/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program 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 3 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, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/

#ifndef __PLCRITTERCMDS_H__
#define __PLCRITTERCMDS_H__

#include "hsStlUtils.h"


typedef std::vector<std::string> VCharArray;

class plCritterCommands
{
public:
    // The order of these is significant; setting the blend on an animation in this list
    // to maximum will prevent all animations above it from playing.
    // I.E. if "turn left" is set to maximum, it will completely hide "idle"
    enum stdAnim {
        kIdle,
        kTurnLeft,
        kTurnRight,
        kForwardMedium,
        kForwardFast,
        kReverse,
        kBankLeft,
        kBankRight,
        kImpactDown,
        kNumStdAnims
    };

    VCharArray fAnimNameTypes;

    //Vector is used because the []operator is handy for filling
    //the dialog boxes for implementation Components. -RXA
    // KEEP THIS SYNCHRONIZED with the enum above.
    plCritterCommands() 
    {
        fAnimNameTypes.push_back("Idle");
        fAnimNameTypes.push_back("TurnLeft");
        fAnimNameTypes.push_back("TurnRight");
        fAnimNameTypes.push_back("Forward Medium");
        fAnimNameTypes.push_back("Forward Fast");
        fAnimNameTypes.push_back("Reverse");
        fAnimNameTypes.push_back("Bank Left");
        fAnimNameTypes.push_back("Bank Right");
        fAnimNameTypes.push_back("Impact Down");
    }

    int GetNumElements() { return fAnimNameTypes.size(); }

};

/*
class plCritterCommands
{
public:
    enum avStdAnim{
        kTorsoStraightenOut = 0,
        kTorsoSpasticRotate,
        kTorsoShakeHead,
        kTorsoOpenMouth,
        kTorsoHover,
        kTorsoForwardFlightSpeedB,
        kTorsoForwardFlightSpeedA,
        kTorsoBankRightFlapping,
        kTorsoBankRightCoasting,
        kTorsoBankLeftFlapping,
        kTorsoBankLeftCoasting,
        kTorsoBackwardFlight,
        kRightWingSpasticRotate,
        kRightWingHover,
        kRightWingForwardFlightSpeedB,
        kRightWingForwardFlightSpeedA,
        kRightWingBankRightFlapping,
        kRightWingBankRightCoasting,
        kRightWingBankLeftFlapping,
        kRightWingBankLeftCoasting,
        kRightWingBackwardFlight,
        kLeftWingSpasticRotate,
        kLeftWingHover,
        kLeftWingForwardFlightSpeedA,
        kLeftWingForwardFlightSpeedB,
        kLeftWingBankRightFlapping,
        kLeftWingBankRightCoasting,
        kLeftWingBankLeftFlapping,
        kLeftWingBankLeftCoasting,
        kLeftWingBackwardFlight,
        kNumStdAnims
    } ;

    VCharArray fAnimNameTypes;

    //Vector is used because the []operator is handy for filling
    //the dialog boxes for implementation Components. -RXA
    // KEEP THIS SYNCHRONIZED with the enum above.
    plCritterCommands() 
    {
        fAnimNameTypes.push_back("Torso Straighten Out");
        fAnimNameTypes.push_back("Torso Spastic Rotate");
        fAnimNameTypes.push_back("Torso Shake Head");
        fAnimNameTypes.push_back("Torso Open Mouth");
        fAnimNameTypes.push_back("Torso Hover (Idle)");
        fAnimNameTypes.push_back("Torso Forward SpeedB");
        fAnimNameTypes.push_back("Torso Forward SpeedA");
        fAnimNameTypes.push_back("Torso RBank Flapping");
        fAnimNameTypes.push_back("Torso RBank Coasting");
        fAnimNameTypes.push_back("Torso LBank Flapping");
        fAnimNameTypes.push_back("Torso LBank Coasting");
        fAnimNameTypes.push_back("Torso Backward Flight");
        fAnimNameTypes.push_back("RWing Spastic Rotate");
        fAnimNameTypes.push_back("RWing Hover (Idle)");
        fAnimNameTypes.push_back("RWing Forward SpeedB");
        fAnimNameTypes.push_back("RWing Forward SpeedA");
        fAnimNameTypes.push_back("RWing RBank Flapping");
        fAnimNameTypes.push_back("RWing RBank Coasting");
        fAnimNameTypes.push_back("RWing LBank Flapping");
        fAnimNameTypes.push_back("RWing LBank Coasting");
        fAnimNameTypes.push_back("RWing Backward Flight");
        fAnimNameTypes.push_back("LWing Spastic Rotate");
        fAnimNameTypes.push_back("LWing Hover (Idle)");
        fAnimNameTypes.push_back("LWing Forward SpeedA");
        fAnimNameTypes.push_back("LWing Forward SpeedB");
        fAnimNameTypes.push_back("LWing RBank Flapping");
        fAnimNameTypes.push_back("LWing RBank Coasting");
        fAnimNameTypes.push_back("LWing LBank Flapping");
        fAnimNameTypes.push_back("LWing LBank Coasting");
        fAnimNameTypes.push_back("LWing Backward Flight");
    }

    int GetNumElements() { return fAnimNameTypes.size(); }

};

*/


#endif
