/* * Copyright 2008-2009 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/Status.cpp */ // Header include #include "Status.h" // Sigmod includes #include "Game.h" #include "Macros.h" using namespace Sigcore; using namespace Sigmod; Status::Status(const Status& status) : Object(status.parent(), status.id()) { *this = status; } Status::Status(const Game* parent, const int id) : Object(parent, id), m_name(""), m_battleScript("", ""), m_worldScript("", "") { } Status::Status(const Status& status, const Game* parent, const int id) : Object(parent, id) { *this = status; } Status::Status(const QDomElement& xml, const Game* parent, const int id) : Object(parent, id) { LOAD_ID(); load(xml); } void Status::validate() { TEST_BEGIN(); if (m_name.isEmpty()) emit(error("Name is empty")); TEST_END(); } void Status::load(const QDomElement& xml) { LOAD_BEGIN(); LOAD(name); LOAD(battleScript); LOAD(worldScript); } QDomElement Status::save() const { SAVE_CREATE(); SAVE(name); SAVE(battleScript); SAVE(worldScript); return xml; } SETTER(Status, QString&, Name, name) SETTER(Status, Script&, BattleScript, battleScript) SETTER(Status, Script&, WorldScript, worldScript) GETTER(Status, QString, name) GETTER(Status, Script, battleScript) GETTER(Status, Script, worldScript) CHECK(Status, QString&, name) CHECK(Status, Script&, battleScript) CHECK(Status, Script&, worldScript) Status& Status::operator=(const Status& rhs) { if (this == &rhs) return *this; COPY(name); COPY(battleScript); COPY(worldScript); return *this; }