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https://github.com/Relintai/pandemonium_engine.git
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189 lines
6.7 KiB
C++
189 lines
6.7 KiB
C++
#ifndef ITEM_ENUMS_H
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#define ITEM_ENUMS_H
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/*************************************************************************/
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/* item_enums.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/object/object.h"
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#include "core/string/ustring.h"
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class ItemEnums : public Object {
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GDCLASS(ItemEnums, Object);
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public:
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static const String BINDING_STRING_RARITY;
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static const String BINDING_STRING_RARITY_FLAG;
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static const String BINDING_STRING_ITEM_TYPE;
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static const String BINDING_STRING_ITEM_TYPE_FLAGS;
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static const String BINDING_STRING_ITEM_SUB_TYPE;
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static const String BINDING_STRING_ITEM_SUB_SUB_TYPE;
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static const String BINDING_STRING_ARMOR_TYPE;
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enum ItemRarity {
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ITEM_RARITY_NONE = 0,
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ITEM_RARITY_COMMON = 1,
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ITEM_RARITY_UNCOMMON = 2,
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ITEM_RARITY_SUPERIOR = 3,
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ITEM_RARITY_HEROIC = 4,
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ITEM_RARITY_MYTHIC = 5,
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ITEM_RARITY_ARTIFACT = 6,
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};
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enum ItemRarityFlag {
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ITEM_RARITY_FLAG_NONE = 0,
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ITEM_RARITY_FLAG_COMMON = 1 << 0,
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ITEM_RARITY_FLAG_UNCOMMON = 1 << 1,
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ITEM_RARITY_FLAG_SUPERIOR = 1 << 2,
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ITEM_RARITY_FLAG_HEROIC = 1 << 3,
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ITEM_RARITY_FLAG_MYTHIC = 1 << 4,
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ITEM_RARITY_FLAG_ARTIFACT = 1 << 5,
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};
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enum ItemType {
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ITEM_TYPE_NONE = 0,
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ITEM_TYPE_EQUIPMENT = 1 << 0,
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ITEM_TYPE_POTION = 1 << 1,
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ITEM_TYPE_HERB = 1 << 2,
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ITEM_TYPE_ORE = 1 << 3,
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ITEM_TYPE_GEMSTONE = 1 << 4,
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ITEM_TYPE_FOOD = 1 << 5,
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ITEM_TYPE_ALCHEMY = 1 << 6,
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ITEM_TYPE_ENGINEERING = 1 << 7,
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ITEM_TYPE_ENCHANTING = 1 << 8,
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ITEM_TYPE_TAILORING = 1 << 9,
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ITEM_TYPE_RECIPE = 1 << 10,
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ITEM_TYPE_CURRENCY = 1 << 11,
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ITEM_TYPE_BAG = 1 << 12,
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};
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enum ItemSubtype {
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ITEM_SUB_TYPE_NONE = 0,
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ITEM_SUB_TYPE_SWORD,
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ITEM_SUB_TYPE_AXE,
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ITEM_SUB_TYPE_MACE,
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ITEM_SUB_TYPE_DAGGER,
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ITEM_SUB_TYPE_BOW,
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ITEM_SUB_TYPE_CROSSBOW,
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ITEM_SUB_TYPE_GUN,
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ITEM_SUB_TYPE_WAND,
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ITEM_SUB_TYPE_QUEST_ITEM,
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};
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enum ItemSubSubtype {
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ITEM_SUB_SUB_TYPE_NONE,
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ITEM_SUB_SUB_TYPE_TWO_HAND,
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ITEM_SUB_SUB_TYPE_ONE_HAND,
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ITEM_SUB_SUB_TYPE_LEFT_HAND,
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ITEM_SUB_SUB_TYPE_RIGHT_HAND
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};
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enum ArmorType {
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ARMOR_TYPE_NONE = 0,
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ARMOR_TYPE_CLOTH = 1,
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ARMOR_TYPE_LEATHER = 2,
