// // Copyright 2020 Electronic Arts Inc. // // The Command & Conquer Map Editor and corresponding source code 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 3 of the License, or (at your option) any later version. // The Command & Conquer Map Editor and corresponding source code is distributed // in the hope that it will be useful, but with permitted additional restrictions // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT // distributed with this program. You should have received a copy of the // GNU General Public License along with permitted additional restrictions // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection namespace MobiusEditor.RedAlert { public static class ActionDataTypes { public enum ThemeType { THEME_QUIET = -3, THEME_PICK_ANOTHER = -2, THEME_NONE = -1, THEME_BIGF, THEME_CRUS, THEME_FAC1, THEME_FAC2, THEME_HELL, THEME_RUN1, THEME_SMSH, THEME_TREN, THEME_WORK, THEME_AWAIT, THEME_DENSE_R, THEME_FOGGER1A, THEME_MUD1A, THEME_RADIO2, THEME_ROLLOUT, THEME_SNAKE, THEME_TERMINAT, THEME_TWIN, THEME_VECTOR1A, THEME_MAP, THEME_SCORE, THEME_INTRO, THEME_CREDITS, THEME_2ND_HAND, THEME_ARAZOID, THEME_BACKSTAB, THEME_CHAOS2, THEME_SHUT_IT, THEME_TWINMIX1, THEME_UNDER3, THEME_VR2, THEME_BOG, THEME_FLOAT_V2, THEME_GLOOM, THEME_GRNDWIRE, THEME_RPT, THEME_SEARCH, THEME_TRACTION, THEME_WASTELND, }; public enum VocType { VOC_NONE = -1, VOC_GIRL_OKAY, // "okay" VOC_GIRL_YEAH, // "yeah?" VOC_GUY_OKAY, // "okay" VOC_GUY_YEAH, // "yeah?" VOC_MINELAY1, // mine layer sound VOC_ACKNOWL, // "acknowledged" VOC_AFFIRM, // "affirmative" VOC_AWAIT, // "awaiting orders" VOC_ENG_AFFIRM, // Engineer: "affirmative" VOC_ENG_ENG, // Engineer: "engineering" VOC_NO_PROB, // "not a problem" VOC_READY, // "ready and waiting" VOC_REPORT, // "reporting" VOC_RIGHT_AWAY, // "right away sir" VOC_ROGER, // "roger" VOC_UGOTIT, // "you got it" VOC_VEHIC, // "vehicle reporting" VOC_YESSIR, // "yes sir" VOC_SCREAM1, // short infantry scream VOC_SCREAM3, // short infantry scream VOC_SCREAM4, // short infantry scream VOC_SCREAM5, // short infantry scream VOC_SCREAM6, // short infantry scream VOC_SCREAM7, // short infantry scream VOC_SCREAM10, // short infantry scream VOC_SCREAM11, // short infantry scream VOC_YELL1, // long infantry scream VOC_CHRONO, // Chronosphere sound. VOC_CANNON1, // Cannon sound (medium). VOC_CANNON2, // Cannon sound (short). VOC_IRON1, VOC_ENG_MOVEOUT, // Engineer: "movin' out" VOC_SONAR, // sonar pulse VOC_SANDBAG, // sand bag crunch VOC_MINEBLOW, VOC_CHUTE1, // wind swoosh sound VOC_DOG_BARK, // dog bark VOC_DOG_WHINE, // dog whine VOC_DOG_GROWL2, // strong dog growl VOC_FIRE_LAUNCH, // fireball launch sound VOC_FIRE_EXPLODE, // fireball explode sound VOC_GRENADE_TOSS, // grenade toss VOC_GUN_5, // 5 round gun burst (slow). VOC_GUN_7, // 7 round gun burst (fast). VOC_ENG_YES, // Engineer: "yes sir" VOC_GUN_RIFLE, // Rifle shot. VOC_HEAL, // Healing effect. VOC_DOOR, // Hyrdrolic door. VOC_INVULNERABLE, // Invulnerability effect. VOC_KABOOM1, // Long explosion (muffled). VOC_KABOOM12, // Very long explosion (muffled). VOC_KABOOM15, // Very long explosion (muffled). VOC_SPLASH, // Water splash VOC_KABOOM22, // Long explosion (sharp). VOC_AACANON3, // AA-Cannon VOC_TANYA_DIE, // Tanya: scream VOC_GUN_5F, // 5 round gun burst (fast). VOC_MISSILE_1, // Missile with high tech effect. VOC_MISSILE_2, // Long missile launch. VOC_MISSILE_3, // Short missile launch. VOC_x6, VOC_GUN_5R, // 5 round gun burst (rattles). VOC_BEEP, // Generic beep sound. VOC_CLICK, // Generic click sound. VOC_SILENCER, // Silencer. VOC_CANNON6, // Long muffled cannon shot. VOC_CANNON7, // Sharp mechanical cannon fire. VOC_TORPEDO, // Torpedo launch. VOC_CANNON8, // Sharp cannon fire. VOC_TESLA_POWER_UP, // Hum charge up. VOC_TESLA_ZAP, // Tesla zap effect. VOC_SQUISH, // Squish effect. VOC_SCOLD, // Scold bleep. VOC_RADAR_ON, // Powering up electronics. VOC_RADAR_OFF, // B movie power down effect. VOC_PLACE_BUILDING_DOWN, // Building slam down sound. VOC_KABOOM30, // Short explosion (HE). VOC_KABOOM25, // Short growling explosion. VOC_x7, VOC_DOG_HURT, // Dog whine. VOC_DOG_YES, // Dog 'yes sir'. VOC_CRUMBLE, // Building crumble. VOC_MONEY_UP, // Rising money tick. VOC_MONEY_DOWN, // Falling money tick. VOC_CONSTRUCTION, // Building construction sound. VOC_GAME_CLOSED, // Long bleep. VOC_INCOMING_MESSAGE, // Soft happy warble. VOC_SYS_ERROR, // Sharp soft warble. VOC_OPTIONS_CHANGED, // Mid range soft warble. VOC_GAME_FORMING, // Long warble. VOC_PLAYER_LEFT, // Chirp sequence. VOC_PLAYER_JOINED, // Reverse chirp sequence. VOC_DEPTH_CHARGE, // Distant explosion sound. VOC_CASHTURN, // Airbrake. VOC_TANYA_CHEW, // Tanya: "Chew on this" VOC_TANYA_ROCK, // Tanya: "Let's rock" VOC_TANYA_LAUGH, // Tanya: "ha ha ha" VOC_TANYA_SHAKE, // Tanya: "Shake it baby" VOC_TANYA_CHING, // Tanya: "Cha Ching" VOC_TANYA_GOT, // Tanya: "That's all you got" VOC_TANYA_KISS, // Tanya: "Kiss it bye bye" VOC_TANYA_THERE, // Tanya: "I'm there" VOC_TANYA_GIVE, // Tanya: "Give it to me" VOC_TANYA_YEA, // Tanya: "Yea?" VOC_TANYA_YES, // Tanya: "Yes sir?" VOC_TANYA_WHATS, // Tanya: "What's up." VOC_WALLKILL2, // Crushing wall sound. VOC_x8, VOC_TRIPLE_SHOT, // Three quick shots in succession. VOC_SUBSHOW, // Submarine surfacing. VOC_E_AH, // Einstein "ah" VOC_E_OK, // Einstein "ok" VOC_E_YES, // Einstein "yes" VOC_TRIP_MINE, // mine explosion sound VOC_SPY_COMMANDER, // Spy: "commander?" VOC_SPY_YESSIR, // Spy: "yes sir" VOC_SPY_INDEED, // Spy: "indeed" VOC_SPY_ONWAY, // Spy: "on my way" VOC_SPY_KING, // Spy: "for king and country" VOC_MED_REPORTING, // Medic: "reporting" VOC_MED_YESSIR, // Medic: "yes sir" VOC_MED_AFFIRM, // Medic: "affirmative" VOC_MED_MOVEOUT, // Medic: "movin' out" VOC_BEEP_SELECT, // map selection beep VOC_THIEF_YEA, // Thief: "yea?" VOC_ANTDIE, VOC_ANTBITE, VOC_THIEF_MOVEOUT, // Thief: "movin' out" VOC_THIEF_OKAY, // Thief: "ok" VOC_x11, VOC_THIEF_WHAT, // Thief: "what" VOC_THIEF_AFFIRM, // Thief: "affirmative" VOC_STAVCMDR, VOC_STAVCRSE, VOC_STAVYES, VOC_STAVMOV, VOC_BUZZY1, VOC_RAMBO1, VOC_RAMBO2, VOC_RAMBO3, VOC_MECHYES1, VOC_MECHHOWDY1, VOC_MECHRISE1, VOC_MECHHUH1, VOC_MECHHEAR1, VOC_MECHLAFF1, VOC_MECHBOSS1, VOC_MECHYEEHAW1, VOC_MECHHOTDIG1, VOC_MECHWRENCH1, VOC_STBURN1, VOC_STCHRGE1, VOC_STCRISP1, VOC_STDANCE1, VOC_STJUICE1, VOC_STJUMP1, VOC_STLIGHT1, VOC_STPOWER1, VOC_STSHOCK1, VOC_STYES1, VOC_CHRONOTANK1, VOC_MECH_FIXIT1, VOC_MAD_CHARGE, VOC_MAD_EXPLODE, VOC_SHOCK_TROOP1, }; public enum VoxType { VOX_NONE = -1, VOX_ACCOMPLISHED, // mission accomplished VOX_FAIL, // your mission has failed VOX_NO_FACTORY, // unable to comply, building in progress VOX_CONSTRUCTION, // construction complete VOX_UNIT_READY, // unit ready VOX_NEW_CONSTRUCT, // new construction options VOX_DEPLOY, // cannot deploy here VOX_STRUCTURE_DESTROYED, // structure destroyed VOX_INSUFFICIENT_POWER, // insufficient power VOX_NO_CASH, // insufficient funds VOX_CONTROL_EXIT, // battle control terminated VOX_REINFORCEMENTS, // reinforcements have arrived VOX_CANCELED, // canceled VOX_BUILDING, // building VOX_LOW_POWER, // low power VOX_NEED_MO_MONEY, // need more funds VOX_BASE_UNDER_ATTACK, // our base is under attack