/* * 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/GlobalScript.h */ #ifndef SIGMOD_GLOBALSCRIPT #define SIGMOD_GLOBALSCRIPT // Sigcore includes #include // Sigmod includes #include "Object.h" namespace Sigmod { // Forward declarations class Game; /** * \class Sigmod::GlobalScript GlobalScript.h sigmod/GlobalScript.h * \brief A script that contains common code for use by other scripts. * * Global scripts allow for common actions to be triggered by other scripts in the sigmod. * Built-in scripts can be overridden as well if the script is given a name that tells the * engine to use it in place of another. * * \todo List built-in script names and describe each. */ class SIGMOD_EXPORT GlobalScript : public Object { Q_OBJECT public: /** * Copy constructor. * * \param globalScript The script to copy. */ GlobalScript(const GlobalScript& globalScript); /** * Create a new script belonging to \p parent and id \p id. * * \param parent The parent of the script. * \param id The id number for the script. */ GlobalScript(const Game* parent, const int id); /** * Data copy constructor. Copies the data from \p globalScript as a child of \p parent with id \p id. * * \param globalScript The item to copy the data from. * \param parent The parent of the script. * \param id The id number for the script. */ GlobalScript(const GlobalScript& globalScript, 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 script. * \param id The id number for the script. */ GlobalScript(const QDomElement& xml, const Game* parent, const int id = -1); /** * Check to make sure the script's values are valid. * \note This does not check the script 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 item in XML format. * * \return The XML structure representing the script. */ QDomElement save() const; /** * Sets the name of the script. This is only used internally. * * \param name The name of the script. */ void setName(const QString& name); /** * Sets the script that contains common code that is available for use by other scripts. The following * objects are available to the script (\p NULL if unavailable): * * - \b script -- The \link Sigscript::GlobalScriptWrapper wrapper \endlink for the script. * - \b player -- The \link Sigencore::Player player \endlink the script is active. * - \b sigmod -- The \link Sigscript::SigmodWrapper wrapper \endlink for the \link Sigmod sigmod \endlink in use. * - \b arena -- The \link Sigencore::Arena arena \endlink that is active. * - \b world -- The \link Sigworld::Map map \endlink for the \link Sigscript::MapWrapper map \endlink that is active. * * Other objects may be available to the script depending on its context. Also, objects may be added to the script by * giving the script more before it is started. * * \param script The script. */ void setScript(const Sigcore::Script& script); /** * \sa setName * * \return The name of the script. */ QString name() const; /** * \sa setScript * * \return The script. */ Sigcore::Script script() const; bool nameCheck(const QString& name) const; bool scriptCheck(const Sigcore::Script& script) const; GlobalScript& operator=(const GlobalScript& rhs); private: QString m_name; Sigcore::Script m_script; }; } #endif