forked from a1batross/Paranoia2_original
172 lines
5.4 KiB
C
172 lines
5.4 KiB
C
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef ACTIVITY_H
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#define ACTIVITY_H
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typedef enum
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{
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ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
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ACT_IDLE = 1,
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ACT_GUARD,
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ACT_WALK,
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ACT_RUN,
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ACT_FLY, // Fly (and flap if appropriate)
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ACT_SWIM,
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ACT_HOP, // vertical jump
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ACT_LEAP, // long forward jump
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ACT_FALL,
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ACT_LAND,
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ACT_STRAFE_LEFT,
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ACT_STRAFE_RIGHT,
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ACT_ROLL_LEFT, // tuck and roll, left
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ACT_ROLL_RIGHT, // tuck and roll, right
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ACT_TURN_LEFT, // turn quickly left (stationary)
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ACT_TURN_RIGHT, // turn quickly right (stationary)
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ACT_CROUCH, // the act of crouching down from a standing position
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ACT_CROUCHIDLE, // holding body in crouched position (loops)
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ACT_STAND, // the act of standing from a crouched position
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ACT_USE,
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ACT_SIGNAL1,
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ACT_SIGNAL2,
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ACT_SIGNAL3,
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ACT_TWITCH,
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ACT_COWER,
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ACT_SMALL_FLINCH,
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ACT_BIG_FLINCH,
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ACT_RANGE_ATTACK1,
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ACT_RANGE_ATTACK2,
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ACT_MELEE_ATTACK1,
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ACT_MELEE_ATTACK2,
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ACT_RELOAD,
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ACT_ARM, // pull out gun, for instance
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ACT_DISARM, // reholster gun
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ACT_EAT, // monster chowing on a large food item (loop)
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ACT_DIESIMPLE,
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ACT_DIEBACKWARD,
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ACT_DIEFORWARD,
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ACT_DIEVIOLENT,
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ACT_BARNACLE_HIT, // barnacle tongue hits a monster
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ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
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ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
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ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
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ACT_SLEEP,
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ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor
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ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you ( doesn't HAVE to be a wall or on a wall )
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ACT_IDLE_ANGRY, // alternate idle animation in which the monster is clearly agitated. (loop)
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ACT_WALK_HURT, // limp (loop)
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ACT_RUN_HURT, // limp (loop)
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ACT_HOVER, // Idle while in flight
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ACT_GLIDE, // Fly (don't flap)
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ACT_FLY_LEFT, // Turn left in flight
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ACT_FLY_RIGHT, // Turn right in flight
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ACT_DETECT_SCENT, // this means the monster smells a scent carried by the air
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ACT_SNIFF, // this is the act of actually sniffing an item in front of the monster
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ACT_BITE, // some large monsters can eat small things in one bite. This plays one time, EAT loops.
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ACT_THREAT_DISPLAY, // without attacking, monster demonstrates that it is angry. (Yell, stick out chest, etc )
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ACT_FEAR_DISPLAY, // monster just saw something that it is afraid of
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ACT_EXCITED, // for some reason, monster is excited. Sees something he really likes to eat, or whatever.
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ACT_SPECIAL_ATTACK1, // very monster specific special attacks.
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ACT_SPECIAL_ATTACK2,
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ACT_COMBAT_IDLE, // agitated idle.
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ACT_WALK_SCARED,
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ACT_RUN_SCARED,
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ACT_VICTORY_DANCE, // killed a player, do a victory dance.
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ACT_DIE_HEADSHOT, // die, hit in head.
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ACT_DIE_CHESTSHOT, // die, hit in chest
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ACT_DIE_GUTSHOT, // die, hit in gut
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ACT_DIE_BACKSHOT, // die, hit in back
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ACT_FLINCH_HEAD,
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ACT_FLINCH_CHEST,
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ACT_FLINCH_STOMACH,
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ACT_FLINCH_LEFTARM,
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ACT_FLINCH_RIGHTARM,
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ACT_FLINCH_LEFTLEG,
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ACT_FLINCH_RIGHTLEG,
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// acts for viewmodel
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ACT_VM_NONE, // weapon viewmodel animations
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ACT_VM_DEPLOY, // deploy
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ACT_VM_DEPLOY_EMPTY, // deploy empty weapon
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ACT_VM_HOLSTER, // holster empty weapon
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ACT_VM_HOLSTER_EMPTY,
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ACT_VM_IDLE,
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ACT_VM_IDLE_IS, // IronSight animations
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ACT_VM_RANGE_ATTACK,
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ACT_VM_RANGE_ATTACK_IS, // IronSight animations
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ACT_VM_MELEE_ATTACK,
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ACT_VM_MELEE_ATTACK_IS, // IronSight animations
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ACT_VM_SHOOT_LAST,
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ACT_VM_SHOOT_LAST_IS, // IronSight animations
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ACT_VM_LAST_MELEE_ATTACK,
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ACT_VM_LAST_MELEE_ATTACK_IS, // IronSight animations
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ACT_VM_START_RELOAD,
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ACT_VM_START_RELOAD_IS,
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ACT_VM_RELOAD,
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ACT_VM_RELOAD_IS,
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ACT_VM_RELOAD_EMPTY,
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ACT_VM_RELOAD_EMPTY_IS,
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ACT_VM_TURNON, // switch firemode on
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ACT_VM_TURNOFF, // switch firemode off
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ACT_VM_PUMP, // user animations
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ACT_VM_PUMP_IS,
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ACT_VM_PUMP_EMPTY,
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ACT_VM_PUMP_EMPTY_IS,
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ACT_VM_START_CHARGE,
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ACT_VM_CHARGE,
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ACT_VM_OVERLOAD,
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ACT_VM_IDLE_EMPTY,
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ACT_VM_IDLE_EMPTY_IS,
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ACT_VM_IRONSIGHT_ON,
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ACT_VM_IRONSIGHT_OFF,
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ACT_VM_SHOOT_EMPTY,
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ACT_VM_SHOOT_EMPTY_IS,
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ACT_VM_IRONSIGHT_ON_EMPTY,
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ACT_VM_IRONSIGHT_OFF_EMPTY,
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ACT_VM_RESERVED0, // reserved acts for future expansions
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ACT_VM_RESERVED1,
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ACT_VM_RESERVED2,
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ACT_VM_RESERVED3,
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ACT_VM_RESERVED4,
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// continue enumerate acts for monsters
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ACT_FLASHLIGHT,
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ACT_WALKBACK_FIRE,
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ACT_FIRINGWALK,
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ACT_FIRINGRUN,
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ACT_DIERAGDOLL,
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ACT_180_LEFT, // 180 degree left turn
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ACT_180_RIGHT,
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ACT_90_LEFT, // 90 degree turns
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ACT_90_RIGHT,
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// Sometimes, you just want to set an NPC's sequence to a sequence that doesn't actually
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// have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity
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// is, though. So if you set ideal activity to DO_NOT_DISTURB, the AI will not interfere
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// with the NPC's current sequence. (SJB)
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ACT_DO_NOT_DISTURB,
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ACT_TRANSITION,
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} Activity;
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typedef struct
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{
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int type;
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char *name;
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} activity_map_t;
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extern activity_map_t activity_map[];
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#endif // ACTIVITY_H
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