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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/Sigmod.h
*/
#ifndef SIGMOD_SIGMOD
#define SIGMOD_SIGMOD
// Sigcore includes
#include "../sigcore/Fraction.h"
#include "../sigcore/Matrix.h"
#include "../sigcore/Script.h"
// Sigmod includes
#include "Object.h"
// Qt includes
#include <QtCore/QList>
namespace Sigmod
{
// Forward declarations
class Ability;
class Author;
class Badge;
class CoinList;
class EggGroup;
class GlobalScript;
class Item;
class ItemType;
class Map;
class Move;
class Nature;
class Rules;
class Skin;
class Sound;
class Species;
class Sprite;
class Status;
class Store;
class Tile;
class Time;
class Trainer;
class Type;
class Weather;
/**
* \class Sigmod::Sigmod Sigmod.h sigmod/Sigmod.h
* \brief Main class used to create and manage Sigmods.
*
* The Sigmod class describes an entire set of objects for use with the game engine.
* Games will refuse to run if the \link Sigmod::validate validate \endlink returns
* any errors. Warnings will not stop the engine from running the Sigmod, but they
* should be minimized.
*/
class SIGMOD_EXPORT Sigmod : public Object
{
Q_OBJECT
public:
/**
* Default constructor.
*/
Sigmod();
/**
* Copy constructor.
*
* \param sigmod The Sigmod to copy.
*/
Sigmod(const Sigmod& sigmod);
/**
* XML data constructor.
*
* \param xml The XML structure to extract the data from.
*/
Sigmod(const QDomElement& xml);
/**
* Destructor.
*/
~Sigmod();
/**
* Check to make sure the Sigmod is valid.
*/
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 badge in XML format.
*
* \return The XML structure representing the badge.
*/
QDomElement save() const;
void setTitle(const QString& title);
void setVersion(const QString& version);
void setDescription(const QString& description);
void setSinglePlayer(const bool singlePlayer);
void setStartScript(const Sigcore::Script& startScript);
void setTypechart(const int attack, const int defense, const Sigcore::Fraction& multiplier);
void setRules(const Rules& rules);
void setRules(const QDomElement& xml);
QString title() const;
QString version() const;
QString description() const;
bool singlePlayer() const;
Sigcore::Script startScript() const;
const Sigcore::Matrix<Sigcore::Fraction>* typechart() const;
Sigcore::Matrix<Sigcore::Fraction>* typechart();
Sigcore::Fraction typechart(const int attack, const int defense) const;
const Rules* rules() const;
Rules* rules();
bool titleCheck(const QString& title) const;
bool versionCheck(const QString& version) const;
bool descriptionCheck(const QString& description) const;
bool singlePlayerCheck(const bool singlePlayer) const;
bool startScriptCheck(const Sigcore::Script& startScript) const;
bool typechartCheck(const Sigcore::Fraction& multiplier) const;
const Ability* ability(const int index) const;
Ability* ability(const int index);
const Ability* abilityById(const int id) const;
Ability* abilityById(const int id);
int abilityIndex(const int id) const;
int abilityCount() const;
Ability* newAbility();
Ability* newAbility(const QDomElement& xml);
Ability* newAbility(const Ability& ability);
void deleteAbility(const int index);
void deleteAbilityById(const int id);
const Author* author(const int index) const;
Author* author(const int index);
const Author* authorById(const int id) const;
Author* authorById(const int id);
int authorIndex(const int id) const;
int authorCount() const;
Author* newAuthor();
Author* newAuthor(const QDomElement& xml);
Author* newAuthor(const Author& author);
void deleteAuthor(const int index);
void deleteAuthorById(const int id);
const Badge* badge(const int index) const;
Badge* badge(const int index);
const Badge* badgeById(const int id) const;
Badge* badgeById(const int id);
int badgeIndex(const int id) const;
int badgeCount() const;
Badge* newBadge();
Badge* newBadge(const QDomElement& xml);
Badge* newBadge(const Badge& badge);
void deleteBadge(const int index);
void deleteBadgeById(const int id);
const CoinList* coinList(const int index) const;
CoinList* coinList(const int index);
const CoinList* coinListById(const int id) const;
CoinList* coinListById(const int id);
int coinListIndex(const int id) const;
int coinListCount() const;
CoinList* newCoinList();
CoinList* newCoinList(const QDomElement& xml);
CoinList* newCoinList(const CoinList& coinList);
void deleteCoinList(const int index);
void deleteCoinListById(const int id);
const EggGroup* eggGroup(const int index) const;
EggGroup* eggGroup(const int index);
const EggGroup* eggGroupById(const int id) const;
EggGroup* eggGroupById(const int id);
