khanat-opennel-code/code/ryzom/common/src/game_share/brick_flags.h

115 lines
2.7 KiB
C++

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