- Trying to add generic classes for Triggered abilities. PLEASE DO NOT USE THESE RIGHT NOW, Not Tested AT ALL !
This commit is contained in:
wagic.the.homebrew
2008-11-12 14:38:30 +00:00
parent c97dd1f260
commit a418e10c47
6 changed files with 5003 additions and 5024 deletions
-1
View File
@@ -29,7 +29,6 @@ class ActionElement: public JGuiObject{
int newPhase;
int modal;
int waitingForAnswer;
void RenderMessageBackground(float y0, int height);
int getActivity();
virtual void Update(float dt){};
virtual void Render(){};
File diff suppressed because it is too large Load Diff
+130 -55
View File
@@ -20,22 +20,16 @@ using std::string;
using std::map;
//Two stupid variables used to give a hint to the AI:
// Should I cast a spell on an ennemy or friendly unit ?
#define BAKA_EFFECT_GOOD 10
#define BAKA_EFFECT_BAD 11
class AbilityFactory{
private:
int destroyAllFromTypeInPlay(const char * type, MTGCardInstance * source, int bury = 0);
int destroyAllFromColorInPlay(int color, MTGCardInstance * source, int bury = 0);
int putInPlayFromZone(MTGCardInstance * card, MTGGameZone * zone, Player * p);
public:
int magicText(int id, Spell * spell, MTGCardInstance * card = NULL);
void addAbilities(int _id, Spell * spell);
};
class MTGAbility: public ActionElement{
protected:
char menuText[25];
char menuText[25];
Damageable * target;
GameObserver * game;
public:
@@ -45,74 +39,155 @@ class MTGAbility: public ActionElement{
virtual int testDestroy();
virtual ~MTGAbility();
virtual void Render(){};
virtual int isReactingToClick(MTGCardInstance * card){return 0;};
virtual int reactToClick(MTGCardInstance * card){return 0;};
virtual int isReactingToClick(MTGCardInstance * card){return 0;};
virtual int reactToClick(MTGCardInstance * card){return 0;};
virtual void Update(float dt){};
virtual int fireAbility();
virtual int resolve(){return 0;};
virtual int fireAbility();
virtual int resolve(){return 0;};
};
class TriggeredAbility:public MTGAbility{
public:
TriggeredAbility(int id, MTGCardInstance * card);
TriggeredAbility(int id, MTGCardInstance * _source, Damageable * _target);
virtual void Update(float dt);
virtual void Render(){};
virtual int trigger()=0;
virtual int resolve() = 0;
public:
TriggeredAbility(int id, MTGCardInstance * card);
TriggeredAbility(int id, MTGCardInstance * _source, Damageable * _target);
virtual void Update(float dt);
virtual void Render(){};
virtual int trigger()=0;
virtual int resolve() = 0;
};
class ActivatedAbility:public MTGAbility{
public:
ManaCost * cost;
int playerturnonly;
int needsTapping;
ActivatedAbility(int id, MTGCardInstance * card,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
virtual int reactToClick(MTGCardInstance * card);
virtual int isReactingToClick(MTGCardInstance * card);
virtual int reactToTargetClick(Targetable * object);
virtual int resolve() = 0;
virtual ~ActivatedAbility();
public:
ManaCost * cost;
int playerturnonly;
int needsTapping;
ActivatedAbility(int id, MTGCardInstance * card,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
virtual int reactToClick(MTGCardInstance * card);
virtual int isReactingToClick(MTGCardInstance * card);
virtual int reactToTargetClick(Targetable * object);
virtual int resolve() = 0;
virtual ~ActivatedAbility();
};
class TargetAbility:public ActivatedAbility{
public:
TargetAbility(int id, MTGCardInstance * card, TargetChooser * _tc,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
TargetAbility(int id, MTGCardInstance * card,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
virtual void Update(float dt);
