reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
This commit is contained in:
@@ -8,215 +8,266 @@
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#include "WResourceManager.h"
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#include "GameObserver.h"
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Damage::Damage(MTGCardInstance * source, Damageable * target) {
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init(source, target, source->getPower(), DAMAGE_OTHER);
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Damage::Damage(MTGCardInstance * source, Damageable * target)
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{
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init(source, target, source->getPower(), DAMAGE_OTHER);
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}
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Damage::Damage(MTGCardInstance * source, Damageable * target, int damage,int _typeOfDamage) {
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init(source, target, damage, _typeOfDamage);
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Damage::Damage(MTGCardInstance * source, Damageable * target, int damage, int _typeOfDamage)
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{
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init(source, target, damage, _typeOfDamage);
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}
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void Damage::init(MTGCardInstance * _source, Damageable * _target, int _damage, int _typeOfDamage){
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typeOfDamage = _typeOfDamage;
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target = _target;
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source = _source;
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void Damage::init(MTGCardInstance * _source, Damageable * _target, int _damage, int _typeOfDamage)
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{
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typeOfDamage = _typeOfDamage;
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target = _target;
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source = _source;
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if (_damage < 0) _damage = 0; //Negative damages cannot happen
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damage = _damage;
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mHeight = 40;
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type = ACTION_DAMAGE;
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if (_damage < 0)
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_damage = 0; //Negative damages cannot happen
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damage = _damage;
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mHeight = 40;
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type = ACTION_DAMAGE;
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}
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int Damage::resolve(){
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if (damage <0) damage = 0; //Negative damages cannot happen
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state = RESOLVED_OK;
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GameObserver * g = GameObserver::GetInstance();
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WEvent * e = NEW WEventDamage(this);
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//Replacement Effects
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e = g->replacementEffects->replace(e);
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if (!e) return 0;
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WEventDamage * ev = dynamic_cast<WEventDamage*>(e);
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if (!ev) {
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g->receiveEvent(e);
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return 0;
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}
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damage = ev->damage->damage;
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target = ev->damage->target;
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if (!damage) return 0;
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//asorbing effects for cards controller-----------
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//reserved for culmulitive absorb ability coding
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//prevent next damage-----------------------------
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if((target)->preventable >= 1) {
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int preventing =(target)->preventable;
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for(int k = preventing; k > 0;k--){
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//the following keeps preventable from ADDING toughness/life if damage was less then preventable amount.
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for (int i = damage; i >= 1; i--){
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(target)->preventable -= 1;
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damage -= 1;
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break;//does the redux of damage 1 time, breaks the loop to deincrement preventing and start the loop over.
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}
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}
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}
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//set prevent next damage back to 0 if it is equal to less then 0
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if((target)->preventable < 0){
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(target)->preventable = 0;
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}
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//-------------------------------------------------
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if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE){
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MTGCardInstance * _target = (MTGCardInstance *)target;
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if ((_target)->protectedAgainst(source)) damage = 0;
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//rulings = 10/4/2004 The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero.
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//these creature are essentially immune to damage. however 0/-1 effects applied through lords or counters can kill them.
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if ((_target)->has(Constants::PHANTOM)) {
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damage = 0;
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(_target)->counters->removeCounter(1,1);
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int Damage::resolve()
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{
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if (damage < 0)
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damage = 0; //Negative damages cannot happen
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state = RESOLVED_OK;
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GameObserver * g = GameObserver::GetInstance();
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WEvent * e = NEW WEventDamage(this);
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//Replacement Effects
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e = g->replacementEffects->replace(e);
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if (!e)
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return 0;
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WEventDamage * ev = dynamic_cast<WEventDamage*> (e);
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if (!ev)
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{
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g->receiveEvent(e);
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return 0;
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}
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if ((_target)->has(Constants::ABSORB)) {
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damage -= 1;
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}
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if ((_target)->has(Constants::WILTING)) {
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for (int j = damage; j > 0; j--){
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(_target)->counters->addCounter(-1,-1);
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}
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damage = 0;
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}
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if ((_target)->has(Constants::VIGOR)){
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for (int j = damage; j > 0; j--){
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(_target)->counters->addCounter(1,1);
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}
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damage = 0;
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}
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if (!damage){
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state = RESOLVED_NOK;
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delete (e);
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return 0;
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}
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_target->doDamageTest = 1;
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}
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int a = damage;
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damage = ev->damage->damage;
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target = ev->damage->target;
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if (!damage)
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return 0;
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if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE &&
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(source->has(Constants::WITHER) || source->has(Constants::INFECT))){
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// Damage for WITHER or poison on creatures. This should probably go in replacement effects
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MTGCardInstance * _target = (MTGCardInstance *)target;
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for (int i = 0; i < damage; i++){
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_target->counters->addCounter(-1, -1);
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//asorbing effects for cards controller-----------
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//reserved for culmulitive absorb ability coding
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//prevent next damage-----------------------------
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if ((target)->preventable >= 1)
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{
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int preventing = (target)->preventable;
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for (int k = preventing; k > 0; k--)
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{
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//the following keeps preventable from ADDING toughness/life if damage was less then preventable amount.
