/** * Jingga * * @copyright Jingga * @license OMS License 2.0 * @version 1.0.0 * @link https://jingga.app */ #ifndef TOS_MODELS_MOB_ACTION_H #define TOS_MODELS_MOB_ACTION_H // @todo Consider to create better ranges // This would allow easier checks during the game (e.g. can be healed if > X and < Y) // Checks to consider are: // - Can be healed // - Can be attacked // - Can attack // - Can escape/teleport/... (-> out of fight) // - Can cast // - Can call mount (e.g. not during falling or during fight) // - ... // Don't render, ready for garbage collection and re-use #define MOB_ACTION_INACTIVE 0x00 #define MOB_ACTION_LAG 0x01 #define MOB_ACTION_AAAA 0x02 #define MOB_ACTION_WALK 0x03 #define MOB_ACTION_RUN 0x04 #define MOB_ACTION_SNEAK 0x05 #define MOB_ACTION_CRAWL 0x06 #define MOB_ACTION_CLIMB 0x07 #define MOB_ACTION_SLIDE 0x08 #define MOB_ACTION_JUMP 0x09 #define MOB_ACTION_DUCK 0x0A #define MOB_ACTION_FALL 0x0B #define MOB_ACTION_TALK 0x0C #define MOB_ACTION_ATTACK 0x0D #define MOB_ACTION_DEFEND 0x0E #define MOB_ACTION_BLOCK 0x0F #define MOB_ACTION_DODGE 0x10 #define MOB_ACTION_DIE 0x11 #define MOB_ACTION_DEAD 0x12 #define MOB_ACTION_SWIM 0x13 #define MOB_ACTION_SWIM_HOVER 0x14 #define MOB_ACTION_DIVE 0x15 #define MOB_ACTION_DIVE_HOVER 0x16 #define MOB_ACTION_FLY 0x17 #define MOB_ACTION_FLY_HOVER 0x18 #define MOB_ACTION_STAND 0x19 #define MOB_ACTION_SIT 0x1A #define MOB_ACTION_LIE 0x1B #define MOB_ACTION_SPAWN 0x1C #define MOB_ACTION_TELEPORT 0x1D #define MOB_ACTION_LOAD 0x1E #define MOB_ACTION_MINE 0x1F #define MOB_ACTION_CRAFT 0x20 #define MOB_ACTION_GATHER 0x21 #define MOB_ACTION_FISH 0x22 #define MOB_ACTION_SHOP 0x23 #define MOB_ACTION_EMOTE 0xFF #endif