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/*
* Copyright 2008-2009 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/Status.cpp
*/
// Header include
#include "Status.h"
// Sigmod includes
#include "Game.h"
#include "Macros.h"
using namespace Sigcore;
using namespace Sigmod;
Status::Status(const Status& status) :
Object(status.parent(), status.id())
{
*this = status;
}
Status::Status(const Game* parent, const int id) :
Object(parent, id),
m_name(""),
m_battleScript("", ""),
m_worldScript("", "")
{
}
Status::Status(const Status& status, const Game* parent, const int id) :
Object(parent, id)
{
*this = status;
}
Status::Status(const QDomElement& xml, const Game* parent, const int id) :
Object(parent, id)
{
LOAD_ID();
load(xml);
}
void Status::validate()
{
TEST_BEGIN();
if (m_name.isEmpty())
emit(error("Name is empty"));
TEST_END();
}
void Status::load(const QDomElement& xml)
{
LOAD_BEGIN();
LOAD(name);
LOAD(battleScript);
LOAD(worldScript);
}
QDomElement Status::save() const
{
SAVE_CREATE();
SAVE(name);
SAVE(battleScript);
SAVE(worldScript);
return xml;
}
SETTER(Status, QString&, Name, name)
SETTER(Status, Script&, BattleScript, battleScript)
SETTER(Status, Script&, WorldScript, worldScript)
GETTER(Status, QString, name)
GETTER(Status, Script, battleScript)
GETTER(Status, Script, worldScript)
CHECK(Status, QString&, name)
CHECK(Status, Script&, battleScript)
CHECK(Status, Script&, worldScript)
Status& Status::operator=(const Status& rhs)
{
if (this == &rhs)
return *this;
COPY(name);
COPY(battleScript);
COPY(worldScript);
return *this;
}
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