J :
* Interface for damage assignment.
This commit is contained in:
@@ -1,4 +1,4 @@
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OBJS = objs/ActionElement.o objs/ActionLayer.o objs/ActionStack.o objs/AIMomirPlayer.o objs/AIPlayer.o objs/AIStats.o objs/Blocker.o objs/CardGui.o objs/CardDescriptor.o objs/CardDisplay.o objs/CardEffect.o objs/CardSelector.o objs/ConstraintResolver.o objs/Counters.o objs/Credits.o objs/Damage.o objs/DamagerDamaged.o objs/DamageResolverLayer.o objs/DeckDataWrapper.o objs/DeckStats.o objs/DuelLayers.o objs/Effects.o objs/ExtraCost.o objs/GameApp.o objs/GameLauncher.o objs/GameObserver.o objs/GameOptions.o objs/GameState.o objs/GameStateDuel.o objs/GameStateMenu.o objs/GameStateOptions.o objs/GameStateShop.o objs/GuiAvatars.o objs/GuiBackground.o objs/GuiCardsController.o objs/GuiCombat.o objs/GuiFrame.o objs/GuiHand.o objs/GuiLayers.o objs/GuiMana.o objs/GuiPhaseBar.o objs/GuiPlay.o objs/GuiStatic.o objs/Logger.o objs/ManaCost.o objs/ManaCostHybrid.o objs/MenuItem.o objs/MTGAbility.o objs/MTGCardInstance.o objs/MTGCard.o objs/MTGDeck.o objs/MTGDefinitions.o objs/MTGGamePhase.o objs/MTGGameZones.o objs/MTGRules.o objs/OptionItem.o objs/PhaseRing.o objs/Player.o objs/PlayerData.o objs/PlayGuiObjectController.o objs/PlayGuiObject.o objs/Pos.o objs/PriceList.o objs/ReplacementEffects.o objs/ShopItem.o objs/SimpleMenu.o objs/SimpleMenuItem.o objs/Subtypes.o objs/TargetChooser.o objs/TargetsList.o objs/TextScroller.o objs/TexturesCache.o objs/SimplePad.o objs/Token.o objs/Translate.o objs/utils.o objs/WEvent.o objs/WResourceManager.o
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OBJS = objs/ActionElement.o objs/ActionLayer.o objs/ActionStack.o objs/AIMomirPlayer.o objs/AIPlayer.o objs/AIStats.o objs/Blocker.o objs/CardGui.o objs/CardDescriptor.o objs/CardDisplay.o objs/CardEffect.o objs/CardSelector.o objs/ConstraintResolver.o objs/Counters.o objs/Credits.o objs/Damage.o objs/DamagerDamaged.o objs/DeckDataWrapper.o objs/DeckStats.o objs/DuelLayers.o objs/Effects.o objs/ExtraCost.o objs/GameApp.o objs/GameLauncher.o objs/GameObserver.o objs/GameOptions.o objs/GameState.o objs/GameStateDuel.o objs/GameStateMenu.o objs/GameStateOptions.o objs/GameStateShop.o objs/GuiAvatars.o objs/GuiBackground.o objs/GuiCardsController.o objs/GuiCombat.o objs/GuiFrame.o objs/GuiHand.o objs/GuiLayers.o objs/GuiMana.o objs/GuiPhaseBar.o objs/GuiPlay.o objs/GuiStatic.o objs/Logger.o objs/ManaCost.o objs/ManaCostHybrid.o objs/MenuItem.o objs/MTGAbility.o objs/MTGCardInstance.o objs/MTGCard.o objs/MTGDeck.o objs/MTGDefinitions.o objs/MTGGamePhase.o objs/MTGGameZones.o objs/MTGRules.o objs/OptionItem.o objs/PhaseRing.o objs/Player.o objs/PlayerData.o objs/PlayGuiObjectController.o objs/PlayGuiObject.o objs/Pos.o objs/PriceList.o objs/ReplacementEffects.o objs/ShopItem.o objs/SimpleMenu.o objs/SimpleMenuItem.o objs/Subtypes.o objs/TargetChooser.o objs/TargetsList.o objs/TextScroller.o objs/TexturesCache.o objs/SimplePad.o objs/Token.o objs/Translate.o objs/utils.o objs/WEvent.o objs/WResourceManager.o
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DEPS = $(patsubst objs/%.o, deps/%.d, $(OBJS))
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RESULT = $(shell psp-config --psp-prefix 2> Makefile.cache)
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@@ -2,22 +2,18 @@
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[INIT]
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COMBATATTACKERS
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[PLAYER1]
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inplay:Elite Vanguard,Rhox Pikemaster,Bog wraith
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inplay:Rootbreaker Wurm,Benthic Behemoth,Bog wraith
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[PLAYER2]
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inplay:air elemental,grizzly bears,spark elemental,drudge skeletons,vampire bats,tundra wolves,spined wurm,paladin en-vec
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inplay:air elemental,grizzly bears,spark elemental,drudge skeletons,vampire bats,spined wurm
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[DO]
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Elite Vanguard
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Rhox Pikemaster
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Rootbreaker Wurm
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Benthic Behemoth
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Bog wraith
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next
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paladin en-vec
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paladin en-vec
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spined wurm
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spined wurm
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vampire bats
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vampire bats
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tundra wolves
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tundra wolves
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air elemental
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air elemental
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grizzly bears
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@@ -33,8 +33,8 @@ class Damage: public Interruptible {
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Damageable * target;
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int damage;
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void Render();
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Damage(int id, MTGCardInstance* source, Damageable * target);
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Damage(int id, MTGCardInstance* source, Damageable * target, int damage);
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Damage(MTGCardInstance* source, Damageable * target);
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Damage(MTGCardInstance* source, Damageable * target, int damage);
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int resolve();
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virtual ostream& toString(ostream& out) const;
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};
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@@ -1,27 +1,35 @@
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#ifndef _DAMAGERDAMAGED_H_
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#define _DAMAGERDAMAGED_H_
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#include "../include/MTGCardInstance.h"
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#include "MTGCardInstance.h"
