summaryrefslogtreecommitdiffstats
path: root/sigmod/Ability.h
blob: e15d3c168a334bfc86019335fe8c4c1cf71fdd44 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
/*
 * 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.h
 */

#ifndef SIGMOD_ABILITY
#define SIGMOD_ABILITY

// Sigcore includes
#include <sigcore/Script.h>

// Sigmod includes
#include "Object.h"

namespace Sigmod
{
// Forward declarations
class Game;

/**
 * \class Sigmod::Ability Ability.h sigmod/Ability.h
 * \brief Class describing an ability.
 * 
 * Abilities typically work as longer-lasting effects during a battle. Some common uses are:
 * 
 *  - Nullifying status effects
 *  - Manipulating the weather
 *  - Providing support in times of need
 *  - Added status effects under different conditions
 * 
 * They can also function as helpers in the world by doing things such as:
 * 
 *  - Changing the chances of a random encounter
 *  - Increasing the chances of different leveled enemies
 *  - Make trainers ignore the player
 * 
 * Abilities should be well balanced; they should not do too much, yet still be useful.
 */
class SIGMOD_EXPORT Ability : public Object
{
    Q_OBJECT
    
    public:
        /**
         * Copy constructor.
         * 
         * \param ability The ability to copy.
         */
        Ability(const Ability& ability);
        /**
         * Create a new ability belonging to \p parent and id \p id.
         * 
         * \param parent The parent of the ability.
         * \param id The id number for the ability.
         */
        Ability(const Game* parent, const int id);
        /**
         * Data copy constructor. Copies the data from \p ability as a child of \p parent with id \p id.
         * 
         * \param ability The ability to copy the data from.
         * \param parent The parent of the ability.
         * \param id The id number for the ability.
         */
        Ability(const Ability& ability, 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 ability.
         * \param id The id number for the ability.
         */
        Ability(const QDomElement& xml, const Game* parent, const int id = -1);
        
        /**
         * Check to make sure the ability'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 ability in XML format.
         * 
         * \return The XML structure representing the ability.
         */
        QDomElement save() const;
        
        /**
         * Set the name of the ability used in the game.
         * 
         * \param name The name of the ability.
         */
        void setName(const QString& name);
        /**
         * Set the priority of the ability. The priority is used by the battle engine determine which abilities get executed first.
         * Lower values go before higher values. Use the \link Ability::setPriorityScript priority script \endlink for how to modify
         * it based on the environment in the arena.
         * 
         * \param priority The priority of the ability.
         */
        void setPriority(const int priority);
        /**
         * Set the description of the ability. The description should be a snippet of text describing the ability to the player.
         * 
         * \param description The description of the ability.
         */
        void setDescription(const QString& description);
        /**
         * Set the script for the ability when in battle. This script defines the behavior of the ability when in a battle.
         * The following objects are available to the script:
         * 
         *  - \b ability -- The \link Sigscript::AbilityWrapper ability \endlink which the script is using.
         *  - \b owner -- The \link Sigencore::TeamMember team member \endlink which owns the instance of the ability.
         *  - \b client -- The \link Sigencore::Client client \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 ability is being used in.
         * 
         * \param battleScript The script for the ability when in battle.
         */
        void setBattleScript(const Sigcore::Script& battleScript);
        /**
         * Set the script for the ability when on the world map. This script defines the behavior of the ability when on the world map.
         * The following objects are available to the script:
         * 
         *  - \b ability -- The \link Sigscript::AbilityWrapper ability \endlink which the script is using.
         *  - \b owner -- The \link Sigencore::TeamMember team member \endlink which owns the instance of the ability.
         *  - \b client -- The \link Sigencore::Client client \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 the player is on.
         * 
         * \param worldScript The script for the ability when on the world map.
         */
        void setWorldScript(const Sigcore::Script& worldScript);
        /**
         * Set the script that determines the priority of the ability. This script allows the ability to change its priority based on what
         * is happening in the \link Sigencore::Arena arena \endlink. The following objects are available to the script:
         * 
         *  - \b owner -- The \link Sigencore::TeamMember team member \endlink which owns the instance of the ability.
         *  - \b client -- The \link Sigencore::Client client \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 ability is being used in.
         * 
         * To override the priority given by the ability, set the \p ability-priority-%name (where "%name" is the name of the ability)
         * value in \p owner. Setting it in the \link Sigscript::SigmodWrapper sigmod wrapper \endlink will cause all instances of the
         * ability to have the new priority.
         * 
         * \param priorityScript The script that determines the priority of the ability.
         */
        void setPriorityScript(const Sigcore::Script& priorityScript);
        
        /**
         * \sa setName
         * 
         * \return The name of the ability.
         */
        QString name() const;
        /**
         * \sa setPriority
         * 
         * \return The priority of the ability.
         */
        int priority() const;
        /**
         * \sa setDescription
         * 
         * \return The description of the ability.
         */
        QString description() const;
        /**
         * \sa setBattleScript
         * 
         * \return The script that controls the ability in battle.
         */
        Sigcore::Script battleScript() const;
        /**
         * \sa setWorldScript
         * 
         * \return The script that controls the ability on the world map.
         */
        Sigcore::Script worldScript() const;
        /**
         * \sa setPriorityScript
         * 
         * \return The script that changes the priority when necessary.
         */
        Sigcore::Script priorityScript() const;
        
        bool nameCheck(const QString& name) const;
        bool priorityCheck(const int priority) const;
        bool descriptionCheck(const QString& description) const;
        bool battleScriptCheck(const Sigcore::Script& battleScript) const;
        bool worldScriptCheck(const Sigcore::Script& worldScript) const;
        bool priorityScriptCheck(const Sigcore::Script& priorityScript) const;
        
        Ability& operator=(const Ability& rhs);
    private:
        QString m_name;
        int m_priority;
        QString m_description;
        Sigcore::Script m_battleScript;
        Sigcore::Script m_worldScript;
        Sigcore::Script m_priorityScript;
};
}

#endif