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for (int i = damage; i >= 1; i--)
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{
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(target)->preventable -= 1;
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damage -= 1;
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break;//does the redux of damage 1 time, breaks the loop to deincrement preventing and start the loop over.
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}
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}
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}
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} else if (target->type_as_damageable == DAMAGEABLE_PLAYER && source->has(Constants::INFECT)) {
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// Poison on player
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Player * _target = (Player *)target;
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_target->poisonCount += damage;//this will be changed to poison counters.
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} else if (target->type_as_damageable == DAMAGEABLE_PLAYER &&
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( source->has(Constants::POISONTOXIC) || source->has(Constants::POISONTWOTOXIC) || source->has(Constants::POISONTHREETOXIC) )) {
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//Damage + 1, 2, or 3 poison counters on player
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Player * _target = (Player *)target;
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a = target->dealDamage(damage);
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target->damageCount += damage;
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if (source->has(Constants::POISONTOXIC)) {
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_target->poisonCount += 1;
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}else if (source->has(Constants::POISONTWOTOXIC)) {
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_target->poisonCount += 2;
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} else {
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_target->poisonCount += 3;
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//set prevent next damage back to 0 if it is equal to less then 0
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if ((target)->preventable < 0)
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{
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(target)->preventable = 0;
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}
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} else {
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// "Normal" case,
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//return the left over amount after effects have been applied to them.
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a = target->dealDamage(damage);
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target->damageCount += 1;
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}
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//Send (Damage/Replaced effect) event to listeners
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g->receiveEvent(e);
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return a;
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}
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void Damage::Render(){
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WFont * mFont = resources.GetWFont(Fonts::MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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char buffer[200];
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sprintf(buffer, _("Deals %i damage to").c_str(), damage);
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mFont->DrawString(buffer, x + 20 , y, JGETEXT_LEFT);
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JRenderer * renderer = JRenderer::GetInstance();
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JQuad * quad = resources.RetrieveCard(source,CACHE_THUMB);
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if (quad){
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x , y , 0,scale,scale);
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}else{
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mFont->DrawString(_(source->getName()).c_str(),x,y-15);
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}
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quad = target->getIcon();
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if (quad){
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x + 150 , y , 0,scale,scale);
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}else{
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//-------------------------------------------------
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if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE)
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mFont->DrawString(_(((MTGCardInstance *)target)->getName()).c_str(),x+120,y);
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}
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{
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MTGCardInstance * _target = (MTGCardInstance *) target;
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if ((_target)->protectedAgainst(source))
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damage = 0;
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//rulings = 10/4/2004 The damage prevention ability works even if it has no counters, as long as some effect keeps its toughness above zero.
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//these creature are essentially immune to damage. however 0/-1 effects applied through lords or counters can kill them.
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if ((_target)->has(Constants::PHANTOM))
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{
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damage = 0;
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(_target)->counters->removeCounter(1, 1);
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}
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if ((_target)->has(Constants::ABSORB))
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{
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damage -= 1;
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}
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if ((_target)->has(Constants::WILTING))
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{
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for (int j = damage; j > 0; j--)
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{
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(_target)->counters->addCounter(-1, -1);
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}
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damage = 0;
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}
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if ((_target)->has(Constants::VIGOR))
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{
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for (int j = damage; j > 0; j--)
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{
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(_target)->counters->addCounter(1, 1);
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}
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damage = 0;
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}
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if (!damage)
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{
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state = RESOLVED_NOK;
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delete (e);
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return 0;
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}
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_target->doDamageTest = 1;
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}
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int a = damage;
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if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE && (source->has(Constants::WITHER) || source->has(
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Constants::INFECT)))
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{
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// Damage for WITHER or poison on creatures. This should probably go in replacement effects
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MTGCardInstance * _target = (MTGCardInstance *) target;
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for (int i = 0; i < damage; i++)
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{
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_target->counters->addCounter(-1, -1);
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}
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}
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else if (target->type_as_damageable == DAMAGEABLE_PLAYER && source->has(Constants::INFECT))
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{
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// Poison on player
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Player * _target = (Player *) target;
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_target->poisonCount += damage;//this will be changed to poison counters.
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}
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else if (target->type_as_damageable == DAMAGEABLE_PLAYER && (source->has(Constants::POISONTOXIC) ||
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source->has(Constants::POISONTWOTOXIC) || source->has(Constants::POISONTHREETOXIC)))
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{
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//Damage + 1, 2, or 3 poison counters on player
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Player * _target = (Player *) target;
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a = target->dealDamage(damage);
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target->damageCount += damage;
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if (source->has(Constants::POISONTOXIC))
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{
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_target->poisonCount += 1;
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}
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else if (source->has(Constants::POISONTWOTOXIC))
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{
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_target->poisonCount += 2;
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}
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else
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{
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_target->poisonCount += 3;
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}
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}
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else
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{
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// "Normal" case,
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//return the left over amount after effects have been applied to them.