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#include "CardGui.h"
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class Player;
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struct DamagerDamaged {
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MTGCardInstance* card;
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struct DamagerDamaged : TransientCardView {
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bool show;
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Player * damageSelecter;
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int mCount;
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Damage * damages[10];
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vector<Damage> damages;
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int damageToDeal;
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int dealOneDamage(DamagerDamaged * target);
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int addDamage(int damage, DamagerDamaged * source);
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int removeDamagesTo(DamagerDamaged * target);
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int removeDamagesFrom(DamagerDamaged * source);
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void addDamage(int damage, DamagerDamaged* source);
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int removeDamagesTo(DamagerDamaged* target);
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int removeDamagesFrom(DamagerDamaged* source);
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void clearDamage();
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int sumDamages();
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int hasLethalDamage();
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DamagerDamaged(MTGCardInstance* card, Player * _damageSelecter, bool _hasFocus);
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bool hasLethalDamage();
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DamagerDamaged(MTGCardInstance* card, float x, float y, bool show, Player* damageSelecter);
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DamagerDamaged(MTGCardInstance* card, const Pos& ref, bool show, Player* damageSelecter);
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~DamagerDamaged();
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void Render(Player * currentPlayer);
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void Render(CombatStep mode);
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};
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typedef DamagerDamaged DefenserDamaged;
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struct AttackerDamaged : DamagerDamaged {
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vector<DefenserDamaged*> blockers;
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AttackerDamaged(MTGCardInstance* card, float x, float y, bool show, Player* damageSelecter);
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AttackerDamaged(MTGCardInstance* card, const Pos& ref, bool show, Player* damageSelecter);
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};
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#endif
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@@ -5,22 +5,24 @@
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#include "WEvent.h"
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#include "CardGui.h"
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#include "MTGCardInstance.h"
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#include "DamagerDamaged.h"
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class GuiCombat : public GuiLayer
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{
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protected:
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GameObserver* go;
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TransientCardView* active, *activeAtk;
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JQuad* ok_quad;
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DamagerDamaged* active;
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AttackerDamaged* activeAtk;
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static JQuad* ok_quad;
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Pos ok;
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vector<MTGCardInstance*> attackers;
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TransientCardView* current;
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vector<AttackerDamaged*> attackers;
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DamagerDamaged* current;
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enum { BLK, ATK, OK, NONE } cursor_pos;
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vector<TransientCardView*> atkViews;
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vector<TransientCardView*> blkViews;
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void generateBlkViews(MTGCardInstance* card);
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CombatStep step;
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void addOne(DefenserDamaged* blocker, CombatStep);
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void removeOne(DefenserDamaged* blocker, CombatStep);
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void reaffectDamage(AttackerDamaged* attacker, CombatStep);
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void remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after);
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public:
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GuiCombat(GameObserver* go);
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@@ -30,7 +32,8 @@ class GuiCombat : public GuiLayer
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virtual bool CheckUserInput(u32 key);
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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typedef vector<AttackerDamaged*>::iterator inner_iterator;
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};
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#endif // _GUICOMBAT_H_
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@@ -82,6 +82,7 @@ class MTGCardInstance: public MTGCard, public Damageable {
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MTGCardInstance * getNextOpponent(MTGCardInstance * previous=NULL);
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MTGCardInstance * getNextDefenser(MTGCardInstance * previous=NULL);
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int nbOpponents();
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int stepPower(CombatStep step);
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int afterDamage();
