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#pragma once
// Be sure to change activity_interrupt_names in delay.cc to match!
enum class activity_interrupt
{
force = 0, // Forcibly kills any activity that can be
// interrupted. Delays that can have gameplay
// implications should explicitly avoid this in some
// fashion.
keypress, // Not currently used
full_hp, // Player is fully healed
full_mp, // Player has recovered all mp
ancestor_hp, // Player's ancestor is fully healed
message, // Message was displayed
hp_loss,
stat_change,
see_monster,
monster_attacks,
teleport,
hit_monster, // Player hit invis monster during travel/explore.
sense_monster, // Any non-hit event (detection as well as things like
// door opening) that reveals the presence of an unseen
// monster.
mimic,
ally_attacked, // A permanent player ally was attacked by something
// out of the player's LoS
abyss_exit_spawned, // Abyss exit spawned
// Always the last.
COUNT
};
constexpr int NUM_ACTIVITY_INTERRUPTS
= static_cast<int>(activity_interrupt::COUNT);
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