// 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_SKILLS_H #define RY_SKILLS_H #include "nel/misc/types_nl.h" #include // NbSkills in enum : 225 Report this in database.xls // BRIANCODE - adding an "any" enum AFTER NUM_SKILLS so I can check if "any" skill is level X or higher (for example) namespace SKILLS { enum ESkills { SC = 0, SCA, SCAH, SCAHB, SCAHBE, SCAHBEM, SCAHG, SCAHGE, SCAHGEM, SCAHH, SCAHHE, SCAHHEM, SCAHP, SCAHPE, SCAHPEM, SCAHS, SCAHSE, SCAHSEM, SCAHV, SCAHVE, SCAHVEM, SCAL, SCALB, SCALBE, SCALBEM, SCALG, SCALGE, SCALGEM, SCALP, SCALPE, SCALPEM, SCALS, SCALSE, SCALSEM, SCALV, SCALVE, SCALVEM, SCAM, SCAMB, SCAMBE, SCAMBEM, SCAMG, SCAMGE, SCAMGEM, SCAMP, SCAMPE, SCAMPEM, SCAMS, SCAMSE, SCAMSEM, SCAMV, SCAMVE, SCAMVEM, SCAS, SCASB, SCASBE, SCASBEM, SCASS, SCASSE, SCASSEM, SCJ, SCJA, SCJAA, SCJAAE, SCJAAEM, SCJB, SCJBA, SCJBAE, SCJBAEM, SCJD, SCJDA, SCJDAE, SCJDAEM, SCJE, SCJEA, SCJEAE, SCJEAEM, SCJP, SCJPA, SCJPAE, SCJPAEM, SCJR, SCJRA, SCJRAE, SCJRAEM, SCM, SCM1, SCM1A, SCM1AE, SCM1AEM, SCM1D, SCM1DE, SCM1DEM, SCM1M, SCM1ME, SCM1MEM, SCM1P, SCM1PE, SCM1PEM, SCM1S, SCM1SE, SCM1SEM, SCM1T, SCM1TE, SCM1TEM, SCM2, SCM2A, SCM2AE, SCM2AEM, SCM2M, SCM2ME, SCM2MEM, SCM2P, SCM2PE, SCM2PEM, SCM2S, SCM2SE, SCM2SEM, SCMC, SCMCA, SCMCAE, SCMCAEM, SCR, SCR1, SCR1P, SCR1PE, SCR1PEM, SCR2, SCR2A, SCR2AE, SCR2AEM, SCR2L, SCR2LE, SCR2LEM, SCR2R, SCR2RE, SCR2REM, SF, SFM, SFM1, SFM1B, SFM1BM, SFM1BMM, SFM1BS, SFM1BSM, SFM1P, SFM1PS, SFM1PSM, SFM1S, SFM1SA, SFM1SAM, SFM1SS, SFM1SSM, SFM2, SFM2B, SFM2BM, SFM2BMM, SFM2P, SFM2PP, SFM2PPM, SFM2S, SFM2SA, SFM2SAM, SFM2SS, SFM2SSM, SFMC, SFMCA, SFMCAD, SFMCADM, SFMCAH, SFMCAHM, SFR, SFR1, SFR1A, SFR1AP, SFR1APM, SFR2, SFR2A, SFR2AA, SFR2AAM, SFR2AL, SFR2ALM, SFR2AR, SFR2ARM, SH, SHF, SHFD, SHFDA, SHFDAE, SHFDAEM, SHFF, SHFFA, SHFFAE, SHFFAEM, SHFJ, SHFJA, SHFJAE, SHFJAEM, SHFL, SHFLA, SHFLAE, SHFLAEM, SHFP, SHFPA, SHFPAE, SHFPAEM, SM, SMD, SMDA, SMDAA, SMDAAE, SMDAAEM, SMDH, SMDHA, SMDHAE, SMDHAEM, SMO, SMOA, SMOAA, SMOAAE, SMOAAEM, SMOE, SMOEA, SMOEAE, SMOEAEM, NUM_SKILLS, unknown, any, }; /** * get the right skill enum from the input string * \param str the input string * \return the ESkills associated to this string (Unknown if the string cannot be interpreted) */ ESkills toSkill ( const std::string &str ); /** * get the right skill string from the gived enum * \param skill the skill to convert * \return the string associated to this enum number (Unknown if the enum number not exist) */ const std::string& toString( uint16 skill ); /** * get the skill category name * \param s is the enum number * \return the string name of skill type (Unknown if the enum number not exist) */ const std::string& getSkillCategoryName( uint16 s ); }; // SKILLS #endif // RY_SKILLS_H /* End of skills.h */