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@@ -10,6 +10,7 @@ using std::list;
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class Player;
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typedef enum { ORDER, FIRST_STRIKE, DAMAGE } CombatStep;
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class Phase{
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public:
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int id;
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@@ -8,6 +8,7 @@ struct Pos {
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float x, y, zoom, t, alpha;
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Pos(float, float, float, float, float);
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virtual void Update(float dt);
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void UpdateNow();
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virtual void Render();
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void Render(JQuad*);
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};
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@@ -1,6 +1,8 @@
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#ifndef _WEVENT_H_
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#define _WEVENT_H_
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#include "PhaseRing.h"
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class MTGCardInstance;
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class MTGGameZone;
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class Damage;
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@@ -82,10 +84,14 @@ struct WEventCreatureBlockerRank : public WEventCardUpdate {
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WEventCreatureBlockerRank(MTGCardInstance * card,MTGCardInstance * exchangeWith, MTGCardInstance * attacker);
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};
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//Event when blockers are assigned and need to be reordered
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struct WEventBlockersAssigned : public WEvent {
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//Event when a combat phase step ends
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struct WEventCombatStepChange : public WEvent
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{
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CombatStep step;
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WEventCombatStepChange(CombatStep);
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};
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//Event when a mana is engaged
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//color : color
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struct WEventEngageMana : public WEvent {
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@@ -1,8 +1,6 @@
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#include "../include/config.h"
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#include "../include/AIPlayer.h"
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#include "../include/CardDescriptor.h"
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#include "../include/DamageResolverLayer.h"
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#include "../include/DamagerDamaged.h"
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#include "../include/AIStats.h"
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#include "../include/AllAbilities.h"
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#include "../include/ExtraCost.h"
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@@ -345,7 +345,7 @@ int ActionStack::addDraw(Player * player, int nb_cards){
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}
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int ActionStack::addDamage(MTGCardInstance * _source, Damageable * _target, int _damage){
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Damage * damage = NEW Damage(mCount, _source, _target, _damage);
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Damage * damage = NEW Damage(_source, _target, _damage);
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addAction(damage);
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return 1;
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}
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@@ -6,11 +6,11 @@
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#include "../include/Translate.h"
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#include "../include/TexturesCache.h"
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Damage::Damage(int id, MTGCardInstance * source, Damageable * target) {
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Damage::Damage(MTGCardInstance * source, Damageable * target) {
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init(source, target, source->getPower());
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}
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Damage::Damage(int id, MTGCardInstance * source, Damageable * target, int damage) {
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Damage::Damage(MTGCardInstance * source, Damageable * target, int damage) {
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init(source, target, damage);
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}
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@@ -114,21 +114,21 @@ int DamageStack::CombatDamages(int strike){
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int nbdefensers = defensers->nbDefensers(attacker);
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if ((!strike && !attacker->has(Constants::FIRSTSTRIKE)) || (strike && attacker->has(Constants::FIRSTSTRIKE)) || attacker->has(Constants::DOUBLESTRIKE)){
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if (nbdefensers == 0){
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Damage * damage = NEW Damage (mCount, attacker, game->opponent());
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Damage * damage = NEW Damage(attacker, game->opponent());
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Add(damage);
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}else if (nbdefensers == 1){
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Damage * damage = NEW Damage (mCount, attacker, defensers->getNextDefenser(NULL, attacker));
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Damage * damage = NEW Damage(attacker, defensers->getNextDefenser(NULL, attacker));
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Add(damage);
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}else{
