pandemonium_engine/modules/entity_spell_system/item_enums.h

159 lines
4.5 KiB
C++

#ifndef ITEM_ENUMS_H
#define ITEM_ENUMS_H
#include "core/object/object.h"
#include "core/string/ustring.h"
class ItemEnums : public Object {
GDCLASS(ItemEnums, Object);
public:
static const String BINDING_STRING_RARITY;
static const String BINDING_STRING_RARITY_FLAG;
static const String BINDING_STRING_ITEM_TYPE;
static const String BINDING_STRING_ITEM_TYPE_FLAGS;
static const String BINDING_STRING_ITEM_SUB_TYPE;
static const String BINDING_STRING_ITEM_SUB_SUB_TYPE;
static const String BINDING_STRING_ARMOR_TYPE;
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_POTION = 1 << 1,
ITEM_TYPE_HERB = 1 << 2,
ITEM_TYPE_ORE = 1 << 3,
ITEM_TYPE_GEMSTONE = 1 << 4,
ITEM_TYPE_FOOD = 1 << 5,
ITEM_TYPE_ALCHEMY = 1 << 6,
ITEM_TYPE_ENGINEERING = 1 << 7,
ITEM_TYPE_ENCHANTING = 1 << 8,
ITEM_TYPE_TAILORING = 1 << 9,
ITEM_TYPE_RECIPE = 1 << 10,
ITEM_TYPE_CURRENCY = 1 << 11,
ITEM_TYPE_BAG = 1 << 12,
};
enum ItemSubtype {
ITEM_SUB_TYPE_NONE = 0,
ITEM_SUB_TYPE_SWORD,
ITEM_SUB_TYPE_AXE,
ITEM_SUB_TYPE_MACE,
ITEM_SUB_TYPE_DAGGER,
ITEM_SUB_TYPE_BOW,
ITEM_SUB_TYPE_CROSSBOW,
ITEM_SUB_TYPE_GUN,
ITEM_SUB_TYPE_WAND,
ITEM_SUB_TYPE_QUEST_ITEM,
};
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
};
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,
};
static String get_equip_slot_string(int slot);
static String get_armor_type_string(int type);
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_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);
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);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_WAND);
BIND_ENUM_CONSTANT(ITEM_SUB_TYPE_QUEST_ITEM);
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);
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);
}
};
VARIANT_ENUM_CAST(ItemEnums::ItemRarity);
VARIANT_ENUM_CAST(ItemEnums::ItemRarityFlag);
VARIANT_ENUM_CAST(ItemEnums::ItemType);
VARIANT_ENUM_CAST(ItemEnums::ItemSubtype);
VARIANT_ENUM_CAST(ItemEnums::ItemSubSubtype);
VARIANT_ENUM_CAST(ItemEnums::ArmorType);
#endif