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/*
 * Copyright 2007-2009 Ben Boeckel <MathStuf@gmail.com>
 * 
 * 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/>.
 */

/**
 * \file sigmod/Ability.cpp
 */

// Header include
#include "Ability.h"

// Sigmod includes
#include "Game.h"
#include "Macros.h"

using namespace Sigcore;
using namespace Sigmod;

Ability::Ability(const Ability& ability) :
        Object(ability.parent(), ability.id())
{
    *this = ability;
}

Ability::Ability(const Game* parent, const int id) :
        Object(parent, id),
        m_name(""),
        m_priority(0),
        m_description(""),
        m_battleScript("", ""),
        m_worldScript("", ""),
        m_priorityScript("", "")
{
}

Ability::Ability(const Ability& ability, const Game* parent, const int id) :
        Object(parent, id)
{
    *this = ability;
}

Ability::Ability(const QDomElement& xml, const Game* parent, const int id) :
        Object(parent, id)
{
    initXmlImport(xml, id);
    load(xml);
}

void Ability::validate()
{
    testBegin();
    if (m_name.isEmpty())
        emit(error("Name is empty"));
    testEnd();
}

void Ability::load(const QDomElement& xml)
{
    clear();
    loadValue(xml.firstChildElement("name"), &m_name);
    loadValue(xml.firstChildElement("priority"), &m_priority);
    loadValue(xml.firstChildElement("description"), &m_description);
    loadValue(xml.firstChildElement("battleScript"), &m_battleScript);
    loadValue(xml.firstChildElement("worldScript"), &m_worldScript);
    loadValue(xml.firstChildElement("priorityScript"), &m_priorityScript);
}

QDomElement Ability::save() const
{
    QDomElement xml = initXmlExport();
    xml.appendChild(saveValue("name", m_name));
    xml.appendChild(saveValue("priority", m_priority));
    xml.appendChild(saveValue("description", m_description));
    xml.appendChild(saveValue("battleScript", m_battleScript));
    xml.appendChild(saveValue("worldScript", m_worldScript));
    xml.appendChild(saveValue("priorityScript", m_priorityScript));
    return xml;
}

SETTER(Ability, QString&, Name, name)
SETTER(Ability, int, Priority, priority)
SETTER(Ability, QString&, Description, description)
SETTER(Ability, Script&, BattleScript, battleScript)
SETTER(Ability, Script&, WorldScript, worldScript)
SETTER(Ability, Script&, PriorityScript, priorityScript)

GETTER(Ability, QString, name)
GETTER(Ability, int, priority)
GETTER(Ability, QString, description)
GETTER(Ability, Script, battleScript)
GETTER(Ability, Script, worldScript)
GETTER(Ability, Script, priorityScript)

CHECK(Ability, QString&, name)
CHECK(Ability, int, priority)
CHECK(Ability, QString&, description)
CHECK(Ability, Script&, battleScript)
CHECK(Ability, Script&, worldScript)
CHECK(Ability, Script&, priorityScript)

Ability& Ability::operator=(const Ability& rhs)
{
    if (this == &rhs)
        return *this;
    m_name = rhs.m_name;
    m_priority = rhs.m_priority;
    m_description = rhs.m_description;
    m_battleScript = rhs.m_battleScript;
    m_worldScript = rhs.m_worldScript;
    m_priorityScript = rhs.m_priorityScript;
    return *this;
}