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//TODO Fetch list of defensers and allow user to choose targets
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Damage * damage = NEW Damage (mCount, attacker, defensers->getNextDefenser(NULL, attacker));
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Damage * damage = NEW Damage(attacker, defensers->getNextDefenser(NULL, attacker));
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Add(damage);
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}
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}
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MTGCardInstance * defenser = defensers->getNextDefenser(NULL, attacker);
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while (defenser != NULL){
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if ((!strike && !defenser->has(Constants::FIRSTSTRIKE)) || (strike && defenser->has(Constants::FIRSTSTRIKE)) || defenser->has(Constants::DOUBLESTRIKE)){
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Damage * damage = NEW Damage (mCount,defenser, attacker);
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Damage * damage = NEW Damage(defenser, attacker);
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Add(damage);
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}
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defenser = defensers->getNextDefenser(defenser, attacker);
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@@ -106,11 +106,12 @@ DamagerDamaged * DamageResolverLayer::addIfNotExists(MTGCardInstance * card, Pla
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DamagerDamaged * item = (DamagerDamaged *)mObjects[i];
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if (item->card == card) return item;
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}
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// CardGui * cardg = game->mLayers->playLayer()->getByCard(card);
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DamagerDamaged * item = NEW DamagerDamaged(card, selecter, mCount == 0);
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// Add(NEW TransientCardView(card->gui));
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mCurr = 0;
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return item;
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// CardGui * cardg = game->mLayers->playLayer()->getByCard(card);
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// DamagerDamaged * item = NEW DamagerDamaged(card, selecter, mCount == 0);
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// Add(NEW TransientCardView(card->gui));
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// mCurr = 0;
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// return item;
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return NULL;
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}
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void DamageResolverLayer::updateAllCoordinates(){
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@@ -303,6 +304,7 @@ int DamageResolverLayer::trampleDamage(){
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int DamageResolverLayer::resolveDamages(){
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trampleDamage();
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/*
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for (int i = 0; i < mCount ; i++){
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DamagerDamaged * current = (DamagerDamaged *) mObjects[i];
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for (int j =0; j < current->mCount ; j++){
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@@ -310,6 +312,7 @@ int DamageResolverLayer::resolveDamages(){
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damageStack->Add(damage);
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}
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}
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*/
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game->mLayers->stackLayer()->addAction(damageStack);
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game->mLayers->stackLayer()->resolve(); //Wagic 2010
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remainingDamageSteps--;
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@@ -525,10 +528,10 @@ void DamageResolverLayer::Render(){
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mFont->DrawString(_("Current Damager:").c_str(), 10, 5);
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}
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for (int i = 0; i < mCount; i++){
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((DamagerDamaged *)mObjects[i])->Render(currentChoosingPlayer);
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((DamagerDamaged *)mObjects[i])->Render();
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}
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if (mObjects[mCurr]){
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((DamagerDamaged *)mObjects[mCurr])->Render(currentChoosingPlayer);
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((DamagerDamaged *)mObjects[mCurr])->Render();
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}
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@@ -5,88 +5,74 @@
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Temporary objects that store the damages dealt to/from creatures during the combat phase
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*/
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DamagerDamaged::DamagerDamaged(MTGCardInstance* card, float x, float y, bool show, Player * damageSelecter) : TransientCardView(card, x, y), show(show), damageSelecter(damageSelecter) {}
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DamagerDamaged::DamagerDamaged(MTGCardInstance* card, const Pos& ref, bool show, Player * damageSelecter) : TransientCardView(card, ref), show(show), damageSelecter(damageSelecter) {}
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DamagerDamaged::DamagerDamaged(MTGCardInstance* card, Player * _damageSelecter, bool _hasFocus) : card(card){
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mCount = 0;
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damageSelecter = _damageSelecter;
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damageToDeal = card->power;
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}
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DamagerDamaged::~DamagerDamaged(){
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for (int i = 0; i < mCount; i++){
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SAFE_DELETE(damages[i]);
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}
