/*
@Copyright Looking Glass Studios, Inc.
1996,1997,1998,1999,2000 Unpublished Work.
*/

////////////////////////////////////////////

#include <plyablty.h>
#include <plyablt_.h>
#include <mschbase.h>
#include <dpccret.h>
#include <dpcmel_.h>

// Must be last header
#include <dbmem.h>

// needs to be in c file for Watcom compile

//////////////
// THE MELEE ABILITY


// @NOTE: the arm position and rotation offsets here get overridden by the global
// position and rotation offsets passed in to the cPlayerMeleeAbility constructor.
// If you want these to win out, then pass in NULL for pos and rot offsets to the 
// constructor.  Probably what we really want is a property for global pos and rot offset 
// hanging off Melee and bow archetypes where the listener updates the
// associated player ability pos and rot offsets.  KJ 4/98

sPlayerSkillFullDesc g_meleeSkillDesc[] = {
// Melee Ready
   {          
      kDPCMC_PlayerArm,                                            // controller id
      kTrans_Immediate,                                            
      { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_Ready, kPSS_End },  // connecting skills
      {                0                                           // maneuver skill data
      },                                                           
      "PlyrMelee 0",                                               
      NULL,                                                        // schema name
      0,                                                           // time to max
      0,                                                           // mouse speed
      0,                                                           // mouse zone
      0,                                                           // slewSpeedScale
      0,                                                           // rotateSpeedScale
      TRUE,                                                        // IsIdleMotion
   },
// Melee Windup Medium Left
   {
      kDPCMC_PlayerArm,                                                                // controller id
      kTrans_Immediate,                                                                
      { kPSS_AtWoundMediumLeft, kPSS_SwingMediumLeft, kPSS_SwingMediumLeft, kPSS_End },// connecting skills
      {   0                                                                            // maneuver skill data
      },                                                                               
      "PlyrMelee 1, PlyrMeleeSwing 1, Direction 1",                                    
      NULL,                                                                            // schema name
      0,                                                                               // time to max
   },
// Melee At Wound Medium Left
   {
      kDPCMC_PlayerArm,                                                     // controller id
      kTrans_Immediate,                                                     
      { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_SwingMediumLeft, kPSS_End }, // connecting skills
      {   0                                                                 // maneuver skill data
      },                                                                    
      NULL,                                                                 
      NULL,                                                                 // schema name
      0,                                                                    // time to max
   },
// Melee Swing Medium Left
   {
      kDPCMC_PlayerArm,                                            // controller id
      kTrans_AtEnd,                                                
      { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_Ready, kPSS_End },  // connecting skills
      {   0                                                        // maneuver skill data
      },                                                           
      "PlyrMelee 2, PlyrMeleeSwing 1, Direction 1",                
      "Melee_swing_M",                                             // schema name
      0,                                                           // time to max
   },
// Melee Windup Long
   {
      kDPCMC_PlayerArm,                                                           // controller id
      kTrans_Immediate,                                                           
      { kPSS_AtWoundLong, kPSS_SwingMediumLeft, kPSS_SwingMediumLeft, kPSS_End }, // connecting skills
      {   0                                                                       // maneuver skill data
      },                                                                          
      "PlyrMelee 1, PlyrMeleeSwing 2",                                            
      NULL,                                                                       // schema name
      0,                                                                          // time to max
   },
// Melee At Wound Long
   {
      kDPCMC_PlayerArm,                                               // controller id
      kTrans_Immediate,
      { kPSS_Ready, kPSS_SwingLong, kPSS_SwingLong, kPSS_End },       // connecting skills
      {   0                                                           // maneuver skill data
      },              
      NULL,
      NULL,                                                           // schema name
      0,                                                              // time to max
   },
// Melee Swing Long
   {
      kDPCMC_PlayerArm, // controller id
      kTrans_AtEnd,
      { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_Ready, kPSS_End },     // connecting skills
      {   0                                                           // maneuver skill data
      },              
      "PlyrMelee 2, PlyrMeleeSwing 2",
      NULL,                                                           // schema name
      0,                                                              // time to max
   },
// Melee Begin
   {
      kDPCMC_PlayerArm,                                               // controller id
      kTrans_Immediate,
      { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_Ready, kPSS_End },     // connecting skills
      {                0                                              // maneuver skill data
      }, 
      "PlyrMelee 4",
      NULL,                                                           // schema name
   },
// Melee End
   {
      kDPCMC_PlayerArm,                                               // controller id
      kTrans_Immediate,                                               
      { kSkillInvalid, kSkillInvalid, kSkillInvalid, kSkillInvalid},  // connecting skills
      {                0                                              // maneuver skill data
      },                                                              
      "PlyrMelee 5",                                                  
      NULL,                                                           // schema name
   },
};
