/*
*
*   This program is free software; you can redistribute it and/or modify it
*   under the terms of the GNU General Public License as published by the
*   Free Software Foundation; either version 2 of the License, or (at
*   your option) any later version.
*
*   This program is distributed in the hope that it will be useful, but
*   WITHOUT ANY WARRANTY; without even the implied warranty of
*   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
*   General Public License for more details.
*
*   You should have received a copy of the GNU General Public License
*   along with this program; if not, write to the Free Software Foundation,
*   Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*
*   In addition, as a special exception, the author gives permission to
*   link the code of this program with the Half-Life Game Engine ("HL
*   Engine") and Modified Game Libraries ("MODs") developed by Valve,
*   L.L.C ("Valve").  You must obey the GNU General Public License in all
*   respects for all of the code used other than the HL Engine and MODs
*   from Valve.  If you modify this file, you may extend this exception
*   to your version of the file, but you are not obligated to do so.  If
*   you do not wish to do so, delete this exception statement from your
*   version.
*
*/

#ifndef ACTIVITY_H
#define ACTIVITY_H
#ifdef _WIN32
#pragma once
#endif

typedef enum Activity_s
{
	ACT_INVALID = -1,

	ACT_RESET = 0,			// Set m_Activity to this invalid value to force a reset to m_IdealActivity
	ACT_IDLE,
	ACT_GUARD,
	ACT_WALK,
	ACT_RUN,
	ACT_FLY,
	ACT_SWIM,
	ACT_HOP,
	ACT_LEAP,
	ACT_FALL,
	ACT_LAND,
	ACT_STRAFE_LEFT,
	ACT_STRAFE_RIGHT,
	ACT_ROLL_LEFT,
	ACT_ROLL_RIGHT,
	ACT_TURN_LEFT,
	ACT_TURN_RIGHT,
	ACT_CROUCH,
	ACT_CROUCHIDLE,
	ACT_STAND,
	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,
	ACT_DISARM,
	ACT_EAT,
	ACT_DIESIMPLE,
	ACT_DIEBACKWARD,
	ACT_DIEFORWARD,
	ACT_DIEVIOLENT,
	ACT_BARNACLE_HIT,
	ACT_BARNACLE_PULL,
	ACT_BARNACLE_CHOMP,
	ACT_BARNACLE_CHEW,
	ACT_SLEEP,
	ACT_INSPECT_FLOOR,
	ACT_INSPECT_WALL,
	ACT_IDLE_ANGRY,
	ACT_WALK_HURT,
	ACT_RUN_HURT,
	ACT_HOVER,
	ACT_GLIDE,
	ACT_FLY_LEFT,
	ACT_FLY_RIGHT,
	ACT_DETECT_SCENT,
	ACT_SNIFF,
	ACT_BITE,
	ACT_THREAT_DISPLAY,
	ACT_FEAR_DISPLAY,
	ACT_EXCITED,
	ACT_SPECIAL_ATTACK1,
	ACT_SPECIAL_ATTACK2,
	ACT_COMBAT_IDLE,
	ACT_WALK_SCARED,
	ACT_RUN_SCARED,
	ACT_VICTORY_DANCE,
	ACT_DIE_HEADSHOT,
	ACT_DIE_CHESTSHOT,
	ACT_DIE_GUTSHOT,
	ACT_DIE_BACKSHOT,
	ACT_FLINCH_HEAD,
	ACT_FLINCH_CHEST,
	ACT_FLINCH_STOMACH,
	ACT_FLINCH_LEFTARM,
	ACT_FLINCH_RIGHTARM,
	ACT_FLINCH_LEFTLEG,
	ACT_FLINCH_RIGHTLEG,
	ACT_FLINCH,
	ACT_LARGE_FLINCH,
	ACT_HOLDBOMB,
	ACT_IDLE_FIDGET,
	ACT_IDLE_SCARED,
	ACT_IDLE_SCARED_FIDGET,
	ACT_FOLLOW_IDLE,
	ACT_FOLLOW_IDLE_FIDGET,
	ACT_FOLLOW_IDLE_SCARED,
	ACT_FOLLOW_IDLE_SCARED_FIDGET,
	ACT_CROUCH_IDLE,
	ACT_CROUCH_IDLE_FIDGET,
	ACT_CROUCH_IDLE_SCARED,
	ACT_CROUCH_IDLE_SCARED_FIDGET,
	ACT_CROUCH_WALK,
	ACT_CROUCH_WALK_SCARED,
	ACT_CROUCH_DIE,
	ACT_WALK_BACK,
	ACT_IDLE_SNEAKY,
	ACT_IDLE_SNEAKY_FIDGET,
	ACT_WALK_SNEAKY,
	ACT_WAVE,
	ACT_YES,
	ACT_NO,

} Activity;

typedef struct
{
	int type;
	char *name;

} activity_map_t;

extern activity_map_t activity_map[];

#endif // ACTIVITY_H