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}
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DamagerDamaged::~DamagerDamaged(){}
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int DamagerDamaged::sumDamages(){
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int total = 0;
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for (int i = 0; i < mCount; i++){
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total += damages[i]->damage;
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}
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for (vector<Damage>::iterator i = damages.begin(); i != damages.end(); ++i)
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total += i->damage;
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return total;
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}
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int DamagerDamaged::hasLethalDamage(){
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if (sumDamages() >= card->life) return 1;
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bool DamagerDamaged::hasLethalDamage(){
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return (sumDamages() >= card->life);
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}
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void DamagerDamaged::addDamage(int damage, DamagerDamaged* source){
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for (vector<Damage>::iterator i = damages.begin(); i != damages.end(); ++i)
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if (i->source == source->card){
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i->damage += damage;
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if (0 >= i->damage) damages.erase(i);
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return;
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}
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if (0 < damage) damages.push_back(Damage(source->card, this->card,damage));
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return;
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}
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int DamagerDamaged::removeDamagesFrom(DamagerDamaged* source){
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for (vector<Damage>::iterator i = damages.begin(); i != damages.end(); ++i)
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if (i->source == source->card){
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int damage = i->damage;
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damages.erase(i);
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return damage;
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}
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return 0;
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}
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int DamagerDamaged::dealOneDamage(DamagerDamaged * target){
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if (!damageToDeal) return 0;
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damageToDeal--;
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#if defined (WIN32) || defined (LINUX)
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char buf[4096];
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sprintf(buf, "==========\n%s can still deal %i damages\n=============\n", card->getName().c_str(), damageToDeal);
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OutputDebugString(buf);
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#endif
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return target->addDamage(1, this);
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void DamagerDamaged::clearDamage()
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{
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damages.clear();
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}
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int DamagerDamaged::addDamage(int damage, DamagerDamaged * source){
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for (int i = 0; i < mCount; i++){
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if (damages[i]->source == source->card){
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damages[i]->damage+= damage;
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return damage;
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}
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}
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damages[mCount] = NEW Damage(mCount, source->card, this->card,damage);
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mCount++;
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return damage;
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}
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|
||||
int DamagerDamaged::removeDamagesTo(DamagerDamaged * target){
|
||||
damageToDeal+= target->removeDamagesFrom(this);
|
||||
return 1;
|
||||
}
|
||||
|
||||
int DamagerDamaged::removeDamagesFrom(DamagerDamaged * source){
|
||||
for (int i = 0; i < mCount; i++){
|
||||
if (damages[i]->source == source->card){
|
||||
int damage = damages[i]->damage;
|
||||
SAFE_DELETE(damages[i]);
|
||||
damages[i] = damages[mCount-1];
|
||||
mCount--;
|
||||
return damage;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void DamagerDamaged::Render(Player * currentPlayer){
|
||||
void DamagerDamaged::Render(CombatStep mode)
|
||||
{
|
||||
TransientCardView::Render();
|
||||
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
|
||||
mFont->SetBase(0);
|
||||
// CardGui::Render();
|
||||
|
||||
/*
|
||||
char buf[4096];
|
||||
if (currentPlayer != damageSelecter){
|
||||
if (hasLethalDamage()){
|
||||
mFont->DrawString("X",x,y);
|
||||
|
||||
switch (mode)
|
||||
{
|
||||
case ORDER :
|
||||
mFont->SetColor(ARGB(92,255,255,255));
|
||||
break;
|
||||
case FIRST_STRIKE :
|
||||
case DAMAGE :
|
||||
mFont->SetColor(ARGB(255, 255, 64, 0));
|
||||
break;
|
||||
}
|
||||
mFont->SetColor(ARGB(255,255,0,0));
|
||||
|
||||
char buf[6];
|
||||
// if (currentPlayer != damageSelecter){
|
||||
/* if (hasLethalDamage()){
|
||||
mFont->DrawString("X",x,y);
|
||||
}*/
|
||||
sprintf(buf, "%i", sumDamages());
|
||||
mFont->DrawString(buf,x+5, y+5);
|
||||
mFont->DrawString(buf, actX - 14 * actZ + 5, actY - 14 * actZ);
|
||||
/*
|
||||
}else{
|
||||
mFont->SetColor(ARGB(255,0,0,255));
|
||||
sprintf(buf, "%i", damageToDeal);
|
||||
@@ -95,3 +81,7 @@ void DamagerDamaged::Render(Player * currentPlayer){
|
||||
mFont->SetColor(ARGB(255,255,255,255));
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
AttackerDamaged::AttackerDamaged(MTGCardInstance* card, float x, float y, bool show, Player * damageSelecter) : DamagerDamaged(card, x, y, show, damageSelecter) {}
