CnC_Remastered_Collection/CnCTDRAMapEditor/RedAlert/ActionDataTypes.cs
PG-SteveT e37e174be1 C&C Remastered Map Editor
Initial commit of C&C Remastered Map Editor code
2020-09-10 11:12:58 -07:00

515 lines
19 KiB
C#

//
// 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,
};
}
}