virtual int reactToClick(MTGCardInstance * card);
virtual int reactToTargetClick(Targetable * object);
virtual void Render();
public:
TargetAbility(int id, MTGCardInstance * card, TargetChooser * _tc,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
TargetAbility(int id, MTGCardInstance * card,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
virtual void Update(float dt);
virtual int reactToClick(MTGCardInstance * card);
virtual int reactToTargetClick(Targetable * object);
virtual void Render();
};
class InstantAbility:public MTGAbility{
public:
int init;
virtual void Update(float dt);
virtual int testDestroy();
InstantAbility(int _id, MTGCardInstance * source);
InstantAbility(int _id, MTGCardInstance * source,Damageable * _target);
virtual int resolve(){return 0;};
public:
int init;
virtual void Update(float dt);
virtual int testDestroy();
InstantAbility(int _id, MTGCardInstance * source);
InstantAbility(int _id, MTGCardInstance * source,Damageable * _target);
virtual int resolve(){return 0;};
};
/* State based effects. This class works ONLY for InPlay and needs to be extended for other areas of the game !!! */
class ListMaintainerAbility:public MTGAbility{
public:
map<MTGCardInstance *,bool> cards;
ListMaintainerAbility(int _id):MTGAbility(_id,NULL){};
ListMaintainerAbility(int _id, MTGCardInstance *_source):MTGAbility(_id, _source){};
ListMaintainerAbility(int _id, MTGCardInstance *_source,Damageable * _target):MTGAbility(_id, _source, _target){};
virtual void Update(float dt);
virtual int canBeInList(MTGCardInstance * card) = 0;
virtual int added(MTGCardInstance * card) = 0;
virtual int removed(MTGCardInstance * card) = 0;
virtual int destroy();
public:
map<MTGCardInstance *,bool> cards;
ListMaintainerAbility(int _id):MTGAbility(_id,NULL){};
ListMaintainerAbility(int _id, MTGCardInstance *_source):MTGAbility(_id, _source){};
ListMaintainerAbility(int _id, MTGCardInstance *_source,Damageable * _target):MTGAbility(_id, _source, _target){};
virtual void Update(float dt);
virtual int canBeInList(MTGCardInstance * card) = 0;
virtual int added(MTGCardInstance * card) = 0;
virtual int removed(MTGCardInstance * card) = 0;
virtual int destroy();
};
/* An attempt to globalize triggered abilities as much as possible */
class MTGAbilityBasicFeatures{
public:
Damageable * target;
GameObserver * game;
MTGCardInstance * source;
MTGAbilityBasicFeatures();
MTGAbilityBasicFeatures(MTGCardInstance * _source, Damageable * _target = NULL);
void init(MTGCardInstance * _source, Damageable * _target = NULL);
};
class Trigger:public MTGAbilityBasicFeatures{
public:
virtual int trigger()=0;
virtual int testDestroy(){return 0;};
};
class TriggerAtPhase:public Trigger{
public:
int currentPhase, newPhase;
int phaseId;
TriggerAtPhase(int _phaseId);
virtual int trigger();
};
class TriggerNextPhase:public TriggerAtPhase{
public:
int destroyActivated;
TriggerNextPhase(int _phaseId);
virtual int testDestroy();
};
class TriggeredEvent:public MTGAbilityBasicFeatures{
public:
virtual int resolve()=0;
};
class DrawEvent:public TriggeredEvent{
public:
Player * player;
int nbcards;
DrawEvent(Player * _player, int _nbcards);
int resolve();
};
class DestroyCondition:public MTGAbilityBasicFeatures{
public:
virtual int testDestroy();
};
class GenericTriggeredAbility:public TriggeredAbility{
public:
Trigger * t;
TriggeredEvent * te;
DestroyCondition * dc;
GenericTriggeredAbility(int id, MTGCardInstance * _source, Trigger * _t, TriggeredEvent * _te, DestroyCondition * _dc = NULL, Damageable * _target = NULL);