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ARMOR_TYPE_MAIL = 3,
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ARMOR_TYPE_PLATE = 4,
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ARMOR_TYPE_MAX = 5,
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};
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static String get_equip_slot_string(int slot);
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static String get_armor_type_string(int type);
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ItemEnums() {}
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protected:
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static void _bind_methods() {
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BIND_ENUM_CONSTANT(ITEM_RARITY_NONE);
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BIND_ENUM_CONSTANT(ITEM_RARITY_COMMON);
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BIND_ENUM_CONSTANT(ITEM_RARITY_UNCOMMON);
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BIND_ENUM_CONSTANT(ITEM_RARITY_SUPERIOR);
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BIND_ENUM_CONSTANT(ITEM_RARITY_HEROIC);
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BIND_ENUM_CONSTANT(ITEM_RARITY_MYTHIC);
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BIND_ENUM_CONSTANT(ITEM_RARITY_ARTIFACT);
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BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_NONE);
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BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_COMMON);
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BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_UNCOMMON);
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BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_SUPERIOR);
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BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_HEROIC);
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BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_MYTHIC);
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BIND_ENUM_CONSTANT(ITEM_RARITY_FLAG_ARTIFACT);
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BIND_ENUM_CONSTANT(ITEM_TYPE_NONE);
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BIND_ENUM_CONSTANT(ITEM_TYPE_EQUIPMENT);
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BIND_ENUM_CONSTANT(ITEM_TYPE_POTION);
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BIND_ENUM_CONSTANT(ITEM_TYPE_HERB);
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BIND_ENUM_CONSTANT(ITEM_TYPE_ORE);
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BIND_ENUM_CONSTANT(ITEM_TYPE_GEMSTONE);
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BIND_ENUM_CONSTANT(ITEM_TYPE_FOOD);
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BIND_ENUM_CONSTANT(ITEM_TYPE_ALCHEMY);
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BIND_ENUM_CONSTANT(ITEM_TYPE_ENGINEERING);
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BIND_ENUM_CONSTANT(ITEM_TYPE_ENCHANTING);
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BIND_ENUM_CONSTANT(ITEM_TYPE_TAILORING);
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BIND_ENUM_CONSTANT(ITEM_TYPE_RECIPE);
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BIND_ENUM_CONSTANT(ITEM_TYPE_CURRENCY);
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BIND_ENUM_CONSTANT(ITEM_TYPE_BAG);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_NONE);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_SWORD);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_AXE);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_MACE);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_DAGGER);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_BOW);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_CROSSBOW);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_GUN);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_WAND);
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BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_QUEST_ITEM);
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BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_NONE);
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BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_TWO_HAND);
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BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_ONE_HAND);
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BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_LEFT_HAND);
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BIND_ENUM_CONSTANT(ITEM_SUB_SUB_TYPE_RIGHT_HAND);
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BIND_ENUM_CONSTANT(ARMOR_TYPE_NONE);
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BIND_ENUM_CONSTANT(ARMOR_TYPE_CLOTH);
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BIND_ENUM_CONSTANT(ARMOR_TYPE_LEATHER);
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BIND_ENUM_CONSTANT(ARMOR_TYPE_MAIL);
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BIND_ENUM_CONSTANT(ARMOR_TYPE_PLATE);
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BIND_ENUM_CONSTANT(ARMOR_TYPE_MAX);
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}
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};
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VARIANT_ENUM_CAST(ItemEnums::ItemRarity);
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VARIANT_ENUM_CAST(ItemEnums::ItemRarityFlag);
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VARIANT_ENUM_CAST(ItemEnums::ItemType);
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VARIANT_ENUM_CAST(ItemEnums::ItemSubtype);
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VARIANT_ENUM_CAST(ItemEnums::ItemSubSubtype);
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VARIANT_ENUM_CAST(ItemEnums::ArmorType);
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#endif
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