/* * 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/Move.h */ #ifndef SIGMOD_MOVE #define SIGMOD_MOVE // Sigcore includes #include #include // Sigmod includes #include "Object.h" namespace Sigmod { // Forward declarations class Game; /** * \class Sigmod::Move Move.h sigmod/Move.h * \brief Class describing a move. * * Moves are the standard action in battle. They typically hinder enemies or * benefit allies. Most of the damage during battle is inflicted through moves. */ class SIGMOD_EXPORT Move : public Object { Q_OBJECT public: /** * Copy constructor. * * \param move The move to copy. */ Move(const Move& move); /** * Create a new move belonging to \p parent and id \p id. * * \param parent The parent of the move. * \param id The id number for the move. */ Move(const Game* parent, const int id); /** * Data copy constructor. Copies the data from \p move as a child of \p parent with id \p id. * * \param move The move to copy the data from. * \param parent The parent of the move. * \param id The id number for the move. */ Move(const Move& move, 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 move. * \param id The id number for the move. */ Move(const QDomElement& xml, const Game* parent, const int id = -1); /** * Check to make sure the move'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 move in XML format. * * \return The XML structure representing the move. */ QDomElement save() const; /** * Sets the name of the move. * * \param name The name of the move. */ void setName(const QString& name); /** * Sets the accuracy of the move. If an accuracy check fails, no effects are done (except * for effects that occur when the move misses). * * \param accuracy The accuracy of the move. */ void setAccuracy(const Sigcore::Fraction& accuracy); /** * Sets the power of the move. If the power is 0, no damage calculations are done. All * attacks do at least one hit point of damage. * * \param power The power of the move. */ void setPower(const int power); /** * Sets the id of the type of the move. * * \param type The id of the type of the move. */ void setType(const int type); /** * Sets whether the move uses special stats or not. * * \param special Whether the move uses special stats or not. */ void setSpecial(const bool special); /** * Sets the number of power points for the move. It can be increased by items or other * effects, but this is a minimum. * * \param powerPoints The number of power points for the move. */ void setPowerPoints(const int powerPoints); /** * Sets the priority of the move when attacking. It can be changed using the priority * script during battle. * * \param priority The priority of the move when attacking. */ void setPriority(const int priority); /** * Sets the description of the move. It should be brief, but still descriptive. * * \param description A description of the move. */ void setDescription(const QString& description); /** * Set the script for the move when in battle. This script defines the behavior of the move when in a battle. * The following objects are available to the script: * * - \b move -- The \link Sigscritp::MoveWrapper move \endlink the script controls. * - \b owner -- The \link Sigencore::TeamMember team member \endlink which is using the move. * - \b player -- The \link Sigencore::Player player \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 move is being used in. * - \b targetN -- The \link Sigencore::TeamMember targets \endlink of the move (target0, target1, etc.). * * This script should control damage, status effects inflicted, and other side effects of the move (PP is automatically * reduced by one when using it, though more can be done). * * \param battleScript The script for the move when in battle. */ void setBattleScript(const Sigcore::Script& battleScript); /** * Set the script for the move when on the world map. This script defines the behavior of the move when on the world map. * The following objects are available to the script: * * - \b move -- The \link Sigscritp::MoveWrapper move \endlink the script controls. * - \b owner -- The \link Sigencore::TeamMember team member \endlink which knows the move. * - \b player -- The \link Sigencore::Player player \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 \b player is on. * * If the move does nothing outside of battle, the script should be empty. Otherwise, it should listen to the appropriate * signals and react to them. * * \param worldScript The script for the move when on the world map. */ void setWorldScript(const Sigcore::Script& worldScript); /** * Set the script that determines the priority of the move. This script allows the move 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 move -- The \link Sigscript::MoveWrapper move \endlink the script controls. * - \b owner -- The \link Sigencore::TeamMember team member \endlink which is using the move. * - \b player -- The \link Sigencore::Player player \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 move is being used in. * * To override the priority given by the move, set the \p move-priority-%name (where "%name" is the name of the move) * value in \p owner. Setting it in the \link Sigscript::SigmodWrapper Sigmod \endlink will cause all instances of the * move to have the new priority. * * \param priorityScript The script that determines the priority of the move. */ void setPriorityScript(const Sigcore::Script& priorityScript); /** * \sa setMove * * \return The name of the move. */ QString name() const; /** * \sa setAccuracy * * \return The accuracy of the move. */ Sigcore::Fraction accuracy() const; /** * \sa setPower * * \return The power of the move. */ int power() const; /** * \sa setType * * \return The id of the type of the move. */ int type() const; /** * \sa setSpecial * * \return Whether the move uses pecial stats or not. */ bool special() const; /** * \sa setPowerPoints * * \return The number of power points the move has. */ int powerPoints() const; /** * \sa setPriority * * \return The priority of the move. */ int priority() const; /** * \sa setDescription * * \return A description of the move. */ QString description() const; /** * \sa setBattleScript * * \return The script for the move in battle. */ Sigcore::Script battleScript() const; /** * \sa setWorldScript * * \return The script for the move when in the world map. */ Sigcore::Script worldScript() const; /** * \sa setPriorityScript * * \return The script for determining priority in battle. */ Sigcore::Script priorityScript() const; bool nameCheck(const QString& name) const; bool accuracyCheck(const Sigcore::Fraction& accuracy) const; bool powerCheck(const int power) const; bool typeCheck(const int type) const; bool specialCheck(const bool special) const; bool powerPointsCheck(const int powerPoints) 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; Move& operator=(const Move& rhs); private: QString m_name; Sigcore::Fraction m_accuracy; int m_power; int m_type; bool m_special; int m_powerPoints; int m_priority; QString m_description; Sigcore::Script m_battleScript; Sigcore::Script m_worldScript; Sigcore::Script m_priorityScript; }; } #endif