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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/Move.h
*/
#ifndef SIGMOD_MOVE
#define SIGMOD_MOVE
// Sigcore includes
#include <sigcore/Fraction.h>
#include <sigcore/Script.h>
// Sigmod includes
#include "Object.h"
namespace Sigmod
{
// Forward declarations
class Game;
/**
* \class Sigmod::Move Move.h sigmod/Move.h
* \brief Class describing a move.
*
* Moves are the standard action in battle. They typically hinder enemies or
* benefit allies. Most of the damage during battle is inflicted through moves.
*/
class SIGMOD_EXPORT Move : public Object
{
Q_OBJECT
public:
/**
* Copy constructor.
*
* \param move The move to copy.
*/
Move(const Move& move);
/**
* Create a new move belonging to \p parent and id \p id.
*
* \param parent The parent of the move.
* \param id The id number for the move.
*/
Move(const Game* parent, const int id);
/**
* Data copy constructor. Copies the data from \p move as a child of \p parent with id \p id.
*
* \param move The move to copy the data from.
* \param parent The parent of the move.
* \param id The id number for the move.
*/
Move(const Move& move, 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 move.
* \param id The id number for the move.
*/
Move(const QDomElement& xml, const Game* parent, const int id = -1);
/**
* Check to make sure the move'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 move in XML format.
*
* \return The XML structure representing the move.
*/
QDomElement save() const;
/**
* Sets the name of the move.
*
* \param name The name of the move.
*/
void setName(const QString& name);
/**
* Sets the accuracy of the move. If an accuracy check fails, no effects are done (except
* for effects that occur when the move misses).
*
* \param accuracy The accuracy of the move.
*/
void setAccuracy(const Sigcore::Fraction& accuracy);
/**
* Sets the power of the move. If the power is 0, no damage calculations are done. All
* attacks do at least one hit point of damage.
*
* \param power The power of the move.
*/
void setPower(const int power);
/**
* Sets the id of the type of the move.
*
* \param type The id of the type of the move.
*/
void setType(const int type);
/**
* Sets whether the move uses special stats or not.
*
* \param special Whether the move uses special stats or not.
*/
void setSpecial(const bool special);
/**
* Sets the number of power points for the move. It can be increased by items or other
* effects, but this is a minimum.
*
* \param powerPoints The number of power points for the move.
*/
void setPowerPoints(const int powerPoints);
/**
* Sets the priority of the move when attacking. It can be changed using the priority
* script during battle.
*
* \param priority The priority of the move when attacking.
*/
void setPriority(const int priority);
/**
* Sets the description of the move. It should be brief, but still descriptive.
*
* \param description A description of the move.
*/
void setDescription(const QString& description);
/**
* Set the script for the move when in battle. This script defines the behavior of the move when in a battle.
* The following objects are available to the script:
*
* - \b move -- The \link Sigscritp::MoveWrapper move \endlink the script controls.
* - \b owner -- The \link Sigencore::TeamMember team member \endlink which is using the move.
* - \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 move is being used in.
* - \b targetN -- The \link Sigencore::TeamMember targets \endlink of the move (target0, target1, etc.).
*
* This script should control damage, status effects inflicted, and other side effects of the move (PP is automatically
* reduced by one when using it, though more can be done).
*
* \param battleScript The script for the move when in battle.
*/
void setBattleScript(const Sigcore::Script& battleScript);
/**
* Set the script for the move when on the world map. This script defines the behavior of the move when on the world map.
* The following objects are available to the script:
*
* - \b move -- The \link Sigscritp::MoveWrapper move \endlink the script controls.
* - \b owner -- The \link Sigencore::TeamMember team member \endlink which knows the move.
* - \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 the \b player is on.
*
* If the move does nothing outside of battle, the script should be empty. Otherwise, it should listen to the appropriate
* signals and react to them.
*
* \param worldScript The script for the move when on the world map.
*/
void setWorldScript(const Sigcore::Script& worldScript);
/**
* Set the script that determines the priority of the move. This script allows the move 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 move -- The \link Sigscript::MoveWrapper move \endlink the script controls.
* - \b owner -- The \link Sigencore::TeamMember team member \endlink which is using the move.
* - \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 move is being used in.
*
* To override the priority given by the move, set the \p move-priority-%name (where "%name" is the name of the move)
* value in \p owner. Setting it in the \link Sigscript::SigmodWrapper Sigmod \endlink will cause all instances of the
* move to have the new priority.
*
* \param priorityScript The script that determines the priority of the move.
*/
void setPriorityScript(const Sigcore::Script& priorityScript);
/**
* \sa setMove
*
* \return The name of the move.
*/
QString name() const;
/**
* \sa setAccuracy
*
* \return The accuracy of the move.
*/
Sigcore::Fraction accuracy() const;
/**
* \sa setPower
*
* \return The power of the move.
*/
int power() const;
/**
* \sa setType
*
* \return The id of the type of the move.
*/
int type() const;
/**
* \sa setSpecial
*
* \return Whether the move uses pecial stats or not.
*/
bool special() const;
/**
* \sa setPowerPoints
*
* \return The number of power points the move has.
*/
int powerPoints() const;
/**
* \sa setPriority
*
* \return The priority of the move.
*/
int priority() const;
/**
* \sa setDescription
*
* \return A description of the move.
*/
QString description() const;
/**
* \sa setBattleScript
*
* \return The script for the move in battle.
*/
Sigcore::Script battleScript() const;
/**
* \sa setWorldScript
*
* \return The script for the move when in the world map.
*/
Sigcore::Script worldScript() const;
/**
* \sa setPriorityScript
*
* \return The script for determining priority in battle.
*/
Sigcore::Script priorityScript() const;
bool nameCheck(const QString& name) const;
bool accuracyCheck(const Sigcore::Fraction& accuracy) const;
bool powerCheck(const int power) const;
bool typeCheck(const int type) const;
bool specialCheck(const bool special) const;
bool powerPointsCheck(const int powerPoints) 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;
Move& operator=(const Move& rhs);
private:
QString m_name;
Sigcore::Fraction m_accuracy;
int m_power;
int m_type;
bool m_special;
int m_powerPoints;
int m_priority;
QString m_description;
Sigcore::Script m_battleScript;
Sigcore::Script m_worldScript;
Sigcore::Script m_priorityScript;
};
}
#endif
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