forked from FWGS/Paranoia2
172 lines
5.4 KiB
C
172 lines
5.4 KiB
C
/***
|
|
*
|
|
* 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
|