mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 20:06:49 +01:00
270 lines
8.3 KiB
C++
270 lines
8.3 KiB
C++
#ifndef ENTITY_ENUMS_H
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#define ENTITY_ENUMS_H
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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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 EntityEnums : public Object {
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GDCLASS(EntityEnums, Object);
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public:
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static const String BINDING_STRING_ENTITY_PLAYER_TYPES;
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static const String BINDING_STRING_ENTITY_CONTOLLER;
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static const String BINDING_STRING_ENTITY_FLAGS;
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static const String BINDING_STRING_ENTITY_STATE_TYPES;
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static const String BINDING_STRING_COMMON_CHARCATER_SKELETON_POINTS;
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static const String BINDING_STRING_AI_STATES;
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static const String BINDING_STRING_PET_STATES;
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static const String BINDING_STRING_ENTITY_IMMUNITY_FLAGS;
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static const String BINDING_STRING_ENTITY_RELATION_TYPE;
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static const String BINDING_STRING_ENTITY_INTERACTION_TYPE;
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static const String BINDING_STRING_ENTITY_PLAYSTYLE_TYPE;
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static const String BINDING_STRING_ENTITY_WINDOWS;
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static const String BINDING_STRING_ENTITY_ENTITY_RESOURCE_INDICES;
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enum EntityPlayerType {
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ENTITY_PLAYER_TYPE_NONE,
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ENTITY_PLAYER_TYPE_PLAYER,
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ENTITY_PLAYER_TYPE_NETWORKED,
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ENTITY_PLAYER_TYPE_AI,
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ENTITY_PLAYER_TYPE_DISPLAY,
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};
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enum EntityController {
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ENITIY_CONTROLLER_NONE,
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ENITIY_CONTROLLER_PLAYER,
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ENITIY_CONTROLLER_AI
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};
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enum EntityFlags {
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ENITIY_FLAGS_NONE = 0,
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ENTITY_FLAGS_UNTARGETALBE = 1 << 0,
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ENTITY_FLAGS_HIDDEN = 1 << 1,
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ENTITY_FLAGS_INTERACTABLE = 1 << 2,
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ENTITY_FLAGS_HOSTILE = 1 << 3,
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};
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enum EntityStateTypeFlags {
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ENTITY_STATE_TYPE_FLAG_NONE = 0,
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ENTITY_STATE_TYPE_FLAG_STUN = 1 << 0,
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ENTITY_STATE_TYPE_FLAG_ROOT = 1 << 1,
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ENTITY_STATE_TYPE_FLAG_FROZEN = 1 << 2,
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ENTITY_STATE_TYPE_FLAG_SILENCED = 1 << 3,
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ENTITY_STATE_TYPE_FLAG_DISORIENTED = 1 << 4,
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ENTITY_STATE_TYPE_FLAG_FEARED = 1 << 5,
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ENTITY_STATE_TYPE_FLAG_BURNING = 1 << 6,
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ENTITY_STATE_TYPE_FLAG_COLD = 1 << 7,
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ENTITY_STATE_TYPE_FLAG_CURSED = 1 << 8,
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ENTITY_STATE_TYPE_FLAG_PACIFIED = 1 << 9,
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};
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enum EntityStateTypeIndexes {
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ENTITY_STATE_TYPE_INDEX_NONE = 0,
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ENTITY_STATE_TYPE_INDEX_STUN = 1,
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ENTITY_STATE_TYPE_INDEX_ROOT = 2,
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ENTITY_STATE_TYPE_INDEX_FROZEN = 3,
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ENTITY_STATE_TYPE_INDEX_SILENCED = 4,
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ENTITY_STATE_TYPE_INDEX_DISORIENTED = 5,
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ENTITY_STATE_TYPE_INDEX_FEARED = 6,
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ENTITY_STATE_TYPE_INDEX_BURNING = 7,
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ENTITY_STATE_TYPE_INDEX_COLD = 8,
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ENTITY_STATE_TYPE_INDEX_CURSED = 9,
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ENTITY_STATE_TYPE_INDEX_PACIFIED = 10,
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ENTITY_STATE_TYPE_INDEX_MAX = 11,
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};
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static EntityStateTypeFlags get_state_flag_for_index(int index) {
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switch (index) {
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case ENTITY_STATE_TYPE_INDEX_STUN:
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return ENTITY_STATE_TYPE_FLAG_STUN;
