/* * Copyright 2007-2009 Ben Boeckel * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU 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 General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ /** * \file sigmod/Ability.h */ #ifndef SIGMOD_ABILITY #define SIGMOD_ABILITY // Sigcore includes #include // Sigmod includes #include "Object.h" namespace Sigmod { // Forward declarations class Game; /** * \class Sigmod::Ability Ability.h sigmod/Ability.h * \brief Class describing an ability. * * Abilities typically work as longer-lasting effects during a battle. Some common uses are: * * - Nullifying status effects * - Manipulating the weather * - Providing support in times of need * - Added status effects under different conditions * * They can also function as helpers in the world by doing things such as: * * - Changing the chances of a random encounter * - Increasing the chances of different leveled enemies * - Make trainers ignore the player * * Abilities should be well balanced; they should not do too much, yet still useful. */ class SIGMOD_EXPORT Ability : public Object { Q_OBJECT public: /** * Copy constructor. * * \param ability The ability to copy. */ Ability(const Ability& ability); /** * Create a new ability belonging to \p parent and id \p id. * * \param parent The parent of the ability. * \param id The id number for the ability. */ Ability(const Game* parent, const int id); /** * Data copy constructor. Copies the data from \p ability as a child of \p parent with id \p id. * * \param ability The ability to copy the data from. * \param parent The parent of the ability. * \param id The id number for the ability. */ Ability(const Ability& ability, const Game* parent, const int id); /** * XML data constructor. * * \param xml The XML structure to extract the data from. * \param parent The parent of the ability. * \param id The id number for the ability. */ Ability(const QDomElement& xml, const Game* parent, const int id = -1); /** * Check to make sure the ability's values are valid. * \note This does not check the scripts for validity. */ void validate(); /** * Load data from XML. * * \param xml The XML structure to extract data from. */ void load(const QDomElement& xml); /** * Get the data for the ability in XML format. * * \return The XML structure representing the ability. */ QDomElement save() const; /** * Set the name of the ability used in the game. * * \param name The name of the ability. */ void setName(const QString& name); /** * Set the priority of the ability. The priority is used by the battle engine determine which abilities get executed first. * Lower values go before higher values. Use the \link Ability::setPriorityScript priority script \endlink for how to modify * it based on the environment in the arena. * * \param priority The priority of the ability. */ void setPriority(const int priority); /** * Set the description of the ability. The description should be a snippet of text describing the ability to the player. * * \param description The description of the ability. */ void setDescription(const QString& description); /** * Set the script for the ability when in battle. This script defines the behavior of the ability when in a battle. * The following objects are available to the script: * * - \b ability -- The \link Sigscript::AbilityWrapper ability \endlink which the script is using. * - \b owner -- The \link Sigencore::TeamMember team member \endlink which owns the instance of the ability. * - \b client -- The \link Sigencore::Client client \endlink which owns \b owner. * - \b sigmod -- The \link Sigscript::SigmodWrapper wrapper \endlink for the \link Sigmod sigmod \endlink in use. * - \b arena -- The \link Sigencore::Arena arena \endlink the ability is being used in. * * \param battleScript The script for the ability when in battle. */ void setBattleScript(const Sigcore::Script& battleScript); /** * Set the script for the ability when on the world map. This script defines the behavior of the ability when on the world map. * The following objects are available to the script: * * - \b ability -- The \link Sigscript::AbilityWrapper ability \endlink which the script is using. * - \b owner -- The \link Sigencore::TeamMember team member \endlink which owns the instance of the ability. * - \b client -- The \link Sigencore::Client client \endlink which owns \b owner. * - \b sigmod -- The \link Sigscript::SigmodWrapper wrapper \endlink for the \link Sigmod sigmod \endlink in use. * - \b world -- The \link Sigworld::Map map \endlink for the \link Map map \endlink the player is on. * * \param worldScript The script for the ability when on the world map. */ void setWorldScript(const Sigcore::Script& worldScript); /** * Set the script that determines the priority of the ability. This script allows the ability to change its priority based on what * is happening in the \link Sigencore::Arena arena \endlink. The following objects are available to the script: * * - \b owner -- The \link Sigencore::TeamMember team member \endlink which owns the instance of the ability. * - \b client -- The \link Sigencore::Client client \endlink which owns \b owner. * - \b sigmod -- The \link Sigscript::SigmodWrapper wrapper \endlink for the \link Sigmod sigmod \endlink in use. * - \b arena -- The \link Sigencore::Arena arena \endlink the ability is being used in. * * To override the priority given by the ability, set the \p ability-priority-%name (where "%name" is the name of the ability) * value in \p owner. Setting it in the \link Sigscript::SigmodWrapper sigmod wrapper \endlink will cause all instances of the * ability to have the new priority. * * \param priorityScript The script that determines the priority of the ability. */ void setPriorityScript(const Sigcore::Script& priorityScript); /** * \sa setName * * \return The name of the ability. */ QString name() const; /** * \sa setPriority * * \return The priority of the ability. */ int priority() const; /** * \sa setDescription * * \return The description of the ability. */ QString description() const; /** * \sa setBattleScript * * \return The script that controls the ability in battle. */ Sigcore::Script battleScript() const; /** * \sa setWorldScript * * \return The script that controls the ability on the world map. */ Sigcore::Script worldScript() const; /** * \sa setPriorityScript * * \return The script that changes the priority when necessary. */ Sigcore::Script priorityScript() const; bool nameCheck(const QString& name) const; bool priorityCheck(const int priority) const; bool descriptionCheck(const QString& description) const; bool battleScriptCheck(const Sigcore::Script& battleScript) const; bool worldScriptCheck(const Sigcore::Script& worldScript) const; bool priorityScriptCheck(const Sigcore::Script& priorityScript) const; Ability& operator=(const Ability& rhs); private: QString m_name; int m_priority; QString m_description; Sigcore::Script m_battleScript; Sigcore::Script m_worldScript; Sigcore::Script m_priorityScript; }; } #endif