File: caction-type.h

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#pragma once

#include "tag-version.h"

enum caction_type    // Primary categorization of counted actions.
{                    // A subtype and auxtype will also be given in each case:
    CACT_MELEE,      // weapon subtype or unrand index
                     //   subtype = -1 for unarmed or aux attacks
                     //   auxtype = -1 for unarmed
                     //   auxtype = unarmed_attack_type for aux attacks
    CACT_FIRE,       // weapon subtype or unrand index
    CACT_THROW,      // auxtype = item basetype, subtype = item subtype
    CACT_CAST,       // spell_type
    CACT_INVOKE,     // ability_type
    CACT_ABIL,       // ability_type
    CACT_EVOKE,      // evoc_type or unrand index
                     //   auxtype = item basetype, subtype = item subtype
    CACT_USE,        // object_class_type
    CACT_STAB,       // stab_type
#if TAG_MAJOR_VERSION == 34
    CACT_EAT,        // food_type, or subtype = -1 for corpse
#endif
    CACT_ARMOUR,     // armour subtype or subtype = -1 for unarmoured
    CACT_DODGE,      // dodge_type
    CACT_BLOCK,      // armour subtype or subtype = -1 and
                     //   auxtype used for special cases
                     //   (reflection, god ability, spell, etc)
#if TAG_MAJOR_VERSION == 34
    CACT_RIPOSTE,    // as CACT_MELEE
#endif
    CACT_FORM,       // transformation
    CACT_ATTACK,     // attack_count_type
    CACT_DRINK,      // potion_type
    CACT_READ,       // scroll_type
    NUM_CACTIONS,
};

// A list of different manners of launching attacks that are not already counted
// unambiguously by some other action count (ie: you can already see how many
// times you cast Manifold Assault or Bestial Takedown via spell/ability counts).
enum attack_count_type
{
    ATTACK_NORMAL,
    ATTACK_LUNGE,
    ATTACK_WHIRLWIND,
    ATTACK_RIPOSTE,
    ATTACK_SPELLMOTOR,
    ATTACK_SPELLCLAWS,
    ATTACK_DRUNKEN_BRAWLING,
    ATTACK_SUNDERING,
    NUM_ATTACK_COUNT_TYPES,
};