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case ENTITY_STATE_TYPE_INDEX_ROOT:
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return ENTITY_STATE_TYPE_FLAG_ROOT;
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case ENTITY_STATE_TYPE_INDEX_FROZEN:
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return ENTITY_STATE_TYPE_FLAG_FROZEN;
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case ENTITY_STATE_TYPE_INDEX_SILENCED:
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return ENTITY_STATE_TYPE_FLAG_SILENCED;
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case ENTITY_STATE_TYPE_INDEX_DISORIENTED:
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return ENTITY_STATE_TYPE_FLAG_DISORIENTED;
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case ENTITY_STATE_TYPE_INDEX_FEARED:
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return ENTITY_STATE_TYPE_FLAG_FEARED;
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case ENTITY_STATE_TYPE_INDEX_BURNING:
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return ENTITY_STATE_TYPE_FLAG_BURNING;
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case ENTITY_STATE_TYPE_INDEX_COLD:
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return ENTITY_STATE_TYPE_FLAG_COLD;
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case ENTITY_STATE_TYPE_INDEX_CURSED:
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return ENTITY_STATE_TYPE_FLAG_CURSED;
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case ENTITY_STATE_TYPE_INDEX_PACIFIED:
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return ENTITY_STATE_TYPE_FLAG_PACIFIED;
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}
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return ENTITY_STATE_TYPE_FLAG_NONE;
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}
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enum EntityImmunityFlags {
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ENTITY_IMMUNITY_FLAG_NONE = 0,
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ENTITY_IMMUNITY_FLAG_STUN = 1 << 0,
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ENTITY_IMMUNITY_FLAG_ROOT = 1 << 1,
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ENTITY_IMMUNITY_FLAG_FREEZE = 1 << 2,
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ENTITY_IMMUNITY_FLAG_SILENCE = 1 << 3,
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ENTITY_IMMUNITY_FLAG_DISORIENT = 1 << 4,
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ENTITY_IMMUNITY_FLAG_FEAR = 1 << 5,
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ENTITY_IMMUNITY_FLAG_BURNING = 1 << 6,
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ENTITY_IMMUNITY_FLAG_COLD = 1 << 7,
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ENTITY_IMMUNITY_FLAG_PACIFY = 1 << 8,
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ENTITY_IMMUNITY_FLAG_MAGIC = 1 << 9,
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ENTITY_IMMUNITY_FLAG_POISON = 1 << 10,
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ENTITY_IMMUNITY_FLAG_PHYSICAL = 1 << 11,
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ENTITY_IMMUNITY_FLAG_CURSE = 1 << 12,
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ENTITY_IMMUNITY_FLAG_BLEED = 1 << 13,
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ENTITY_IMMUNITY_FLAG_MELEE = 1 << 14,
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ENTITY_IMMUNITY_FLAG_HOLY = 1 << 15,
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ENTITY_IMMUNITY_FLAG_SHADOW = 1 << 16,
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ENTITY_IMMUNITY_FLAG_NATURE = 1 << 17,
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ENTITY_IMMUNITY_FLAG_FIRE = 1 << 18,
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ENTITY_IMMUNITY_FLAG_FROST = 1 << 19,
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ENTITY_IMMUNITY_FLAG_LIGHTNING = 1 << 20,
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ENTITY_IMMUNITY_FLAG_CHAOS = 1 << 21,
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ENTITY_IMMUNITY_FLAG_SLOW = 1 << 22,
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ENTITY_IMMUNITY_FLAG_CRIT = 1 << 23,
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ENTITY_IMMUNITY_FLAG_AOE = 1 << 24,
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ENTITY_IMMUNITY_FLAG_DAMAGE = 1 << 25,
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ENTITY_IMMUNITY_FLAG_FALL_DAMAGE = 1 << 26,
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ENTITY_IMMUNITY_FLAG_PROJECTILE = 1 << 27,
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ENTITY_IMMUNITY_FLAG_DEBUFF = 1 << 28,
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ENTITY_IMMUNITY_FLAG_ATTACKS = 1 << 29,
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ENTITY_IMMUNITY_FLAG_DISPELL = 1 << 30,
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};
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enum CommonCharacterSkeletonPoints {
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COMMON_SKELETON_POINT_ROOT = 0,
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COMMON_SKELETON_POINT_PELVIS,
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COMMON_SKELETON_POINT_SPINE,
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COMMON_SKELETON_POINT_SPINE_1,
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COMMON_SKELETON_POINT_SPINE_2,
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COMMON_SKELETON_POINT_NECK,
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COMMON_SKELETON_POINT_HEAD,
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COMMON_SKELETON_POINT_TORSO,
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COMMON_SKELETON_POINT_RIGHT_HIP,
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COMMON_SKELETON_POINT_LEFT_HIP,
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COMMON_SKELETON_POINT_BACK,
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COMMON_SKELETON_POINT_LEFT_HAND,
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COMMON_SKELETON_POINT_RIGHT_HAND,
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COMMON_SKELETON_POINT_WEAPON_LEFT,
