65 lines
1.9 KiB
C
65 lines
1.9 KiB
C
//----------------------------------------------------
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// Movement State types
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//----------------------------------------------------
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enum Move_Type_e // this seems to be redundant with physicInfo->type, except for hover
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{
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MOVE_TYPE_STATIC, // can't move at all
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MOVE_TYPE_TURN, // change orientation, but not position
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MOVE_TYPE_STEP, // stuff with legs
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MOVE_TYPE_SWIM, // anything submereged
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MOVE_TYPE_FLY, // flying creatures, and any others when falling or being knocked back through the air
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MOVE_TYPE_AIRBORNE, // nonflying creatures when falling or being knocked back
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MOVE_TYPE_HOVER,
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};
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// Step State types
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enum Step_DOF_e
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{
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STEP_DOF_1, // forward and back only
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STEP_DOF_2_4, // cardinal directions only
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STEP_DOF_2_8, // cardinal directions plus, halves in between
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STEP_DOF_2, // true 2DOF
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};
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enum Step_State_e
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{
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STEP_STATE_STILL, // not stepping
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STEP_STATE_PIVOTING, // turning left or right
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STEP_STATE_MOVING, // stepping in some form or another
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// valid only if STEP_READINESS_STANDING || STEP_READINESS_CROUCHING is set
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STEP_STATE_JUMPING, // some kind of jump
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// valid only if STEP_READINESS_STANDING is set
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};
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enum Step_Readiness_e
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{
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STEP_READINESS_STANDING,
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STEP_READINESS_CROUCHING,
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STEP_READINESS_SITTING,
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STEP_READINESS_LYING,
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};
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//----------------------------------------------------
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// Action State types
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//----------------------------------------------------
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enum Action_State_e
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{
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ACTION_STATE_IDLE, // no action, but could be moving
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ACTION_STATE_MISC, // getting or using an item
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ACTION_STATE_ACTIVATING, // activating something
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ACTION_STATE_STRIKING, // making a melee attack
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ACTION_STATE_SHOOTING, // making a missile attack
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ACTION_STATE_CASTING, // casting a spell
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};
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enum Action_Readiness_e
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{
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ACTION_READINESS_NORMAL,
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ACTION_READINESS_PAIN,
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ACTION_READINESS_KNOCKBACK,
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ACTION_READINESS_DEAD,
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};
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