int eggGroupIndex(const int id) const;
int eggGroupCount() const;
EggGroup* newEggGroup();
EggGroup* newEggGroup(const QDomElement& xml);
EggGroup* newEggGroup(const EggGroup& eggGroup);
void deleteEggGroup(const int index);
void deleteEggGroupById(const int id);
const GlobalScript* globalScript(const int index) const;
GlobalScript* globalScript(const int index);
const GlobalScript* globalScriptById(const int id) const;
GlobalScript* globalScriptById(const int id);
int globalScriptIndex(const int id) const;
int globalScriptCount() const;
GlobalScript* newGlobalScript();
GlobalScript* newGlobalScript(const QDomElement& xml);
GlobalScript* newGlobalScript(const GlobalScript& globalScript);
void deleteGlobalScript(const int index);
void deleteGlobalScriptById(const int id);
const Item* item(const int index) const;
Item* item(const int index);
const Item* itemById(const int id) const;
Item* itemById(const int id);
int itemIndex(const int id) const;
int itemCount() const;
Item* newItem();
Item* newItem(const QDomElement& xml);
Item* newItem(const Item& item);
void deleteItem(const int index);
void deleteItemById(const int id);
const ItemType* itemType(const int index) const;
ItemType* itemType(const int index);
const ItemType* itemTypeById(const int id) const;
ItemType* itemTypeById(const int id);
int itemTypeIndex(const int id) const;
int itemTypeCount() const;
ItemType* newItemType();
ItemType* newItemType(const QDomElement& xml);
ItemType* newItemType(const ItemType& itemType);
void deleteItemType(const int index);
void deleteItemTypeById(const int id);
const Map* map(const int index) const;
Map* map(const int index);
const Map* mapById(const int id) const;
Map* mapById(const int id);
int mapIndex(const int id) const;
int mapCount() const;
Map* newMap();
Map* newMap(const QDomElement& xml);
Map* newMap(const Map& map);
void deleteMap(const int index);
void deleteMapById(const int id);
const Move* move(const int index) const;
Move* move(const int index);
const Move* moveById(const int id) const;
Move* moveById(const int id);
int moveIndex(const int id) const;
int moveCount() const;
Move* newMove();
Move* newMove(const QDomElement& xml);
Move* newMove(const Move& move);
void deleteMove(const int index);
void deleteMoveById(const int id);
const Nature* nature(const int index) const;
Nature* nature(const int index);
const Nature* natureById(const int id) const;
Nature* natureById(const int id);
int natureIndex(const int id) const;
int natureCount() const;
Nature* newNature();
Nature* newNature(const QDomElement& xml);
Nature* newNature(const Nature& nature);
void deleteNature(const int index);
void deleteNatureById(const int id);
const Skin* skin(const int index) const;
Skin* skin(const int index);
const Skin* skinById(const int id) const;
Skin* skinById(const int id);
int skinIndex(const int id) const;
int skinCount() const;
Skin* newSkin();
Skin* newSkin(const QDomElement& xml);
Skin* newSkin(const Skin& status);
void deleteSkin(const int index);
void deleteSkinById(const int id);
const Sound* sound(const int index) const;
Sound* sound(const int index);
const Sound* soundById(const int id) const;
Sound* soundById(const int id);
int soundIndex(const int id) const;
int soundCount() const;
Sound* newSound();
Sound* newSound(const QDomElement& xml);
Sound* newSound(const Sound& sound);
void deleteSound(const int index);
void deleteSoundById(const int id);
const Species* species(const int index) const;
Species* species(const int index);
const Species* speciesById(const int id) const;
Species* speciesById(const int id);
int speciesIndex(const int id) const;
int speciesCount() const;
Species* newSpecies();
Species* newSpecies(const QDomElement& xml);
Species* newSpecies(const Species& species);
void deleteSpecies(const int index);
void deleteSpeciesById(const int id);
const Sprite* sprite(const int index) const;
Sprite* sprite(const int index);
const Sprite* spriteById(const int id) const;
Sprite* spriteById(const int id);
int spriteIndex(const int id) const;
int spriteCount() const;
Sprite* newSprite();
Sprite* newSprite(const QDomElement& xml);
Sprite* newSprite(const Sprite& sprite);
void deleteSprite(const int index);
void deleteSpriteById(const int id);
const Status* status(const int index) const;
Status* status(const int index);
const Status* statusById(const int id) const;
Status* statusById(const int id);
int statusIndex(const int id) const;
int statusCount() const;
Status* newStatus();
Status* newStatus(const QDomElement& xml);
Status* newStatus(const Status& status);