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COMMON_SKELETON_POINT_WEAPON_RIGHT,
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COMMON_SKELETON_POINT_WEAPON_LEFT_BACK,
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COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK,
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COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD,
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COMMON_SKELETON_POINT_WEAPON_RIGHT_SHIELD,
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COMMON_SKELETON_POINTS_MAX,
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};
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enum AIStates {
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AI_STATE_OFF = 0,
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AI_STATE_REST,
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AI_STATE_PATROL,
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AI_STATE_FOLLOW_PATH,
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AI_STATE_REGENERATE,
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AI_STATE_ATTACK,
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AI_STATE_PET_OFF,
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AI_STATE_PET_FOLLOW,
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AI_STATE_PET_STOP,
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AI_STATE_PET_ATTACK,
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AI_STATE_MAX,
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};
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enum EntityRelationType {
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ENTITY_RELATION_TYPE_NEUTRAL = 0,
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ENTITY_RELATION_TYPE_FRIENDLY,
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ENTITY_RELATION_TYPE_HOSTILE,
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};
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enum EntityInteractionType {
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ENITIY_INTERACTION_TYPE_NORMAL = 0,
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ENITIY_INTERACTION_TYPE_SPEAK,
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ENITIY_INTERACTION_TYPE_LOOT,
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ENITIY_INTERACTION_TYPE_USE,
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ENITIY_INTERACTION_TYPE_TRAIN,
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ENITIY_INTERACTION_TYPE_VENDOR,
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ENITIY_INTERACTION_TYPE_NONE,
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};
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enum EntityClassPlaystyleType {
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ENTITY_CLASS_PLAYSTYLE_TYPE_MELEE = 0,
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ENTITY_CLASS_PLAYSTYLE_TYPE_SPELL,
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ENTITY_CLASS_PLAYSTYLE_TYPE_HYBRID,
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ENTITY_CLASS_PLAYSTYLE_TYPE_NONE,
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};
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enum EntityWindows {
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ENTITY_WINDOW_LOOT = 0,
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ENTITY_WINDOW_CONTAINER,
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ENTITY_WINDOW_VENDOR,
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ENTITY_WINDOW_TRAINER,
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};
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enum EntityResourceIndices {
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ENTITY_RESOURCE_INDEX_HEALTH = 0,
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ENTITY_RESOURCE_INDEX_SPEED = 1,
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ENTITY_RESOURCE_INDEX_RESOURCES_BEGIN = 2,
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};
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enum {
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BASE_XP = 50,
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ENTITY_INTERACT_RANGE = 4,
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ENTITY_INTERACT_RANGE_SQUARED = ENTITY_INTERACT_RANGE * ENTITY_INTERACT_RANGE,
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};
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EntityEnums() {}
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protected:
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static void _bind_methods();
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};
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VARIANT_ENUM_CAST(EntityEnums::EntityPlayerType);
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VARIANT_ENUM_CAST(EntityEnums::EntityController);
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VARIANT_ENUM_CAST(EntityEnums::EntityFlags);
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VARIANT_ENUM_CAST(EntityEnums::EntityStateTypeFlags);
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VARIANT_ENUM_CAST(EntityEnums::EntityStateTypeIndexes);
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VARIANT_ENUM_CAST(EntityEnums::CommonCharacterSkeletonPoints);
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VARIANT_ENUM_CAST(EntityEnums::AIStates);
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VARIANT_ENUM_CAST(EntityEnums::EntityImmunityFlags);
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VARIANT_ENUM_CAST(EntityEnums::EntityRelationType);
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VARIANT_ENUM_CAST(EntityEnums::EntityInteractionType);
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VARIANT_ENUM_CAST(EntityEnums::EntityClassPlaystyleType);
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VARIANT_ENUM_CAST(EntityEnums::EntityWindows);
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VARIANT_ENUM_CAST(EntityEnums::EntityResourceIndices);
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#endif
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