|
||||
AttackerDamaged::AttackerDamaged(MTGCardInstance* card, const Pos& ref, bool show, Player * damageSelecter) : DamagerDamaged(card, ref, show, damageSelecter) {}
|
||||
|
||||
@@ -88,7 +88,7 @@ void GameObserver::nextGamePhase(){
|
||||
Phase * cPhaseOld = phaseRing->getCurrentPhase();
|
||||
if (!blockersSorted && cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS){
|
||||
blockersAssigned = 1;
|
||||
receiveEvent(NEW WEventBlockersAssigned());
|
||||
receiveEvent(NEW WEventCombatStepChange(ORDER));
|
||||
/*
|
||||
if (!mLayers->combatLayer()->autoOrderBlockers()){
|
||||
OutputDebugString("Player has To choose ordering!");
|
||||
@@ -156,7 +156,7 @@ void GameObserver::userRequestNextGamePhase(){
|
||||
Phase * cPhaseOld = phaseRing->getCurrentPhase();
|
||||
if (!blockersSorted && cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS){
|
||||
blockersAssigned = 1;
|
||||
receiveEvent(NEW WEventBlockersAssigned());
|
||||
receiveEvent(NEW WEventCombatStepChange(ORDER));
|
||||
/*
|
||||
if (!mLayers->combatLayer()->autoOrderBlockers()){
|
||||
OutputDebugString("Player has To choose ordering!");
|
||||
|
||||
@@ -4,83 +4,137 @@
|
||||
#include "Closest.cpp"
|
||||
|
||||
static const float MARGIN = 70;
|
||||
static const float TOP_LINE = 80;
|
||||
|
||||
struct Left : public Exp { static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
|
||||
{ return ref->y == test->y && ref->x > test->x && test->show; } };
|
||||
struct Right : public Exp { static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
|
||||
{ return ref->y == test->y && ref->x < test->x && test->show; } };
|
||||
|
||||
struct Left : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
|
||||
{ return ref->y == test->y && ref->x > test->x; } };
|
||||
struct Right : public Exp { static inline bool test(CardSelector::Target* ref, CardSelector::Target* test)
|
||||
{ return ref->y == test->y && ref->x < test->x; } };
|
||||
JQuad* GuiCombat::ok_quad = NULL;
|
||||
|
||||
|
||||
GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), ok(SCREEN_WIDTH - MARGIN, 210, 1, 0, 255), cursor_pos(NONE)
|
||||
GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), activeAtk(NULL), ok(SCREEN_WIDTH - MARGIN, 210, 1, 0, 255), cursor_pos(NONE), step(DAMAGE)
|
||||
{
|
||||
if (!GameApp::CommonRes->GetTexture("Ok.png"))
|
||||
if (NULL == ok_quad)
|
||||
{
|
||||
GameApp::CommonRes->CreateTexture("Ok.png");
|
||||
GameApp::CommonRes->CreateQuad("OK", "Ok.png", 0, 0, 56, 45);
|
||||
if (!GameApp::CommonRes->GetTexture("Ok.png"))
|
||||
{
|
||||
GameApp::CommonRes->CreateTexture("Ok.png");
|
||||
GameApp::CommonRes->CreateQuad("OK", "Ok.png", 0, 0, 56, 45);
|
||||
}
|
||||
ok_quad = GameApp::CommonRes->GetQuad("OK");
|
||||
ok_quad->SetHotSpot(28, 22);
|
||||
}
|
||||
ok_quad = GameApp::CommonRes->GetQuad("OK");
|
||||
if(ok_quad)
|
||||
ok_quad->SetHotSpot(28, 22);
|
||||
}
|
||||
|
||||
GuiCombat::~GuiCombat()
|
||||
{
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
static inline void repos(typename vector<T*>::iterator begin, typename vector<T*>::iterator end, signed size = -1)
|
||||
{
|
||||
for (typename vector<T*>::iterator it = begin; it != end; ++it)
|
||||
if ((*it)->show) ++size;
|
||||
float space = (SCREEN_WIDTH - 2*MARGIN) / size;
|
||||
float pos = MARGIN;
|
||||
for (typename vector<T*>::iterator it = begin; it != end; ++it)
|
||||
if ((*it)->show)
|
||||
{
|
||||
(*it)->x = pos;
|
||||
pos += space;
|
||||
}
|
||||
}
|
||||
|
||||
void GuiCombat::Update(float dt)
|
||||
{
|
||||
if (NONE != cursor_pos)
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
(*it)->Update(dt);
|
||||
if (activeAtk)
|
||||
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
|
||||
(*q)->Update(dt);
|
||||
ok.Update(dt);
|
||||
}
|
||||
|
||||
void GuiCombat::remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after)
|
||||
{
|
||||
if (after)
|
||||
{
|
||||
for (vector<TransientCardView*>::iterator it = atkViews.begin(); it != atkViews.end(); ++it)
|
||||
(*it)->Update(dt);
|
||||
for (vector<TransientCardView*>::iterator it = blkViews.begin(); it != blkViews.end(); ++it)
|
||||
(*it)->Update(dt);
|
||||
ok.Update(dt);
|
||||
for (vector<DefenserDamaged*>::iterator q = after->blockers.begin(); q != after->blockers.end(); ++q)
|
||||
{
|
||||
(*q)->actX = MARGIN; (*q)->y = TOP_LINE;
|
||||
(*q)->zoom = 2.2; (*q)->t = 0;
|
||||
}
|
||||
repos<DefenserDamaged>(after->blockers.begin(), after->blockers.end());
|
||||
}
|
||||
}
|
||||
|
||||
void GuiCombat::generateBlkViews(MTGCardInstance* card)
|
||||
void GuiCombat::reaffectDamage(AttackerDamaged* attacker, CombatStep step)
|
||||
{
|
||||
for (vector<TransientCardView*>::iterator it = blkViews.begin(); it != blkViews.end(); ++it)
|
||||
SAFE_DELETE(*it);
|
||||
blkViews.clear();
|
||||
if (card && card->blockers.size() > 0)
|
||||
attacker->clearDamage();
|
||||
unsigned damage = attacker->card->stepPower(step);
|
||||
for (vector<DefenserDamaged*>::iterator it = attacker->blockers.begin(); it != attacker->blockers.end(); ++it)
|
||||
{
|
||||
float space = (SCREEN_WIDTH - 2*MARGIN) / card->blockers.size();
|
||||
float pos = MARGIN;
|
||||
for (list<MTGCardInstance*>::iterator it = card->blockers.begin(); it != card->blockers.end(); ++it)
|
||||
{
|
||||
TransientCardView* t = NEW TransientCardView(*it, 20, 60);
|
||||
blkViews.push_back(t);
|
||||
t->x = pos; t->y = 60;
|
||||
t->zoom = 2.2; t->t = 0;
|
||||
pos += space;
|
||||
}
|
||||
(*it)->clearDamage();
|
||||
unsigned actual_damage = MIN(damage, (unsigned)MAX((*it)->card->toughness, 0));
|
||||
(*it)->addDamage(actual_damage, attacker);
|
||||
attacker->addDamage((*it)->card->stepPower(step), *it);
|
||||
damage -= actual_damage;
|
||||
}
|
||||
}
|
||||
|
||||
void GuiCombat::addOne(DefenserDamaged* blocker, CombatStep step)
|
||||
{
|
||||
blocker->addDamage(1, activeAtk);
|
||||
signed damage = activeAtk->card->stepPower(step);
|
||||
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
|
||||
{
|
||||
damage -= (*it)->sumDamages();
|
||||
if (0 > damage) { (*it)->addDamage(-1, activeAtk); break; }
|
||||
}
|
||||
}
|
||||
void GuiCombat::removeOne(DefenserDamaged* blocker, CombatStep step)
|
||||
{
|
||||
blocker->addDamage(-1, activeAtk);
|
||||
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
|
||||
if (!(*it)->hasLethalDamage()) { (*it)->addDamage(1, activeAtk); break; }
|
||||
}
|
||||
|
||||
bool GuiCombat::CheckUserInput(u32 key)
|
||||
{
|
||||
if (NONE == cursor_pos) return false;
|
||||
TransientCardView* oldActive = active;
|
||||
DamagerDamaged* oldActive = active;
|
||||
switch (key)
|
||||
{
|
||||
case PSP_CTRL_CIRCLE:
|
||||
if (BLK == cursor_pos)
|
||||