VOX_UNABLE_TO_BUILD, // unable to build more VOX_PRIMARY_SELECTED, // primary building selected VOX_MADTANK_DEPLOYED, // M.A.D. Tank Deployed VOX_none4, VOX_UNIT_LOST, // unit lost VOX_SELECT_TARGET, // select target VOX_PREPARE, // enemy approaching VOX_NEED_MO_CAPACITY, // silos needed VOX_SUSPENDED, // on hold VOX_REPAIRING, // repairing VOX_none5, VOX_none6, VOX_AIRCRAFT_LOST, VOX_none7, VOX_ALLIED_FORCES_APPROACHING, VOX_ALLIED_APPROACHING, VOX_none8, VOX_none9, VOX_BUILDING_INFILTRATED, VOX_CHRONO_CHARGING, VOX_CHRONO_READY, VOX_CHRONO_TEST, VOX_HQ_UNDER_ATTACK, VOX_CENTER_DEACTIVATED, VOX_CONVOY_APPROACHING, VOX_CONVOY_UNIT_LOST, VOX_EXPLOSIVE_PLACED, VOX_MONEY_STOLEN, VOX_SHIP_LOST, VOX_SATALITE_LAUNCHED, VOX_SONAR_AVAILABLE, VOX_none10, VOX_SOVIET_FORCES_APPROACHING, VOX_SOVIET_REINFORCEMENTS, VOX_TRAINING, VOX_ABOMB_READY, VOX_ABOMB_LAUNCH, VOX_ALLIES_N, VOX_ALLIES_S, VOX_ALLIES_E, VOX_ALLIES_W, VOX_OBJECTIVE1, VOX_OBJECTIVE2, VOX_OBJECTIVE3, VOX_IRON_CHARGING, VOX_IRON_READY, VOX_RESCUED, VOX_OBJECTIVE_NOT, VOX_SIGNAL_N, VOX_SIGNAL_S, VOX_SIGNAL_E, VOX_SIGNAL_W, VOX_SPY_PLANE, VOX_FREED, VOX_UPGRADE_ARMOR, VOX_UPGRADE_FIREPOWER, VOX_UPGRADE_SPEED, VOX_MISSION_TIMER, VOX_UNIT_FULL, VOX_UNIT_REPAIRED, VOX_TIME_40, VOX_TIME_30, VOX_TIME_20, VOX_TIME_10, VOX_TIME_5, VOX_TIME_4, VOX_TIME_3, VOX_TIME_2, VOX_TIME_1, VOX_TIME_STOP, VOX_UNIT_SOLD, VOX_TIMER_STARTED, VOX_TARGET_RESCUED, VOX_TARGET_FREED, VOX_TANYA_RESCUED, VOX_STRUCTURE_SOLD, VOX_SOVIET_FORCES_FALLEN, VOX_SOVIET_SELECTED, VOX_SOVIET_EMPIRE_FALLEN, VOX_OPERATION_TERMINATED, VOX_OBJECTIVE_REACHED, VOX_OBJECTIVE_NOT_REACHED, VOX_OBJECTIVE_MET, VOX_MERCENARY_RESCUED, VOX_MERCENARY_FREED, VOX_KOSOYGEN_FREED, VOX_FLARE_DETECTED, VOX_COMMANDO_RESCUED, VOX_COMMANDO_FREED, VOX_BUILDING_IN_PROGRESS, VOX_ATOM_PREPPING, VOX_ALLIED_SELECTED, VOX_ABOMB_PREPPING, VOX_ATOM_LAUNCHED, VOX_ALLIED_FORCES_FALLEN, VOX_ABOMB_AVAILABLE, VOX_ALLIED_REINFORCEMENTS, VOX_SAVE1, VOX_LOAD1, }; public enum SpecialWeaponType { SPC_NONE = -1, SPC_SONAR_PULSE, // Momentarily reveals submarines. SPC_NUCLEAR_BOMB, // Tactical nuclear weapon. SPC_CHRONOSPHERE, // Paradox device, for teleportation SPC_PARA_BOMB, // Parachute bomb delivery. SPC_PARA_INFANTRY, // Parachute reinforcement delivery. SPC_SPY_MISSION, // Spy plane to take photo recon mission. SPC_IRON_CURTAIN, // Bestow invulnerability on a unit/building SPC_GPS, // give allies free