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/////////////////////////////////////////////////////////////////////////////
// Name:        pokemod/Ability.h
// Purpose:     Define an ability that species can possess to add extra
//              dynamics to the battle system
// Author:      Ben Boeckel
// Modified by: Ben Boeckel
// Created:     Wed Feb 28 21:41:10 2007
// Copyright:   ©2007-2008-2008 Ben Boeckel and Nerdy Productions
// Licence:
//    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 <http://www.gnu.org/licenses/>.
/////////////////////////////////////////////////////////////////////////////

#ifndef __POKEMOD_ABILITY__
#define __POKEMOD_ABILITY__

#include <QList>
#include <QString>

#include <Exception.h>

#include "Object.h"

class AbilityEffect;
class Pokemod;

class Ability : public Object
{
    public:
        Ability(const Pokemod* par, const int _id);
        Ability(const Pokemod* par, const Ability& a, const int _id);
        Ability(const Pokemod* par, const QString& fname, const int _id = -1);
        ~Ability();
        
        void load(const QString& fname, const int _id = -1) throw(Exception);
        void save() const throw(Exception);
        
        void setName(const QString& n);
        
        QString getName() const;
        
        const AbilityEffect* getEffect(const int i) const throw(IndexException);
        AbilityEffect* getEffect(const int i) throw(IndexException);
        const AbilityEffect* getEffectByID(const int i) const throw(IndexException);
        AbilityEffect* getEffectByID(const int i) throw(IndexException);
        int getEffectIndex(const int _id) const;
        int getEffectCount() const;
        AbilityEffect* newEffect();
        AbilityEffect* newEffect(const QString& fname);
        AbilityEffect* newEffect(const AbilityEffect& a);
        void deleteEffect(const int i) throw(IndexException);
        
        Ability& operator=(const Ability& rhs);
    private:
        bool validate() const;
        int getNewId() const;
        
        QString name;
        
        QList<AbilityEffect*> effects;
};

#endif