text: /*
   * Copyright (c) 2010, Anima Games, Benjamin Karaban, Laurent Schneider,
   * Jérémie Comarmond, Didier Colin.
   * All rights reserved.
   * 
   * Redistribution and use in source and binary forms, with or without
   * modification, are permitted provided that the following conditions are met:
   * - Redistributions of source code must retain the above copyright notice,
   *   this list of conditions and the following disclaimer.
   * - Redistributions in binary form must reproduce the above copyright
   *   notice, this list of conditions and the following disclaimer in the
   *   documentation and/or other materials provided with the distribution.
   * - Neither the name of the copyright holder nor the names of its
   *   contributors may be used to endorse or promote products derived from
   *   this software without specific prior written permission.
   * 
   * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
   * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
   * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
   * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
   * OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
   * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
   * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
   * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
   * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
   * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
   * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   */
  #ifndef GAMEENGINE_STUFFEFFECT_H_
  #define GAMEENGINE_STUFFEFFECT_H_
  
  #include <Core/Standard.h>
  #include <GameEngine/Enums.h>
  #include <GameEngine/GameEntity.h>
  
  namespace GameEngine
  {
  /*
   * Un StuffEffect est une modification du contexte de jeu réalisée par un équipement.
   * Contrairement aux effets de sorts, les StuffEffect ne sont pas déclenchés par des actions
   * du joueur mais par les conditions définies par l'énumération EStuffCondition.
   */
  class LM_API_HGE StuffEffect : public GameEntity
  {
  public:
  
      StuffEffect(EStuffEffectType effect, int32 magnitude, EStuffCondition condition);
  
      EStuffEffectType getEffect() const;
  
      virtual const String & getPrefix() const;
  
      static const String & getStuffsEffectsPrefix();
  
      virtual const String & getName() const;
  
      virtual String getDescription(EDescriptionFormat format) const;
  
  protected:
  
      static const String _sPREFIX;
  
      EStuffEffectType    _effect;
      int32               _magnitude;
      EStuffCondition     _condition;
  };
  
  
  }
  #endif /* GAMEENGINE_STUFFEFFECT_H_ */
  