unjammable radar. }; public enum QuarryType { QUARRY_NONE, QUARRY_ANYTHING, // Attack any enemy (same as "hunt"). QUARRY_BUILDINGS, // Attack buildings (in general). QUARRY_HARVESTERS, // Attack harvesters or refineries. QUARRY_INFANTRY, // Attack infantry. QUARRY_VEHICLES, // Attack combat vehicles. QUARRY_VESSELS, // Attach ships. QUARRY_FACTORIES, // Attack factories (all types). QUARRY_DEFENSE, // Attack base defense buildings. QUARRY_THREAT, // Attack enemies near friendly base. QUARRY_POWER, // Attack power facilities. QUARRY_FAKES, // Prefer to attack fake buildings. }; public enum VQType { VQ_NONE = -1, VQ_AAGUN, VQ_MIG, VQ_SFROZEN, VQ_AIRFIELD, VQ_BATTLE, VQ_BMAP, VQ_BOMBRUN, VQ_DPTHCHRG, VQ_GRVESTNE, VQ_MONTPASS, VQ_MTNKFACT, VQ_CRONTEST, VQ_OILDRUM, VQ_ALLYEND, VQ_RADRRAID, VQ_SHIPYARD, VQ_SHORBOMB, VQ_SITDUCK, VQ_SLNTSRVC, VQ_SNOWBASE, VQ_EXECUTE, VQ_TITLE, // Low res. VQ_NUKESTOK, VQ_V2ROCKET, VQ_SEARCH, VQ_BINOC, VQ_ELEVATOR, VQ_FROZEN, VQ_MCV, VQ_SHIPSINK, VQ_SOVMCV, VQ_TRINITY, VQ_ALLYMORF, VQ_APCESCPE, VQ_BRDGTILT, VQ_CRONFAIL, VQ_STRAFE, VQ_DESTROYR, VQ_DOUBLE, VQ_FLARE, VQ_SNSTRAFE, VQ_LANDING, VQ_ONTHPRWL, VQ_OVERRUN, VQ_SNOWBOMB, VQ_SOVCEMET, VQ_TAKE_OFF, VQ_TESLA, VQ_SOVIET8, VQ_SPOTTER, VQ_SCENE1, VQ_SCENE2, VQ_SCENE4, VQ_SOVFINAL, VQ_ASSESS, VQ_SOVIET10, VQ_DUD, VQ_MCV_LAND, VQ_MCVBRDGE, VQ_PERISCOP, VQ_SHORBOM1, VQ_SHORBOM2, VQ_SOVBATL, VQ_SOVTSTAR, VQ_AFTRMATH, VQ_SOVIET11, VQ_MASASSLT, VQ_REDINTRO, // High res VQ_SOVIET1, VQ_SOVIET2, VQ_SOVIET3, VQ_SOVIET4, VQ_SOVIET5, VQ_SOVIET6, VQ_SOVIET7, VQ_INTRO_MOVIE, VQ_AVERTED, VQ_COUNTDWN, VQ_MOVINGIN, VQ_ALLIED10, VQ_ALLIED12, VQ_ALLIED5, VQ_ALLIED6, VQ_ALLIED8, VQ_TANYA1, VQ_TANYA2, VQ_ALLY10B, VQ_ALLY11, VQ_ALLY14, VQ_ALLY9, VQ_SPY, VQ_TOOFAR, VQ_SOVIET12, VQ_SOVIET13, VQ_SOVIET9, VQ_BEACHEAD, VQ_SOVIET14, VQ_SIZZLE, VQ_SIZZLE2, VQ_ANTEND, VQ_ANTINTRO, VQ_RETALIATION_ALLIED1, VQ_RETALIATION_ALLIED2, VQ_RETALIATION_ALLIED3, VQ_RETALIATION_ALLIED4, VQ_RETALIATION_ALLIED5, VQ_RETALIATION_ALLIED6, VQ_RETALIATION_ALLIED7, VQ_RETALIATION_ALLIED8, VQ_RETALIATION_ALLIED9, VQ_RETALIATION_ALLIED10, VQ_RETALIATION_SOVIET1, VQ_RETALIATION_SOVIET2, VQ_RETALIATION_SOVIET3, VQ_RETALIATION_SOVIET4, VQ_RETALIATION_SOVIET5, VQ_RETALIATION_SOVIET6, VQ_RETALIATION_SOVIET7, VQ_RETALIATION_SOVIET8, VQ_RETALIATION_SOVIET9, VQ_RETALIATION_SOVIET10, VQ_RETALIATION_WINA, VQ_RETALIATION_WINS, VQ_RETALIATION_ANTS, }; } }