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a = target->dealDamage(damage);
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target->damageCount += 1;
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}
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//Send (Damage/Replaced effect) event to listeners
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g->receiveEvent(e);
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return a;
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}
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void Damage::Render()
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{
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WFont * mFont = resources.GetWFont(Fonts::MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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char buffer[200];
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sprintf(buffer, _("Deals %i damage to").c_str(), damage);
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mFont->DrawString(buffer, x + 20, y, JGETEXT_LEFT);
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JRenderer * renderer = JRenderer::GetInstance();
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JQuad * quad = resources.RetrieveCard(source, CACHE_THUMB);
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if (quad)
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{
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x, y, 0, scale, scale);
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}
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else
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{
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mFont->DrawString(_(source->getName()).c_str(), x, y - 15);
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}
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quad = target->getIcon();
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if (quad)
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{
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x + 150, y, 0, scale, scale);
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}
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else
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{
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if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE)
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mFont->DrawString(_(((MTGCardInstance *) target)->getName()).c_str(), x + 120, y);
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}
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}
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ostream& Damage::toString(ostream& out) const
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{
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out << "Damage ::: target : " << target << " ; damage " << damage;
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return out;
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out << "Damage ::: target : " << target << " ; damage " << damage;
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return out;
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}
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DamageStack::DamageStack() {
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currentState = -1;
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type = ACTION_DAMAGES;
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DamageStack::DamageStack()
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{
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currentState = -1;
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type = ACTION_DAMAGES;
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}
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/* Damage Stack resolve process:
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1 - apply damages to targets. For each of them, send an event to the GameObserver (for Damage triggers)
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2 - Once this is done, send a "Damage Stakc Resolved" event to the GameObserver
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3 - Once that message is received on the DamageStack's side, do the "afterDamage" effects (send to graveyard, etc...)
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Using events in 2 and 3 guarantees that the "send to graveyard" effect will only apply AFTER Damaged triggers are applied
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*/
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int DamageStack::resolve(){
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for (int i = mCount-1; i>= 0; i--){
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Damage * damage = (Damage*)mObjects[i];
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if (damage->state == NOT_RESOLVED) damage->resolve();
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}
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GameObserver::GetInstance()->receiveEvent(NEW WEventDamageStackResolved());
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return 1;
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}
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int DamageStack::receiveEvent(WEvent * e) {
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WEventDamageStackResolved *event = dynamic_cast<WEventDamageStackResolved*>(e);
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if (!event) return 0;
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for (int i = mCount-1; i>= 0; i--){
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Damage * damage = (Damage*)mObjects[i];
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if (damage->state == RESOLVED_OK) damage->target->afterDamage();
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}
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return 1;
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1 - apply damages to targets. For each of them, send an event to the GameObserver (for Damage triggers)
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2 - Once this is done, send a "Damage Stakc Resolved" event to the GameObserver
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3 - Once that message is received on the DamageStack's side, do the "afterDamage" effects (send to graveyard, etc...)
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Using events in 2 and 3 guarantees that the "send to graveyard" effect will only apply AFTER Damaged triggers are applied
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*/
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int DamageStack::resolve()
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{
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for (int i = mCount - 1; i >= 0; i--)
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{
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Damage * damage = (Damage*) mObjects[i];
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if (damage->state == NOT_RESOLVED)
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damage->resolve();
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}
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GameObserver::GetInstance()->receiveEvent(NEW WEventDamageStackResolved());
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return 1;
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}
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void DamageStack::Render(){
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float currenty = y;
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for (int i= 0; i < mCount; i++){
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Damage * damage = (Damage*)mObjects[i];
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if (damage->state == NOT_RESOLVED){
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damage->x = x;
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damage->y = currenty;
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currenty += damage->mHeight;
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damage->Render();
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int DamageStack::receiveEvent(WEvent * e)
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{
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WEventDamageStackResolved *event = dynamic_cast<WEventDamageStackResolved*> (e);
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if (!event)
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return 0;
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for (int i = mCount - 1; i >= 0; i--)
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{
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Damage * damage = (Damage*) mObjects[i];
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if (damage->state == RESOLVED_OK)
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damage->target->afterDamage();
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}
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return 1;
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}
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void DamageStack::Render()
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{
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float currenty = y;
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for (int i = 0; i < mCount; i++)
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{
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Damage * damage = (Damage*) mObjects[i];
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if (damage->state == NOT_RESOLVED)
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{
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damage->x = x;
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damage->y = currenty;
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currenty += damage->mHeight;
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damage->Render();
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}
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}
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}
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}
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ostream& DamageStack::toString(ostream& out) const
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{
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return (out << "DamageStack ::: currentState : " << currentState);
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return (out << "DamageStack ::: currentState : " << currentState);
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}
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