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