activeAtk->card->raiseBlockerRankOrder(active->card);
|
||||
else if (OK == cursor_pos) { cursor_pos = NONE; go->userRequestNextGamePhase(); };
|
||||
break;
|
||||
case PSP_CTRL_UP:
|
||||
if (ATK == cursor_pos)
|
||||
if (ORDER == step) { activeAtk->card->raiseBlockerRankOrder(active->card); }
|
||||
else
|
||||
{
|
||||
signed damage = activeAtk->card->stepPower(step);
|
||||
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); *it != active; ++it)
|
||||
damage -= (*it)->sumDamages();
|
||||
signed now = active->sumDamages();
|
||||
damage -= now;
|
||||
if (damage > 0) addOne(active, step);
|
||||
else
|
||||
for (now -= active->card->toughness; now >= 0; --now) removeOne(active, step);
|
||||
}
|
||||
else if (ATK == cursor_pos)
|
||||
{
|
||||
activeAtk = active;
|
||||
active = blkViews.front();
|
||||
active = activeAtk->blockers.front();
|
||||
active->zoom = 2.7;
|
||||
cursor_pos = BLK;
|
||||
}
|
||||
return true;
|
||||
case PSP_CTRL_DOWN:
|
||||
else if (OK == cursor_pos)
|
||||
switch (step)
|
||||
{
|
||||
case ORDER : go->receiveEvent(NEW WEventCombatStepChange(FIRST_STRIKE)); break;
|
||||
case FIRST_STRIKE : go->receiveEvent(NEW WEventCombatStepChange(DAMAGE)); break;
|
||||
case DAMAGE : cursor_pos = NONE; go->userRequestNextGamePhase(); break;
|
||||
}
|
||||
break;
|
||||
case PSP_CTRL_TRIANGLE:
|
||||
if (BLK == cursor_pos)
|
||||
{
|
||||
oldActive->zoom = 2.2;
|
||||
@@ -92,9 +146,13 @@ bool GuiCombat::CheckUserInput(u32 key)
|
||||
switch (cursor_pos)
|
||||
{
|
||||
case NONE : break;
|
||||
case OK : active = atkViews.back(); cursor_pos = ATK; break;
|
||||
case ATK : active = closest<Left>(atkViews, NULL, active); break;
|
||||
case BLK : active = closest<Left>(blkViews, NULL, active); break;
|
||||
case OK :
|
||||
for (vector<AttackerDamaged*>::reverse_iterator it = attackers.rbegin(); it != attackers.rend(); ++it) if ((*it)->show) { active = *it; break; }
|
||||
activeAtk = static_cast<AttackerDamaged*>(active);
|
||||
cursor_pos = ATK;
|
||||
break;
|
||||
case ATK : active = closest<Left>(attackers, NULL, static_cast<AttackerDamaged*>(active)); activeAtk = static_cast<AttackerDamaged*>(active); break;
|
||||
case BLK : active = closest<Left>(activeAtk->blockers, NULL, static_cast<DefenserDamaged*>(active)); break;
|
||||
}
|
||||
break;
|
||||
case PSP_CTRL_RIGHT:
|
||||
@@ -102,22 +160,31 @@ bool GuiCombat::CheckUserInput(u32 key)
|
||||
{
|
||||
case NONE :
|
||||
case OK : break;
|
||||
case BLK : active = closest<Right>(blkViews, NULL, active); break;
|
||||
case ATK : active = closest<Right>(atkViews, NULL, active);
|
||||
if (active == oldActive) { active = NULL; cursor_pos = OK; }
|
||||
case BLK : active = closest<Right>(activeAtk->blockers, NULL, static_cast<DefenserDamaged*>(active)); break;
|
||||
case ATK : active = closest<Right>(attackers, NULL, static_cast<AttackerDamaged*>(active));
|
||||
if (active == oldActive) { active = activeAtk = NULL; cursor_pos = OK; }
|
||||
else activeAtk = static_cast<AttackerDamaged*>(active);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case PSP_CTRL_DOWN:
|
||||
if (ORDER == step || BLK != cursor_pos || active->sumDamages() <= 0) break;
|
||||
removeOne(active, step);
|
||||
break;
|
||||
case PSP_CTRL_UP:
|
||||
if (ORDER == step || BLK != cursor_pos) break;
|
||||
addOne(active, step);
|
||||
break;
|
||||
case PSP_CTRL_SQUARE:
|
||||
case PSP_CTRL_RTRIGGER:
|
||||
active = NULL; cursor_pos = OK;
|
||||
active = activeAtk = NULL; cursor_pos = OK;
|
||||
break;
|
||||
}
|
||||
if (oldActive != active)
|
||||
{
|
||||
if (oldActive) oldActive->zoom = 2.2;
|
||||
if (oldActive && oldActive != activeAtk) oldActive->zoom = 2.2;
|
||||
if (active) active->zoom = 2.7;
|
||||
if (ATK == cursor_pos) generateBlkViews(active->card);
|
||||
if (ATK == cursor_pos) remaskBlkViews(dynamic_cast<AttackerDamaged*>(oldActive), static_cast<AttackerDamaged*>(active));
|
||||
}
|
||||
if (OK == cursor_pos) ok.zoom = 1.5; else ok.zoom = 1.0;
|
||||
return true;
|
||||
@@ -129,15 +196,19 @@ void GuiCombat::Render()
|
||||
JRenderer* renderer = JRenderer::GetInstance();
|
||||
renderer->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(200,0,0,0));
|
||||
|
||||
for (vector<TransientCardView*>::iterator it = atkViews.begin(); it != atkViews.end(); ++it)
|
||||
(*it)->Render();
|
||||
for (vector<TransientCardView*>::iterator it = blkViews.begin(); it != blkViews.end(); ++it)
|
||||
(*it)->Render();
|
||||
|
||||
if(ok_quad)
|
||||
ok.Render(ok_quad);
|
||||
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
if ((*it)->show) (*it)->Render(step);
|
||||
if (activeAtk)
|
||||
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
|
||||
(*q)->Render(step);
|
||||
if (ok_quad) ok.Render(ok_quad);
|
||||
renderer->DrawLine(0, SCREEN_HEIGHT / 2 + 10, SCREEN_WIDTH, SCREEN_HEIGHT / 2 + 10, ARGB(255, 255, 64, 0));
|
||||
if (FIRST_STRIKE == step)
|
||||
{
|
||||
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
|
||||
mFont->SetColor(ARGB(255, 64, 255, 64));
|
||||
mFont->DrawString("First strike damage", 370, 2);
|
||||
}
|
||||
}
|
||||
|
||||
int GuiCombat::receiveEventPlus(WEvent* e)
|
||||
@@ -146,65 +217,133 @@ int GuiCombat::receiveEventPlus(WEvent* e)
|
||||
{
|
||||
if (NULL == event->after) return 0;
|
||||
cout << "Attacker : " << event->card->name << " " << event->before << " -> " << event->after << endl;
|
||||
attackers.push_back(event->card);
|
||||
AttackerDamaged* t = NEW AttackerDamaged(event->card, *(event->card->view), true, NULL);
|
||||
attackers.push_back(t);
|
||||
return 1;
|
||||
}
|
||||
else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
|
||||
{
|
||||
cout << "Blocker : " << event->card->name << " " << event->before << " -> " << event->after << endl;
|
||||
if (NULL == event->after) return 0;
|
||||
return 1;
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
if ((*it)->card == event->after)
|
||||
{
|
||||
DefenserDamaged* t = NEW DefenserDamaged(event->card, *(event->card->view), true, NULL);
|
||||
t->y = t->actY = TOP_LINE; t->actT = t->t = 0; t->actZ = t->zoom = 2.2;
|
||||
(*it)->blockers.push_back(t);
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
else if (WEventCreatureBlockerRank* event = dynamic_cast<WEventCreatureBlockerRank*>(e))
|
||||
{
|
||||
cout << "Order : " << event->card->name << " -> " << event->exchangeWith->name << endl;
|
||||
vector<TransientCardView*>::iterator it1, it2;
|
||||
for (it1 = blkViews.begin(); it1 != blkViews.end(); ++it1) if ((*it1)->card == event->card) break; if (blkViews.end() == it1) return 1;
|
||||
for (it2 = blkViews.begin(); it2 != blkViews.end(); ++it2) if ((*it2)->card == event->exchangeWith) break; if (blkViews.end() == it2) return 1;
|
||||
float x = (*it1)->x;
|
||||
