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type_id.h
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#pragma once
#ifndef CATA_SRC_TYPE_ID_H
#define CATA_SRC_TYPE_ID_H
// IWYU pragma: begin_exports
#include "int_id.h"
#include "string_id.h"
// IWYU pragma: end_exports
class achievement;
using achievement_id = string_id<achievement>;
class activity_type;
using activity_id = string_id<activity_type>;
class ammunition_type;
using ammotype = string_id<ammunition_type>;
struct ammo_effect;
using ammo_effect_id = int_id<ammo_effect>;
using ammo_effect_str_id = string_id<ammo_effect>;
struct bionic_data;
using bionic_id = string_id<bionic_data>;
struct body_part_type;
using bodypart_id = int_id<body_part_type>;
using bodypart_str_id = string_id<body_part_type>;
struct sub_body_part_type;
using sub_bodypart_id = int_id<sub_body_part_type>;
using sub_bodypart_str_id = string_id<sub_body_part_type>;
struct character_modifier;
using character_modifier_id = string_id<character_modifier>;
struct limb_score;
using limb_score_id = string_id<limb_score>;
struct construction_category;
using construction_category_id = string_id<construction_category>;
struct construction_group;
using construction_group_str_id = string_id<construction_group>;
struct clothing_mod;
using clothing_mod_id = string_id<clothing_mod>;
struct effect_on_condition;
using effect_on_condition_id = string_id<effect_on_condition>;
class effect_type;
using efftype_id = string_id<effect_type>;
class scent_type;
using scenttype_id = string_id<scent_type>;
class ascii_art;
using ascii_art_id = string_id<ascii_art>;
class disease_type;
using diseasetype_id = string_id<disease_type>;
class emit;
using emit_id = string_id<emit>;
class enchantment;
using enchantment_id = string_id<enchantment>;
class event_statistic;
using event_statistic_id = string_id<event_statistic>;
class fault;
using fault_id = string_id<fault>;
struct field_type;
using field_type_id = int_id<field_type>;
using field_type_str_id = string_id<field_type>;
struct furn_t;
using furn_id = int_id<furn_t>;
using furn_str_id = string_id<furn_t>;
class gun_mode;
using gun_mode_id = string_id<gun_mode>;
class harvest_drop_type;
using harvest_drop_type_id = string_id<harvest_drop_type>;
class harvest_list;
using harvest_id = string_id<harvest_list>;
class item_category;
using item_category_id = string_id<item_category>;
class Item_spawn_data;
// note: "dynamic" string id, see string_id_params in string_id.h
using item_group_id = string_id<Item_spawn_data>;
struct itype;
using itype_id = string_id<itype>;
class weapon_category;
using weapon_category_id = string_id<weapon_category>;
class ma_buff;
using mabuff_id = string_id<ma_buff>;
class martialart;
using matype_id = string_id<martialart>;
class ma_technique;
using matec_id = string_id<ma_technique>;
class map_extra;
using map_extra_id = string_id<map_extra>;
class mapgen_palette;
using palette_id = string_id<mapgen_palette>;
class material_type;
using material_id = string_id<material_type>;
struct mission_type;
using mission_type_id = string_id<mission_type>;
struct MOD_INFORMATION;
using mod_id = string_id<MOD_INFORMATION>;
class monfaction;
using mfaction_id = int_id<monfaction>;
using mfaction_str_id = string_id<monfaction>;
struct MonsterGroup;
using mongroup_id = string_id<MonsterGroup>;
class morale_type_data;
using morale_type = string_id<morale_type_data>;
struct mtype;
using mtype_id = string_id<mtype>;
class nested_mapgen;
using nested_mapgen_id = string_id<nested_mapgen>;
class npc_class;
using npc_class_id = string_id<npc_class>;
class npc_template;
using npc_template_id = string_id<npc_template>;
class faction;
using faction_id = string_id<faction>;
struct oter_t;
using oter_id = int_id<oter_t>;
using oter_str_id = string_id<oter_t>;
struct oter_type_t;
using oter_type_id = int_id<oter_type_t>;
using oter_type_str_id = string_id<oter_type_t>;
class overmap_connection;
using overmap_connection_id = string_id<overmap_connection>;
struct overmap_location;
using overmap_location_id = string_id<overmap_location>;
class overmap_special;
using overmap_special_id = string_id<overmap_special>;
struct overmap_special_migration;
using overmap_special_migration_id = string_id<overmap_special_migration>;
class profession;
using profession_id = string_id<profession>;
class recipe;
using recipe_id = string_id<recipe>;
struct requirement_data;
using requirement_id = string_id<requirement_data>;
class score;
using score_id = string_id<score>;
class Skill;
using skill_id = string_id<Skill>;
class SkillDisplayType;
using skill_displayType_id = string_id<SkillDisplayType>;
struct species_type;
using species_id = string_id<species_type>;
class speed_description;
using speed_description_id = string_id<speed_description>;
class mood_face;
using mood_face_id = string_id<mood_face>;
class spell_type;
using spell_id = string_id<spell_type>;
class start_location;
using start_location_id = string_id<start_location>;
class move_mode;
using move_mode_id = string_id<move_mode>;
struct mutation_category_trait;
using mutation_category_id = string_id<mutation_category_trait>;
class proficiency;
using proficiency_id = string_id<proficiency>;
struct ter_t;
using ter_id = int_id<ter_t>;
using ter_str_id = string_id<ter_t>;
class ter_furn_transform;
using ter_furn_transform_id = string_id<ter_furn_transform>;
class Trait_group;
namespace trait_group
{
using Trait_group_tag = string_id<Trait_group>;
// note: "dynamic" string id, see string_id_params in string_id.h
} // namespace trait_group
struct trap;
using trap_id = int_id<trap>;
using trap_str_id = string_id<trap>;
struct mutation_branch;
using trait_id = string_id<mutation_branch>;
class update_mapgen;
using update_mapgen_id = string_id<update_mapgen>;
struct quality;
using quality_id = string_id<quality>;
class VehicleGroup;
using vgroup_id = string_id<VehicleGroup>;
class vitamin;
using vitamin_id = string_id<vitamin>;
class vpart_info;
using vpart_id = string_id<vpart_info>;
struct vehicle_prototype;
using vproto_id = string_id<vehicle_prototype>;
struct weather_type;
using weather_type_id = string_id<weather_type>;
class zone_type;
using zone_type_id = string_id<zone_type>;
class translation;
using snippet_id = string_id<translation>;
struct construction;
using construction_id = int_id<construction>;
using construction_str_id = string_id<construction>;
class json_flag;
using flag_id = string_id<json_flag>;
using json_character_flag = string_id<json_flag>;
class widget;
using widget_id = string_id<widget>;
struct weakpoints;
using weakpoints_id = string_id<weakpoints>;
#endif // CATA_SRC_TYPE_ID_H