// Ryzom - MMORPG Framework
// 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 .
#ifndef RY_ITEM_SPECIAL_EFFECT_H
#define RY_ITEM_SPECIAL_EFFECT_H
#include "nel/misc/types_nl.h"
namespace ITEM_SPECIAL_EFFECT
{
// This file is generated, do not edit it. Source file is (probably) item_special_effect.lua.
enum TItemSpecialEffect
{
ISE_FIGHT_ADD_CRITICAL,
ISE_FIGHT_VAMPIRISM,
ISE_MAGIC_DIVINE_INTERVENTION,
ISE_MAGIC_SHOOT_AGAIN,
ISE_CRAFT_ADD_STAT_BONUS,
ISE_CRAFT_ADD_LIMIT,
ISE_FORAGE_ADD_RM,
ISE_FORAGE_NO_RISK,
UNDEFINED,
NB_ITEM_SPECIAL_EFFECT = UNDEFINED
};
/**
* get the right item special effect from the input string
* \param str the input string
* \return the TItemSpecialEffect associated to this string (UNDEFINED if the string cannot be interpreted)
*/
TItemSpecialEffect stringToItemSpecialEffect( const std::string& str );
/**
* get the right item special effect from the input string
* \param str the input string
* \return the TItemSpecialEffect associated to this string (UNDEFINED if the string cannot be interpreted)
*/
TItemSpecialEffect fromString( const std::string& str );
/**
* return the item special effect as a string
* \param itemSpecialEffect item special effect to transform into a string
* \return the item special effect as a string
*/
const std::string& toString( TItemSpecialEffect itemSpecialEffect );
}; // ITEM_SPECIAL_EFFECT
#endif // RY_ITEM_SPECIAL_EFFECT_H
/* End of item_special_effect.h */