entity_spell_system/item_enums.h

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#ifndef ITEM_ENUMS_H
#define ITEM_ENUMS_H
#include "core/object.h"
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#include "core/ustring.h"
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class ItemEnums : public Object {
GDCLASS(ItemEnums, Object);
public:
static const String BINDING_STRING_RARITY;
static const String BINDING_STRING_RARITY_FLAG;
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static const String BINDING_STRING_ITEM_TYPE;
static const String BINDING_STRING_ITEM_TYPE_FLAGS;
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static const String BINDING_STRING_ITEM_SUB_TYPE;
static const String BINDING_STRING_ITEM_SUB_SUB_TYPE;
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static const String BINDING_STRING_EQUIP_SLOTS;
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static const String BINDING_STRING_ARMOR_TYPE;
static const String BINDING_STRING_ENTITY_TEXTURE_LAYERS;
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enum ItemRarity {
ITEM_RARITY_NONE = 0,
ITEM_RARITY_COMMON = 1,
ITEM_RARITY_UNCOMMON = 2,
ITEM_RARITY_SUPERIOR = 3,
ITEM_RARITY_HEROIC = 4,
ITEM_RARITY_MYTHIC = 5,
ITEM_RARITY_ARTIFACT = 6,
};
enum ItemRarityFlag {
ITEM_RARITY_FLAG_NONE = 0,
ITEM_RARITY_FLAG_COMMON = 1 << 0,
ITEM_RARITY_FLAG_UNCOMMON = 1 << 1,
ITEM_RARITY_FLAG_SUPERIOR = 1 << 2,
ITEM_RARITY_FLAG_HEROIC = 1 << 3,
ITEM_RARITY_FLAG_MYTHIC = 1 << 4,
ITEM_RARITY_FLAG_ARTIFACT = 1 << 5,
};
enum ItemType {
ITEM_TYPE_NONE = 0,
ITEM_TYPE_EQUIPMENT = 1 << 0,
ITEM_TYPE_WEAPON = 1 << 1,
ITEM_TYPE_POTION = 1 << 2,
ITEM_TYPE_HERB = 1 << 3,
ITEM_TYPE_ORE = 1 << 4,
ITEM_TYPE_GEMSTONE = 1 << 5,
ITEM_TYPE_FOOD = 1 << 6,
ITEM_TYPE_ALCHEMY = 1 << 7,
ITEM_TYPE_ENGINEERING = 1 << 8,
ITEM_TYPE_ENCHANTING = 1 << 9,
ITEM_TYPE_TAILORING = 1 << 10,
ITEM_TYPE_RECIPE = 1 << 11,
ITEM_TYPE_CURRENCY = 1 << 12,
ITEM_TYPE_BAG = 1 << 13,
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};
enum ItemSubtype {
ITEM_SUB_TYPE_NONE = 0,
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ITEM_SUB_TYPE_SWORD,
ITEM_SUB_TYPE_AXE,
ITEM_SUB_TYPE_MACE,
ITEM_SUB_TYPE_DAGGER,
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ITEM_SUB_TYPE_BOW,
ITEM_SUB_TYPE_CROSSBOW,
ITEM_SUB_TYPE_GUN,
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ITEM_SUB_TYPE_WAND,
ITEM_SUB_TYPE_QUEST_ITEM,
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};
enum ItemSubSubtype {
ITEM_SUB_SUB_TYPE_NONE,
ITEM_SUB_SUB_TYPE_TWO_HAND,
ITEM_SUB_SUB_TYPE_ONE_HAND,
ITEM_SUB_SUB_TYPE_LEFT_HAND,
ITEM_SUB_SUB_TYPE_RIGHT_HAND
};
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enum EquipSlots {
EQUIP_SLOT_HEAD = 0,
EQUIP_SLOT_NECK = 1,
EQUIP_SLOT_SHOULDERS = 2,
EQUIP_SLOT_CHEST = 3,
EQUIP_SLOT_GLOVES = 4,
EQUIP_SLOT_BELT = 5,
EQUIP_SLOT_LEGS = 6,
EQUIP_SLOT_FEET = 7,
EQUIP_SLOT_RING_1 = 8,
EQUIP_SLOT_RING_2 = 9,
EQUIP_SLOT_TRINKET_1 = 10,
EQUIP_SLOT_TRINKET_2 = 11,
EQUIP_SLOT_MAIN_HAND = 12,
EQUIP_SLOT_OFF_HAND = 13,
EQUIP_SLOT_EQUIP_SLOT_MAX = 14,
EQUIP_SLOT_NONE = 14
};
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enum ArmorType {
ARMOR_TYPE_NONE = 0,
ARMOR_TYPE_CLOTH = 1,
ARMOR_TYPE_LEATHER = 2,
ARMOR_TYPE_MAIL = 3,
ARMOR_TYPE_PLATE = 4,
ARMOR_TYPE_MAX = 5,
};
enum EntityTextureLayers {
ENTITY_TEXTURE_LAYER_NONE = 0,
ENTITY_TEXTURE_LAYER_SKIN = 1,
ENTITY_TEXTURE_LAYER_UNDERWEAR = 2,
ENTITY_TEXTURE_LAYER_SHIRT = 3,
ENTITY_TEXTURE_LAYER_CLOTHES_BASE = 4,
ENTITY_TEXTURE_LAYER_CLOTHES_1 = 5,
ENTITY_TEXTURE_LAYER_CLOTHES_2 = 6,
ENTITY_TEXTURE_LAYER_CLOTHES_3 = 7,
ENTITY_TEXTURE_LAYER_CLOTHES_4 = 8,
ENTITY_TEXTURE_LAYER_CLOTHES_5 = 9,
ENTITY_TEXTURE_LAYER_BELT = 10,
ENTITY_TEXTURE_LAYER_TABARD = 11,
ENTITY_TEXTURE_LAYER_OVERLAY = 12
};
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static String get_equip_slot_string(int slot);
static String get_armor_type_string(int type);
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ItemEnums() {}
protected:
static void _bind_methods() {
BIND_ENUM_CONSTANT(ITEM_RARITY_NONE);
BIND_ENUM_CONSTANT(ITEM_RARITY_COMMON);
BIND_ENUM_CONSTANT(ITEM_RARITY_UNCOMMON);
BIND_ENUM_CONSTANT(ITEM_RARITY_SUPERIOR);
BIND_ENUM_CONSTANT(ITEM_RARITY_HEROIC);
BIND_ENUM_CONSTANT(ITEM_RARITY_MYTHIC);
BIND_ENUM_CONSTANT(ITEM_RARITY_ARTIFACT);
BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_NONE);
BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_COMMON);
BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_UNCOMMON);
BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_SUPERIOR);
BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_HEROIC);
BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_MYTHIC);
BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_ARTIFACT);
BIND_ENUM_CONSTANT(ITEM_TYPE_NONE);
BIND_ENUM_CONSTANT(ITEM_TYPE_EQUIPMENT);
BIND_ENUM_CONSTANT(ITEM_TYPE_WEAPON);
BIND_ENUM_CONSTANT(ITEM_TYPE_POTION);
BIND_ENUM_CONSTANT(ITEM_TYPE_HERB);
BIND_ENUM_CONSTANT(ITEM_TYPE_ORE);
BIND_ENUM_CONSTANT(ITEM_TYPE_GEMSTONE);
BIND_ENUM_CONSTANT(ITEM_TYPE_FOOD);
BIND_ENUM_CONSTANT(ITEM_TYPE_ALCHEMY);
BIND_ENUM_CONSTANT(ITEM_TYPE_ENGINEERING);
BIND_ENUM_CONSTANT(ITEM_TYPE_ENCHANTING);
BIND_ENUM_CONSTANT(ITEM_TYPE_TAILORING);
BIND_ENUM_CONSTANT(ITEM_TYPE_RECIPE);
BIND_ENUM_CONSTANT(ITEM_TYPE_CURRENCY);
BIND_ENUM_CONSTANT(ITEM_TYPE_BAG);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_NONE);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_SWORD);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_AXE);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_MACE);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_DAGGER);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_BOW);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_CROSSBOW);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_GUN);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_WAND);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_QUEST_ITEM);
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BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_NONE);
BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_TWO_HAND);
BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_ONE_HAND);
BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_LEFT_HAND);
BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_RIGHT_HAND);
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BIND_ENUM_CONSTANT(EQUIP_SLOT_HEAD);
BIND_ENUM_CONSTANT(EQUIP_SLOT_NECK);
BIND_ENUM_CONSTANT(EQUIP_SLOT_SHOULDERS);
BIND_ENUM_CONSTANT(EQUIP_SLOT_CHEST);
BIND_ENUM_CONSTANT(EQUIP_SLOT_GLOVES);
BIND_ENUM_CONSTANT(EQUIP_SLOT_BELT);
BIND_ENUM_CONSTANT(EQUIP_SLOT_LEGS);
BIND_ENUM_CONSTANT(EQUIP_SLOT_FEET);
BIND_ENUM_CONSTANT(EQUIP_SLOT_RING_1);
BIND_ENUM_CONSTANT(EQUIP_SLOT_RING_2);
BIND_ENUM_CONSTANT(EQUIP_SLOT_TRINKET_1);
BIND_ENUM_CONSTANT(EQUIP_SLOT_TRINKET_2);
BIND_ENUM_CONSTANT(EQUIP_SLOT_MAIN_HAND);
BIND_ENUM_CONSTANT(EQUIP_SLOT_OFF_HAND);
BIND_ENUM_CONSTANT(EQUIP_SLOT_NONE);
BIND_ENUM_CONSTANT(EQUIP_SLOT_EQUIP_SLOT_MAX);
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BIND_ENUM_CONSTANT(ARMOR_TYPE_NONE);
BIND_ENUM_CONSTANT(ARMOR_TYPE_CLOTH);
BIND_ENUM_CONSTANT(ARMOR_TYPE_LEATHER);
BIND_ENUM_CONSTANT(ARMOR_TYPE_MAIL);
BIND_ENUM_CONSTANT(ARMOR_TYPE_PLATE);
BIND_ENUM_CONSTANT(ARMOR_TYPE_MAX);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_NONE);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_SKIN);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_UNDERWEAR);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_SHIRT);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_CLOTHES_BASE);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_CLOTHES_1);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_CLOTHES_2);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_CLOTHES_3);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_CLOTHES_4);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_CLOTHES_5);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_BELT);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_TABARD);
BIND_ENUM_CONSTANT(ENTITY_TEXTURE_LAYER_OVERLAY);
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}
};
VARIANT_ENUM_CAST(ItemEnums::ItemRarity);
VARIANT_ENUM_CAST(ItemEnums::ItemRarityFlag);
VARIANT_ENUM_CAST(ItemEnums::ItemType);
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VARIANT_ENUM_CAST(ItemEnums::ItemSubtype);
VARIANT_ENUM_CAST(ItemEnums::ItemSubSubtype);
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VARIANT_ENUM_CAST(ItemEnums::EquipSlots);
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VARIANT_ENUM_CAST(ItemEnums::ArmorType);
VARIANT_ENUM_CAST(ItemEnums::EntityTextureLayers);
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#endif