/* * 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.h */ #ifndef SIGMOD_STATUS #define SIGMOD_STATUS // Sigcore includes #include // Sigmod includes #include "Object.h" namespace Sigmod { // Forward declarations class Game; /** * \class Sigmod::Status Status.h sigmod/Status.h * \brief Class describing a status. * * A status effect can change things drastically for a creature that is inflicted with it. * It may not be able to attack, receive items, switch, or may receive damage at certain * intervals. Status effects that are only applicable in battle should clear themselves * from the creature after the battle ends. */ class SIGMOD_EXPORT Status : public Object { Q_OBJECT public: /** * Copy constructor. * * \param status The status to copy. */ Status(const Status& status); /** * Create a new status belonging to \p parent and id \p id. * * \param parent The parent of the status. * \param id The id number for the status. */ Status(const Game* parent, const int id); /** * Data copy constructor. Copies the data from \p status as a child of \p parent with id \p id. * * \param status The status to copy the data from. * \param parent The parent of the status. * \param id The id number for the status. */ Status(const Status& status, 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 status. * \param id The id number for the status. */ Status(const QDomElement& xml, const Game* parent, const int id = -1); /** * Check to make sure the status' 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 status in XML format. * * \return The XML structure representing the status. */ QDomElement save() const; void setName(const QString& name); /** * Set the script for the status when in battle. This script defines the behavior of the status when in a battle. * The following objects are available to the script: * * - \b status -- The \link Sigscript::StatusWrapper status \endlink the script controls. * - \b owner -- The \link Sigencore::TeamMember team member \endlink which is affected by the status. * - \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 \b owner is in. * * \param battleScript The script for the status when in battle. */ void setBattleScript(const Sigcore::Script& battleScript); /** * Set the script for the status when on the world map. This script defines the behavior of the status when on the world map. * The following objects are available to the script: * * - \b status -- The \link Sigscript::StatusWrapper status \endlink the script controls. * - \b owner -- The \link Sigencore::TeamMember team member \endlink which is affected by the status. * - \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 \b player is on. * * \param worldScript The script for the status when on the world map. */ void setWorldScript(const Sigcore::Script& worldScript); /** * \sa setName * * \return The name of the status. */ QString name() const; /** * \sa setBattleScript * * \return The script for the status in battle. */ Sigcore::Script battleScript() const; /** * \sa setWorldScript * * \return The script for the status in the world map. */ Sigcore::Script worldScript() const; bool nameCheck(const QString& name) const; bool battleScriptCheck(const Sigcore::Script& battleScript) const; bool worldScriptCheck(const Sigcore::Script& worldScript) const; Status& operator=(const Status& rhs); private: QString m_name; Sigcore::Script m_battleScript; Sigcore::Script m_worldScript; }; } #endif