/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef ACTIVITY_H #define ACTIVITY_H typedef enum { ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity ACT_IDLE = 1, ACT_GUARD, ACT_WALK, ACT_RUN, ACT_FLY, // Fly (and flap if appropriate) ACT_SWIM, ACT_HOP, // vertical jump ACT_LEAP, // long forward jump ACT_FALL, ACT_LAND, ACT_STRAFE_LEFT, ACT_STRAFE_RIGHT, ACT_ROLL_LEFT, // tuck and roll, left ACT_ROLL_RIGHT, // tuck and roll, right ACT_TURN_LEFT, // turn quickly left (stationary) ACT_TURN_RIGHT, // turn quickly right (stationary) ACT_CROUCH, // the act of crouching down from a standing position ACT_CROUCHIDLE, // holding body in crouched position (loops) ACT_STAND, // the act of standing from a crouched position ACT_USE, ACT_SIGNAL1, ACT_SIGNAL2, ACT_SIGNAL3, ACT_TWITCH, ACT_COWER, ACT_SMALL_FLINCH, ACT_BIG_FLINCH, ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK2, ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK2, ACT_RELOAD, ACT_ARM, // pull out gun, for instance ACT_DISARM, // reholster gun ACT_EAT, // monster chowing on a large food item (loop) ACT_DIESIMPLE, ACT_DIEBACKWARD, ACT_DIEFORWARD, ACT_DIEVIOLENT, ACT_BARNACLE_HIT, // barnacle tongue hits a monster ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop ) ACT_BARNACLE_CHOMP, // barnacle latches on to the monster ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop ) ACT_SLEEP, ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you ( doesn't HAVE to be a wall or on a wall ) ACT_IDLE_ANGRY, // alternate idle animation in which the monster is clearly agitated. (loop) ACT_WALK_HURT, // limp (loop) ACT_RUN_HURT, // limp (loop) ACT_HOVER, // Idle while in flight ACT_GLIDE, // Fly (don't flap) ACT_FLY_LEFT, // Turn left in flight ACT_FLY_RIGHT, // Turn right in flight ACT_DETECT_SCENT, // this means the monster smells a scent carried by the air ACT_SNIFF, // this is the act of actually sniffing an item in front of the monster ACT_BITE, // some large monsters can eat small things in one bite. This plays one time, EAT loops. ACT_THREAT_DISPLAY, // without attacking, monster demonstrates that it is angry. (Yell, stick out chest, etc ) ACT_FEAR_DISPLAY, // monster just saw something that it is afraid of ACT_EXCITED, // for some reason, monster is excited. Sees something he really likes to eat, or whatever. ACT_SPECIAL_ATTACK1, // very monster specific special attacks. ACT_SPECIAL_ATTACK2, ACT_COMBAT_IDLE, // agitated idle. ACT_WALK_SCARED, ACT_RUN_SCARED, ACT_VICTORY_DANCE, // killed a player, do a victory dance. ACT_DIE_HEADSHOT, // die, hit in head. ACT_DIE_CHESTSHOT, // die, hit in chest ACT_DIE_GUTSHOT, // die, hit in gut ACT_DIE_BACKSHOT, // die, hit in back ACT_FLINCH_HEAD, ACT_FLINCH_CHEST, ACT_FLINCH_STOMACH, ACT_FLINCH_LEFTARM, ACT_FLINCH_RIGHTARM, ACT_FLINCH_LEFTLEG, ACT_FLINCH_RIGHTLEG } Activity; typedef struct { int type; const char *name; } activity_map_t; extern activity_map_t activity_map[]; #endif //ACTIVITY_H