Paranoia2/dlls/activity.h

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2020-08-31 18:50:41 +02:00
/***
*
* 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,
// acts for viewmodel
ACT_VM_NONE, // weapon viewmodel animations
ACT_VM_DEPLOY, // deploy
ACT_VM_DEPLOY_EMPTY, // deploy empty weapon
ACT_VM_HOLSTER, // holster empty weapon
ACT_VM_HOLSTER_EMPTY,
ACT_VM_IDLE,
ACT_VM_IDLE_IS, // IronSight animations
ACT_VM_RANGE_ATTACK,
ACT_VM_RANGE_ATTACK_IS, // IronSight animations
ACT_VM_MELEE_ATTACK,
ACT_VM_MELEE_ATTACK_IS, // IronSight animations
ACT_VM_SHOOT_LAST,
ACT_VM_SHOOT_LAST_IS, // IronSight animations
ACT_VM_LAST_MELEE_ATTACK,
ACT_VM_LAST_MELEE_ATTACK_IS, // IronSight animations
ACT_VM_START_RELOAD,
ACT_VM_START_RELOAD_IS,
ACT_VM_RELOAD,
ACT_VM_RELOAD_IS,
ACT_VM_RELOAD_EMPTY,
ACT_VM_RELOAD_EMPTY_IS,
ACT_VM_TURNON, // switch firemode on
ACT_VM_TURNOFF, // switch firemode off
ACT_VM_PUMP, // user animations
ACT_VM_PUMP_IS,
ACT_VM_PUMP_EMPTY,
ACT_VM_PUMP_EMPTY_IS,
ACT_VM_START_CHARGE,
ACT_VM_CHARGE,
ACT_VM_OVERLOAD,
ACT_VM_IDLE_EMPTY,
ACT_VM_IDLE_EMPTY_IS,
ACT_VM_IRONSIGHT_ON,
ACT_VM_IRONSIGHT_OFF,
ACT_VM_SHOOT_EMPTY,
ACT_VM_SHOOT_EMPTY_IS,
ACT_VM_IRONSIGHT_ON_EMPTY,
ACT_VM_IRONSIGHT_OFF_EMPTY,
ACT_VM_RESERVED0, // reserved acts for future expansions
ACT_VM_RESERVED1,
ACT_VM_RESERVED2,
ACT_VM_RESERVED3,
ACT_VM_RESERVED4,
// continue enumerate acts for monsters
ACT_FLASHLIGHT,
ACT_WALKBACK_FIRE,
ACT_FIRINGWALK,
ACT_FIRINGRUN,
ACT_DIERAGDOLL,
ACT_180_LEFT, // 180 degree left turn
ACT_180_RIGHT,
ACT_90_LEFT, // 90 degree turns
ACT_90_RIGHT,
// Sometimes, you just want to set an NPC's sequence to a sequence that doesn't actually
// have an activity. The AI will reset the NPC's sequence to whatever its IDEAL activity
// is, though. So if you set ideal activity to DO_NOT_DISTURB, the AI will not interfere
// with the NPC's current sequence. (SJB)
ACT_DO_NOT_DISTURB,
ACT_TRANSITION,
} Activity;
typedef struct
{
int type;
char *name;
} activity_map_t;
extern activity_map_t activity_map[];
#endif // ACTIVITY_H