void deleteStatus(const int index);
void deleteStatusById(const int id);
const Store* store(const int index) const;
Store* store(const int index);
const Store* storeById(const int id) const;
Store* storeById(const int id);
int storeIndex(const int id) const;
int storeCount() const;
Store* newStore();
Store* newStore(const QDomElement& xml);
Store* newStore(const Store& store);
void deleteStore(const int index);
void deleteStoreById(const int id);
const Tile* tile(const int index) const;
Tile* tile(const int index);
const Tile* tileById(const int id) const;
Tile* tileById(const int id);
int tileIndex(const int id) const;
int tileCount() const;
Tile* newTile();
Tile* newTile(const QDomElement& xml);
Tile* newTile(const Tile& tile);
void deleteTile(const int index);
void deleteTileById(const int id);
const Time* time(const int index) const;
Time* time(const int index);
const Time* timeById(const int id) const;
Time* timeById(const int id);
int timeIndex(const int id) const;
int timeCount() const;
Time* newTime();
Time* newTime(const QDomElement& xml);
Time* newTime(const Time& time);
void deleteTime(const int index);
void deleteTimeById(const int id);
const Trainer* trainer(const int index) const;
Trainer* trainer(const int index);
const Trainer* trainerById(const int id) const;
Trainer* trainerById(const int id);
int trainerIndex(const int id) const;
int trainerCount() const;
Trainer* newTrainer();
Trainer* newTrainer(const QDomElement& xml);
Trainer* newTrainer(const Trainer& trainer);
void deleteTrainer(const int index);
void deleteTrainerById(const int id);
const Type* type(const int index) const;
Type* type(const int index);
const Type* typeById(const int id) const;
Type* typeById(const int id);
int typeIndex(const int id) const;
int typeCount() const;
Type* newType();
Type* newType(const QDomElement& xml);
Type* newType(const Type& type);
void deleteType(const int index);
void deleteTypeById(const int id);
const Weather* weather(const int index) const;
Weather* weather(const int index);
const Weather* weatherById(const int id) const;
Weather* weatherById(const int id);
int weatherIndex(const int id) const;
int weatherCount() const;
Weather* newWeather();
Weather* newWeather(const QDomElement& xml);
Weather* newWeather(const Weather& weather);
void deleteWeather(const int index);
void deleteWeatherById(const int id);
Sigmod& operator=(const Sigmod& rhs);
private:
int newAbilityId() const;
Ability* newAbility(Ability* ability);
int newAuthorId() const;
Author* newAuthor(Author* author);
int newBadgeId() const;
Badge* newBadge(Badge* badge);
int newCoinListId() const;
CoinList* newCoinList(CoinList* coinList);
int newEggGroupId() const;
EggGroup* newEggGroup(EggGroup* eggGroup);
int newItemId() const;
Item* newItem(Item* item);
int newItemTypeId() const;
ItemType* newItemType(ItemType* itemType);
int newMapId() const;
Map* newMap(Map* map);
int newMoveId() const;
Move* newMove(Move* move);
int newNatureId() const;
Nature* newNature(Nature* nature);
int newGlobalScriptId() const;
GlobalScript* newGlobalScript(GlobalScript* globalScript);
int newSkinId() const;
Skin* newSkin(Skin* skin);
int newSoundId() const;
Sound* newSound(Sound* sound);
int newSpeciesId() const;
Species* newSpecies(Species* species);
int newSpriteId() const;
Sprite* newSprite(Sprite* sprite);
int newStatusId() const;
Status* newStatus(Status* status);
int newStoreId() const;
Store* newStore(Store* store);
int newTileId() const;
Tile* newTile(Tile* tile);
int newTimeId() const;
Time* newTime(Time* time);
int newTrainerId() const;
Trainer* newTrainer(Trainer* trainer);
int newTypeId() const;
Type* newType(Type* type);
int newWeatherId() const;
Weather* newWeather(Weather* weather);
void clear();
QString m_title;
QString m_version;
QString m_description;
bool m_singlePlayer;
Sigcore::Script m_startScript;
Sigcore::Matrix<Sigcore::Fraction> m_typechart;
Rules* m_rules;
QList<Ability*> m_abilities;
QList<Author*> m_authors;
QList<Badge*> m_badges;
QList<CoinList*> m_coinLists;
QList<EggGroup*> m_eggGroups;
QList<GlobalScript*> m_globalScripts;
QList<Item*> m_items;
QList<ItemType*> m_itemTypes;
QList<Map*> m_maps;
QList<Move*> m_moves;
QList<Nature*> m_natures;
QList<Skin*> m_skins;
QList<Sound*> m_sounds;
QList<Species*> m_species;
QList<Sprite*> m_sprites;
QList<Status*> m_status;
QList<Store*> m_stores;
QList<Tile*> m_tiles;
QList<Time*> m_times;
QList<Trainer*> m_trainers;
QList<Type*> m_types;
QList<Weather*> m_weathers;
};
}
#endif
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