/***
 *
 *	Copyright (c) 1996-2001, 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.
 *
 ****/

#pragma once

enum Activity
{
	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,
};


struct activity_map_t
{
	int type;
	const char* name;
};

extern activity_map_t activity_map[];
