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115 lines
2.7 KiB
C++
115 lines
2.7 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_BRICK_FLAGS_H
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#define RY_BRICK_FLAGS_H
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#include "nel/misc/types_nl.h"
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#include "power_types.h"
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#include "slot_equipment.h"
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#include "effect_families.h"
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namespace BRICK_FLAGS
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{
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enum TBrickFlag
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{
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// If you modify this enums, modify the interface's version in config.xml
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BeginCombatFlags = 0,
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Miss = BeginCombatFlags,
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Fumble,
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Hit,
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CriticalHit,
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Parry,
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Dodge,
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ShieldUsed,
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Head,
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Chest,
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Arms,
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Hands,
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Legs,
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Feet,
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Feint,
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Stun,
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Bleed,
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SlowMove,
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SlowAttacks,
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EndCombatFlags = SlowAttacks,
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NbCombatFlags,
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// END combat flags MUST be < 32
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// WARNING Power Flags MUST be in the same order than in power_types.h
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BeginPowerFlags = 32,
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Taunt = BeginPowerFlags,
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Shielding,
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SpeedingUp,
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LifeConcentration,
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StaminaConcentration,
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SapConcentration,
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ConvertStamina,
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ConvertSap,
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Berserk,
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BalanceHp,
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Heal,
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Invulnerability,
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EnchantWeapon,
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ChgCharac,
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ModDefense,
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ModCraftSuccess,
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ModMeleeSuccess,
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ModRangeSuccess,
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ModMagicSuccess,
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ModForageSuccess,
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// consumable items related powers
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HealHpC,
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HealSapC,
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HealStaC,
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HealFocusC,
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EndPowerFlags = HealFocusC,
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NbPowerFlags = EndPowerFlags - 31,
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Aura = 63,
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UnknownFlag,
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};
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/// convert a flag to a string
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const std::string &toString(TBrickFlag flag);
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/// convert a string to a flag
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TBrickFlag toBrickFlag( const std::string &str);
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/// convert a power family to a flag
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TBrickFlag powerTypeToFlag( POWERS::TPowerType powerType );
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/// convert a slot to a combat flag
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TBrickFlag slotToFlag( SLOT_EQUIPMENT::TSlotEquipment slot );
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/// convert an effect family to a flag
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TBrickFlag effectFamilyToFlag( EFFECT_FAMILIES::TEffectFamily family );
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}; // BRICK_FLAGS
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#endif // RY_BRICK_FLAGS_H
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/* End of brick_flags.h */
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