virtual int trigger();
virtual int resolve();
virtual int testDestroy();
~GenericTriggeredAbility();
};
/* Ability Factory */
class AbilityFactory{
private:
int destroyAllFromTypeInPlay(const char * type, MTGCardInstance * source, int bury = 0);
int destroyAllFromColorInPlay(int color, MTGCardInstance * source, int bury = 0);
int putInPlayFromZone(MTGCardInstance * card, MTGGameZone * zone, Player * p);
Trigger * parseTrigger(string magicText);
public:
int magicText(int id, Spell * spell, MTGCardInstance * card = NULL);
void addAbilities(int _id, Spell * spell);
};
#include "MTGCardInstance.h"
#endif
+71 -57
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@@ -93,50 +93,46 @@ static int _b[7] = {20, 0, 140,15, 50,255,128};
#define MOUNTAINHOME 33
#define SWAMPHOME 34
#define PLAINSHOME 35
#define FLANKING 36
#define RAMPAGE1 37
#define NB_BASIC_ABILITIES 38
#define NB_BASIC_ABILITIES 36
static const char * MTGBasicAbilities[] = {
"trample",
"forestwalk",
"islandwalk",
"mountainwalk",
"swampwalk",
"plainwalk",
"flying",
"first strike",
"double strike",
"fear",
"flash",
"haste",
"lifelink",
"reach",
"shroud",
"vigilance",
"defender",
"banding",
"protection from green",
"protection from blue",
"protection from red",
"protection from black",
"protection from white",
"unblockable",
"wither",
"persist",
"retrace",
"exalted",
"legendary",
"shadow",
"reachshadow",
"foresthome",
"islandhome",
"moutainhome",
"swamphome",
"plainshome",
"flanking",
"rampage",
"trample",
"forestwalk",
"islandwalk",
"mountainwalk",
"swampwalk",
"plainwalk",
"flying",
"first strike",
"double strike",
"fear",
"flash",
"haste",
"lifelink",
"reach",
"shroud",
"vigilance",
"defender",
"banding",
"protection from green",
"protection from blue",
"protection from red",
"protection from black",
"protection from white",
"unblockable",
"wither",
"persist",
"retrace",
"exalted",
"legendary",
"shadow",
"reachshadow",
"foresthome",
"islandhome",
"moutainhome",
"swamphome",
"plainshome"
};
@@ -152,22 +148,40 @@ static const char * MTGBasicAbilities[] = {
static const char *MTGPhaseNames[] =
{
"---",
"Untap",
"Upkeep",
"Draw",
"Main phase 1",
"Combat begins",
"Attackers",
"Blockers",
"Combat damage",
"Combat ends",
"Main phase 2",
"End of turn",
"cleanup",
"---"
};
{
"---",
"Untap",
"Upkeep",
"Draw",
"Main phase 1",
"Combat begins",
"Attackers",
"Blockers",
"Combat damage",
"Combat ends",
"Main phase 2",
"End of turn",
"cleanup",
"---"
};
static const char *MTGPhaseCodeNames[] =
{
"beginofturn",
"untap",
"upkeep",
"draw",
"firstmain",
"combatbegins",
"attackers",
"blockers",
"combatdamage",
"combatends",
"secondmain",
"endofturn",
"cleanup",
"beforenextturn"
};
-25
View File
@@ -12,31 +12,6 @@ ActionElement::ActionElement(int id):JGuiObject(id){
tc = NULL;
}
/*
void ActionElement::RenderMessageBackground(float y0, int _height){
float height = _height;
PIXEL_TYPE colors_up[] =
{
ARGB(0,255,255,255),
ARGB(0,255,255,255),
ARGB(128,255,255,255),
ARGB(128,255,255,255)
};
PIXEL_TYPE colors_down[] =
{
ARGB(128,255,255,255),
ARGB(128,255,255,255),
ARGB(0,255,255,255),
ARGB(0,255,255,255)
};
JRenderer * renderer = JRenderer::GetInstance();
renderer->FillRect(0,y0,SCREEN_WIDTH,height/2,colors_up);
renderer->FillRect(0,y0+height/2,SCREEN_WIDTH,height/2,colors_down);
// mEngine->DrawLine(0,y0,SCREEN_WIDTH,y0,ARGB(128,255,255,255));
// mEngine->DrawLine(0,y0+height,SCREEN_WIDTH,y0+height,ARGB(128,255,255,255));
}*/
int ActionElement::getActivity(){
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