1 #pragma once 2 3 enum equipment_type 4 { 5 EQ_NONE = -1, 6 7 EQ_WEAPON, 8 EQ_FIRST_EQUIP = EQ_WEAPON, 9 EQ_CLOAK, 10 EQ_HELMET, 11 EQ_GLOVES, 12 EQ_BOOTS, 13 EQ_SHIELD, 14 EQ_BODY_ARMOUR, 15 EQ_FIRST_JEWELLERY, 16 EQ_LEFT_RING = EQ_FIRST_JEWELLERY, 17 EQ_RIGHT_RING, 18 EQ_AMULET, 19 //Octopodes don't have left and right rings. They have eight rings, instead. 20 EQ_RING_ONE, 21 EQ_RING_TWO, 22 EQ_RING_THREE, 23 EQ_RING_FOUR, 24 EQ_RING_FIVE, 25 EQ_RING_SIX, 26 EQ_RING_SEVEN, 27 EQ_RING_EIGHT, 28 // Finger amulet provides an extra ring slot 29 EQ_RING_AMULET, 30 EQ_LAST_JEWELLERY = EQ_RING_AMULET, 31 NUM_EQUIP, 32 33 EQ_MIN_ARMOUR = EQ_CLOAK, 34 EQ_MAX_ARMOUR = EQ_BODY_ARMOUR, 35 EQ_MAX_WORN = EQ_RING_AMULET, 36 // these aren't actual equipment slots, they're categories for functions 37 EQ_STAFF = 100, // weapon with base_type OBJ_STAVES 38 EQ_RINGS, // check both rings 39 EQ_RINGS_PLUS, // check both rings and sum plus 40 EQ_ALL_ARMOUR, // check all armour types 41 }; 42