(*it1)->x = (*it2)->x;
|
||||
(*it2)->x = x;
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
if ((*it)->card == event->attacker)
|
||||
{
|
||||
vector<DefenserDamaged*>::iterator it1, it2;
|
||||
for (it1 = (*it)->blockers.begin(); it1 != (*it)->blockers.end(); ++it1) if ((*it1)->card == event->card) break;
|
||||
if ((*it)->blockers.end() == it1) return 1;
|
||||
for (it2 = (*it)->blockers.begin(); it2 != (*it)->blockers.end(); ++it2) if ((*it2)->card == event->exchangeWith) break;
|
||||
if ((*it)->blockers.end() == it2) return 1;
|
||||
float x = (*it1)->x;
|
||||
(*it1)->x = (*it2)->x;
|
||||
(*it2)->x = x;
|
||||
std::iter_swap(it1, it2);
|
||||
reaffectDamage(*it, DAMAGE);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
int GuiCombat::receiveEventMinus(WEvent* e)
|
||||
{
|
||||
// (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e)
|
||||
if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
|
||||
{
|
||||
if (NULL == event->before) return 0;
|
||||
for (vector<MTGCardInstance*>::iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
if (*it == event->card)
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
if ((*it)->card == event->card)
|
||||
{
|
||||
attackers.erase(it);
|
||||
return 1;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
else if (WEventBlockersAssigned* event = dynamic_cast<WEventBlockersAssigned*>(e))
|
||||
else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
|
||||
{
|
||||
if (active) return 0; // Why do I take this event twice >.>
|
||||
if (go->currentPlayer->isAI()) return 0;
|
||||
unsigned size = 0;
|
||||
for (vector<MTGCardInstance*>::iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
if (1 < (*it)->blockers.size()) ++size;
|
||||
if (0 == size) return 1;
|
||||
float space = (SCREEN_WIDTH - 2*MARGIN) / size;
|
||||
float pos = MARGIN;
|
||||
for (vector<MTGCardInstance*>::iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
if (1 < (*it)->blockers.size())
|
||||
{
|
||||
TransientCardView* t = NEW TransientCardView(*it, *(*it)->view);
|
||||
atkViews.push_back(t);
|
||||
t->x = pos; t->y = 210;
|
||||
t->zoom = 2.2; t->t = 0;
|
||||
pos += space;
|
||||
}
|
||||
active = *atkViews.begin();
|
||||
active->zoom = 2.7;
|
||||
generateBlkViews(active->card);
|
||||
cout << "Blocker : " << event->card->name << " " << event->before << " -> " << event->after << endl;
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
if ((*it)->card == event->before)
|
||||
for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
|
||||
if ((*q)->card == event->card)
|
||||
{
|
||||
DefenserDamaged* d = *q;
|
||||
(*it)->blockers.erase(q);
|
||||
SAFE_DELETE(d);
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
else if (WEventCombatStepChange* event = dynamic_cast<WEventCombatStepChange*>(e))
|
||||
switch (event->step)
|
||||
{
|
||||
case ORDER:
|
||||
{
|
||||
if (ORDER == step) return 0; // Why do I take this twice ? >.>
|
||||
if (go->currentPlayer->isAI()) { go->receiveEvent(NEW WEventCombatStepChange(FIRST_STRIKE)); return 1; }
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
{
|
||||
(*it)->show = (1 < (*it)->blockers.size());
|
||||
reaffectDamage(*it, DAMAGE);
|
||||
}
|
||||
active = NULL;
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
if ((*it)->show)
|
||||
{
|
||||
(*it)->y = 210;
|
||||
(*it)->zoom = 2.2; (*it)->t = 0;
|
||||
if (!active) active = *it;
|
||||
}
|
||||
repos<AttackerDamaged>(attackers.begin(), attackers.end(), 0);
|
||||
if (active)
|
||||
{
|
||||
active->zoom = 2.7; // We know there is at least one, so this cannot be NULL
|
||||
activeAtk = static_cast<AttackerDamaged*>(active);
|
||||
remaskBlkViews(NULL, static_cast<AttackerDamaged*>(active));
|
||||
cursor_pos = ATK;
|
||||
step = ORDER;
|
||||
}
|
||||
else
|
||||
go->receiveEvent(NEW WEventCombatStepChange(FIRST_STRIKE));
|
||||
return 1;
|
||||
}
|
||||
case FIRST_STRIKE:
|
||||
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
|
||||
if ((*attacker)->card->has(Constants::FIRSTSTRIKE) || (*attacker)->card->has(Constants::DOUBLESTRIKE)) goto DAMAGE;
|
||||
go->receiveEvent(NEW WEventCombatStepChange(DAMAGE));
|
||||
return 1;
|
||||
case DAMAGE: DAMAGE:
|
||||
if (go->currentPlayer->isAI()) { go->userRequestNextGamePhase(); return 1; }
|
||||
step = event->step;
|
||||
cursor_pos = ATK;
|
||||
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
|
||||
reaffectDamage(*attacker, step);
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
||||
(*it)->show = ((*it)->card->has(Constants::DOUBLESTRIKE) || ((*it)->card->has(Constants::FIRSTSTRIKE) ^ (DAMAGE == step))) && (1 < (*it)->blockers.size());
|
||||
repos<AttackerDamaged>(attackers.begin(), attackers.end(), 0);
|
||||
active = NULL;
|
||||
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it) if ((*it)->show) { active = *it; break; }
|
||||
if (active)
|
||||
{
|
||||
active->zoom = 2.7;
|
||||
activeAtk = static_cast<AttackerDamaged*>(active);
|
||||
remaskBlkViews(NULL, static_cast<AttackerDamaged*>(active));
|
||||
}
|
||||
else
|
||||
{
|
||||
if (FIRST_STRIKE == step) go->receiveEvent(NEW WEventCombatStepChange(DAMAGE));
|
||||
else go->userRequestNextGamePhase();
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -630,3 +630,15 @@ JSample * MTGCardInstance::getSample(){
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
int MTGCardInstance::stepPower(CombatStep step)
|
||||
{
|
||||
switch (step)
|
||||
{
|
||||
case FIRST_STRIKE :
|
||||
if (has(Constants::FIRSTSTRIKE) || has(Constants::DOUBLESTRIKE)) return MAX(0, power); else return 0;
|
||||
case DAMAGE :
|
||||
if (has(Constants::FIRSTSTRIKE)) return 0; else return MAX(0, power);
|
||||
default : return 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,6 +11,10 @@ void Pos::Update(float dt)
|
||||
actA += 10 * dt * (alpha - actA);
|
||||
}
|
||||
|
||||
void Pos::UpdateNow()
|
||||
{
|
||||
actX = x; actY = y; actT = t; actZ = zoom; actA = alpha;
|
||||
}
|
||||
void Pos::Render(){}
|
||||
void Pos::Render(JQuad* quad)
|
||||
{
|
||||
|
||||
@@ -24,4 +24,6 @@ WEventCreatureBlockerRank::WEventCreatureBlockerRank(MTGCardInstance * card, MTG
|
||||
|
||||
WEventEngageMana::WEventEngageMana(int color, MTGCardInstance* card, ManaPool * destination) : WEvent(), color(color), card(card), destination(destination) {}
|
||||
WEventConsumeMana::WEventConsumeMana(int color, ManaPool * source) : WEvent(), color(color),source(source) {}
|
||||
WEventEmptyManaPool::WEventEmptyManaPool(ManaPool * source):WEvent(),source(source){}
|
||||
WEventEmptyManaPool::WEventEmptyManaPool(ManaPool * source) : WEvent(), source(source){}
|
||||
|
||||
WEventCombatStepChange::WEventCombatStepChange(CombatStep step) : WEvent(), step(step) {};
|
||||
|
||||
Reference in New Issue
Block a user