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MagicSetEditor2/src/data/card.hpp
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2025-08-11 16:17:13 +02:00

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//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) Twan van Laarhoven and the other MSE developers |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
#pragma once
// ----------------------------------------------------------------------------- : Includes
#include <util/prec.hpp>
#include <util/reflect.hpp>
#include <util/error.hpp>
#include <data/filter.hpp>
#include <data/field.hpp> // for Card::value
class Game;
class Dependency;
class Keyword;
DECLARE_POINTER_TYPE(Set);
DECLARE_POINTER_TYPE(Card);
DECLARE_POINTER_TYPE(Field);
DECLARE_POINTER_TYPE(Value);
DECLARE_POINTER_TYPE(StyleSheet);
#define THIS_LINKED_PAIRS(var) vector<pair<reference_wrapper<String>, reference_wrapper<String>>> var { make_pair(ref(linked_card_1), ref(linked_relation_1)), make_pair(ref(linked_card_2), ref(linked_relation_2)), make_pair(ref(linked_card_3), ref(linked_relation_3)), make_pair(ref(linked_card_4), ref(linked_relation_4)) }
#define OTHER_LINKED_PAIRS(var, other_card) vector<pair<reference_wrapper<String>, reference_wrapper<String>>> var { make_pair(ref(other_card->linked_card_1), ref(other_card->linked_relation_1)), make_pair(ref(other_card->linked_card_2), ref(other_card->linked_relation_2)), make_pair(ref(other_card->linked_card_3), ref(other_card->linked_relation_3)), make_pair(ref(other_card->linked_card_4), ref(other_card->linked_relation_4)) }
// ----------------------------------------------------------------------------- : Card
/// A card from a card Set
class Card : public IntrusivePtrVirtualBase, public IntrusiveFromThis<Card> {
public:
/// Default constructor, uses game_for_new_cards to make the game
Card();
/// Creates a card using the given game
Card(const Game& game);
/// The values on the fields of the card.
/** The indices should correspond to the card_fields in the Game */
IndexMap<FieldP, ValueP> data;
/// Notes for this card
String notes;
/// Unique identifier for this card, so other cards can refer to it, and be linked to it
String uid;
/// Up to four uid of other cards, to encode relations such as front face/back face, or generator/token, etc...
String linked_card_1;
String linked_card_2;
String linked_card_3;
String linked_card_4;
/// Nature of the relatation with the respective linked card, such as back face, or token, etc...
String linked_relation_1;
String linked_relation_2;
String linked_relation_3;
String linked_relation_4;
/// Time the card was created/last modified
wxDateTime time_created, time_modified;
/// Alternative style to use for this card
/** Optional; if not set use the card style from the set */
StyleSheetP stylesheet;
/// Alternative options to use for this card, for this card's stylesheet
/** Optional; if not set use the styling data from the set.
* If stylesheet is set then contains data for the this->stylesheet, otherwise for set->stylesheet
*/
IndexMap<FieldP,ValueP> styling_data;
/// Is the styling_data set?
bool has_styling;
/// Extra values for specitic stylesheets, indexed by stylesheet name
DelayedIndexMaps<FieldP,ValueP> extra_data;
/// Styling information for a particular stylesheet
IndexMap<FieldP, ValueP>& extraDataFor(const StyleSheet& stylesheet);
/// Keyword usage statistics
vector<pair<const Value*,const Keyword*>> keyword_usage;
/// Get the identification of this card, an identification is something like a name, title, etc.
/** May return "" */
String identification() const;
/// Does any field contains the given query string?
bool contains(QuickFilterPart const& query) const;
/// Link or unlink other cards to this card
void link(const Set& set, const vector<CardP>& linked_cards, const String& selected_relation, const String& linked_relation);
void link(const Set& set, CardP& linked_card, const String& selected_relation, const String& linked_relation);
void unlink(const vector<CardP>& linked_cards);
pair<String, String> unlink(CardP& unlinked_card); // Returns the relations that were deleted, so we can undo
void copyLink(const Set& set, String old_uid, String new_uid);
void updateLink(String old_uid, String new_uid);
vector<pair<CardP, String>> getLinkedCards(const Set& set);
/// Find a value in the data by name and type
template <typename T> T& value(const String& name) {
for(IndexMap<FieldP, ValueP>::iterator it = data.begin() ; it != data.end() ; ++it) {
if ((*it)->fieldP->name == name) {
T* ret = dynamic_cast<T*>(it->get());
if (!ret) throw InternalError(_("Card field with name '")+name+_("' doesn't have the right type"));
return *ret;
}
}
throw InternalError(_("Expected a card field with name '")+name+_("'"));
}
template <typename T> const T& value(const String& name) const {
for(IndexMap<FieldP, ValueP>::const_iterator it = data.begin() ; it != data.end() ; ++it) {
if ((*it)->fieldP->name == name) {
const T* ret = dynamic_cast<const T*>(it->get());
if (!ret) throw InternalError(_("Card field with name '")+name+_("' doesn't have the right type"));
return *ret;
}
}
throw InternalError(_("Expected a card field with name '")+name+_("'"));
}
DECLARE_REFLECTION();
};
inline String type_name(const Card&) {
return _TYPE_("card");
}
inline String type_name(const vector<CardP>&) {
return _TYPE_("cards"); // not actually used, only for locale.pl script
}
void mark_dependency_member(const Card& value, const String& name, const Dependency& dep);