 1),
54 ANIM(ANIM_ROCKET_N, 0, 1),
55 ANIM(ANIM_ROCKET_NW, 7, 1),
56 ANIM(ANIM_ROCKET_W, 3, 1),
57 ANIM(ANIM_ROCKET_SW, 6, 1),
58 ANIM(ANIM_ROCKET_S, 1, 1),
59 ANIM(ANIM_ROCKET_SO, 5, 1),
60 ANIM(ANIM_BIG_EXPLOSION, 0, 5),
61 ANIM(ANIM_ENEMY_GUNNER_DOWN, 0, 4),
62 ANIM(ANIM_ENEMY_GUNNER_RIGHT, 4, 4),
63 ANIM(ANIM_ENEMY_GUNNER_LEFT, 8, 4),
64 ANIM(ANIM_ENEMY_GUNNER_DIE, 12, 5),
65 ANIM(ANIM_ENEMY_BOMBER_DOWN, 17, 4),
66 ANIM(ANIM_ENEMY_BOMBER_RIGHT, 21, 4),
67 ANIM(ANIM_ENEMY_BOMBER_LEFT, 25, 4),
68 ANIM(ANIM_ENEMY_BOMBER_DIE, 29, 5),
69 ANIM(ANIM_ENEMY_BURNT, 34, 5),
70 ANIM(ANIM_JEEP, 0, 1),
71 ANIM(ANIM_JEEP_DESTROYED, 1, 1),
72 ANIM(ANIM_TANK_SMALL, 0, 1),
73 ANIM(ANIM_TANK_SMALL_DESTROYED, 1, 1),
74 ANIM(ANIM_TANK_BIG, 0, 1),
75 ANIM(ANIM_TANK_BIG_DESTROYED, 1, 1),
76 ANIM(ANIM_TRANSPORTER, 2, 1),
77 ANIM(ANIM_TRANSPORTER_DESTROYED, 3, 1),
78 ANIM(ANIM_GUNTURRET_MOVABLE_MACHINE_N, 0, 1),
79 ANIM(ANIM_GUNTURRET_MOVABLE_MACHINE_NO, 1, 1),
80 ANIM(ANIM_GUNTURRET_MOVABLE_MACHINE_O, 2, 1),
81 ANIM(ANIM_GUNTURRET_MOVABLE_MACHINE_SO, 3, 1),
82 ANIM(ANIM_GUNTURRET_MOVABLE_MACHINE_S, 4, 1),
83 ANIM(ANIM_GUNTURRET_MOVABLE_MACHINE_SW, 5, 1),
84 ANIM(ANIM_GUNTURRET_MOVABLE_MACHINE_W, 6, 1),
85 ANIM(ANIM_GUNTURRET_MOVABLE_MACHINE_NW, 7, 1),
86 ANIM(ANIM_GUNTURRET_MOVABLE_MACHINE_DESTROYED, 8, 1),
87 ANIM(ANIM_GUNTURRET_MOVABLE_MAN_N, 9, 1),
88 ANIM(ANIM_GUNTURRET_MOVABLE_MAN_NO, 10, 1),
89 ANIM(ANIM_GUNTURRET_MOVABLE_MAN_O, 11, 1),
90 ANIM(ANIM_GUNTURRET_MOVABLE_MAN_SO, 12, 1),
91 ANIM(ANIM_GUNTURRET_MOVABLE_MAN_S, 13, 1),
92 ANIM(ANIM_GUNTURRET_MOVABLE_MAN_SW, 14, 1),
93 ANIM(ANIM_GUNTURRET_MOVABLE_MAN_W, 15, 1),
94 ANIM(ANIM_GUNTURRET_MOVABLE_MAN_NW, 16, 1),
95 ANIM(ANIM_GUNTURRET_MOVABLE_MAN_DESTROYED, 17, 1),
96 ANIM(ANIM_BUNKER1, 0, 1),
97 ANIM(ANIM_BUNKER2, 1, 1),
98 ANIM(ANIM_BUNKER3, 2, 1),
99 ANIM(ANIM_BUNKER4, 3, 1),
100 ANIM(ANIM_BUNKER5, 4, 1),
101 ANIM(ANIM_BUNKER_DESTROYED, 5, 1),
102 ANIM(ANIM_MINE_FLAT, 0, 1),
103 ANIM(ANIM_MINE_CROSSED, 1, 1),
104 ANIM(ANIM_FLAMETURRET, 2, 1),
105 ANIM(ANIM_GUNTURRET_FIXED_SOUTH, 3, 1),
106 ANIM(ANIM_GUNTURRET_FIXED_NORTH, 4, 1),
107 ANIM(ANIM_BOSS1, 0, 1),
108 ANIM(ANIM_BOSS2, 1, 1),
109 ANIM(ANIM_BOSS3, 2, 1),
110 ANIM(ANIM_BOSS4, 3, 1),
111 ANIM(ANIM_BOSS5, 4, 1),
112 ANIM(ANIM_BOSS6, 5, 1),
113 ANIM(ANIM_BOSS7, 6, 1),
114 ANIM(ANIM_BOSS8, 7, 1),
115 ANIM(ANIM_BOSS9, 8, 1),
116 ANIM(ANIM_BOSS10, 9, 1),
117 ANIM(ANIM_BOSS11, 10, 1),
118 ANIM(ANIM_BOSS12, 11, 1),
119 ANIM(ANIM_BLOOD, 106, 1),