/* * 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/Tile.h */ #ifndef SIGMOD_TILE #define SIGMOD_TILE // Sigcore includes #include // Sigmod includes #include "Object.h" namespace Sigmod { // Forward declarations class Game; /** * \class Sigmod::Tile Tile.h sigmod/Tile.h * \brief Class describing a tile. * * Tiles are static map objects. They can change their images, but not their position * or size (determined by the initial image used for it). If a tile is set to be * \p walkable, it can be walked over by objects (trainers, effects, and players). * However, any transparent parts of the image used will never collide. */ class SIGMOD_EXPORT Tile : public Object { Q_OBJECT public: /** * Copy constructor. * * \param tile The tile to copy. */ Tile(const Tile& tile); /** * Create a new tile belonging to \p parent and id \p id. * * \param parent The parent of the tile. * \param id The id number for the tile. */ Tile(const Game* parent, const int id); /** * Data copy constructor. Copies the data from \p tile as a child of \p parent with id \p id. * * \param tile The tile to copy the data from. * \param parent The parent of the tile. * \param id The id number for the tile. */ Tile(const Tile& tile, 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 tile. * \param id The id number for the tile. */ Tile(const QDomElement& xml, const Game* parent, const int id = -1); /** * Check to make sure the tile'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 tile in XML format. * * \return The XML structure representing the tile. */ QDomElement save() const; /** * Sets the name of the tile. This is only used internally. * * \param name The name of the tile. */ void setName(const QString& name); /** * Sets whether the tile can be walked through by objects or not. * * \param walkable Whether the tile can be walked through. */ void setWalkable(const bool walkable); /** * Sets the script for the tile. The following objects are available to the script: * * - \b tileinfo -- The \link Sigscript::TileWrapper wrapper \endlink for the tile. * - \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. * - \b tile -- The \link Sigworld::Tile tile \endlink the script controls. * * The \b tile object has a entered(\link Sigencore::Player* \endlink) signal which the script can connect to * in order to interact with the player. In order to animate \b tile, it is recommended to use a \link QTimeLine \endlink * in order to control the animation. Then, providing a function that converts accepts the frame number, set the corresponding * sprite in \b tile. * * \param script The script for the tile. */ void setScript(const Sigcore::Script& script); /** * Sets the preview sprite for the tile. It is only used while editing maps. * * \param preview The id of the sprite. */ void setPreview(const int preview); /** * \sa setName * * \return The name of the tile. */ QString name() const; /** * \sa setWalkable * * \return Whether the til ecan be walked through or not. */ bool walkable() const; /** * \sa setScript * * \return The script for the tile. */ Sigcore::Script script() const; /** * \sa setPreview * * \return The sprite to use for a preview of the tile. */ int preview() const; bool nameCheck(const QString& name) const; bool walkableCheck(const bool walkable) const; bool scriptCheck(const Sigcore::Script& script) const; bool previewCheck(const int preview) const; Tile& operator=(const Tile& rhs); private: QString m_name; bool m_walkable; Sigcore::Script m_script; int m_preview; }; } #endif