- some code cleanup in Damage.cpp (the test suite passes)
This commit is contained in:
wagic.the.homebrew@gmail.com
2010-09-23 13:06:49 +00:00
parent a6a75af52a
commit b6d7496798
3 changed files with 64 additions and 91 deletions

View File

@@ -49,51 +49,49 @@ int Damage::resolve(){
//reserved for culmulitive absorb ability coding
//prevent next damage-----------------------------
//prevent next damage-----------------------------
if((target)->preventable >= 1) {
int preventing =(target)->preventable;
for(int k = preventing; k > 0;k--){
//the following keeps preventable from ADDING toughness/life if damage was less then preventable amount.
for (int i = damage; i >= 1; i--){
int preventing =(target)->preventable;
for(int k = preventing; k > 0;k--){
//the following keeps preventable from ADDING toughness/life if damage was less then preventable amount.
for (int i = damage; i >= 1; i--){
(target)->preventable -= 1;
damage -= 1;
damage -= 1;
break;//does the redux of damage 1 time, breaks the loop to deincrement preventing and start the loop over.
}
}
}
}
//set prevent next damage back to 0 if it is equal to less then 0
//set prevent next damage back to 0 if it is equal to less then 0
if((target)->preventable < 0){
(target)->preventable = 0;
}
//-------------------------------------------------
//-------------------------------------------------
if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE){
MTGCardInstance * _target = (MTGCardInstance *)target;
if ((_target)->protectedAgainst(source)) damage = 0;
//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.
//these creature are essentially immune to damage. however 0/-1 effects applied through lords or counters can kill them.
if ((_target)->has(Constants::PHANTOM)) {
damage = 0;
(_target)->counters->removeCounter(1,1);
}
if ((_target)->has(Constants::ABSORB)) {
damage -= 1;
}
if ((_target)->has(Constants::WILTING)) {
for (int i = 0; i < damage; i++){
for (int i = damage; i > 0; i--){
(_target)->counters->addCounter(-1,-1);
}
damage = 0;
}
}
if ((_target)->has(Constants::VIGOR)){
for (int i = 0; i < damage; i++){
for (int i = damage; i > 0; i--){
(_target)->counters->addCounter(1,1);
}
damage = 0;
}
}
//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.
//these creature are essentially immune to damage. however 0/-1 effects applied through lords or counters can kill them.
if ((_target)->has(Constants::PHANTOM)) {
damage = 0;
(_target)->counters->removeCounter(1,1);
}
if ((_target)->has(Constants::ABSORB)) {
damage -= 1;
}
if ((_target)->has(Constants::WILTING)) {
for (int j = damage; j > 0; j--){
(_target)->counters->addCounter(-1,-1);
}
damage = 0;
}
if ((_target)->has(Constants::VIGOR)){
for (int j = damage; j > 0; j--){
(_target)->counters->addCounter(1,1);
}
damage = 0;
}
if (!damage){
state = RESOLVED_NOK;
delete (e);
@@ -103,56 +101,41 @@ int Damage::resolve(){
}
int a = damage;
// Damage for WITHER on creatures. This should probably go in replacement effects
if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE && source->has(Constants::WITHER)){
if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE &&
(source->has(Constants::WITHER) || source->has(Constants::INFECT))){
// Damage for WITHER or poison on creatures. This should probably go in replacement effects
MTGCardInstance * _target = (MTGCardInstance *)target;
for (int i = 0; i < damage; i++){
_target->counters->addCounter(-1, -1);
}
}else{//infect damage---------------------------------------------
while(target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE && source->has(Constants::INFECT)){
MTGCardInstance * _target = (MTGCardInstance *)target;
for (int i = 0; i < damage; i++){
_target->counters->addCounter(-1, -1);
}return a;
}while(target->type_as_damageable == DAMAGEABLE_PLAYER && source->has(Constants::INFECT)){
MTGCardInstance * _target = (MTGCardInstance *)target;
for (int i = 0; i < damage; i++){
_target->poisonCount += 1;//this will be changed to poison counters.
}return a;
}//--------------------------------------------------
//poison AND damage----------------------------------
while(target->type_as_damageable == DAMAGEABLE_PLAYER && source->has(Constants::POISONTOXIC)){
MTGCardInstance * _target = (MTGCardInstance *)target;
for (int i = 0; i < damage; i++){
a = target->dealDamage(1);
target->damageCount += 1;
}
_target->poisonCount += 1;
return a;
}
while(target->type_as_damageable == DAMAGEABLE_PLAYER && source->has(Constants::POISONTWOTOXIC)){
MTGCardInstance * _target = (MTGCardInstance *)target;
for (int i = 0; i < damage; i++){
a = target->dealDamage(1);
target->damageCount += 1;
}
_target->poisonCount += 2;
return a;
}
while(target->type_as_damageable == DAMAGEABLE_PLAYER && source->has(Constants::POISONTHREETOXIC)){
MTGCardInstance * _target = (MTGCardInstance *)target;
for (int i = 0; i < damage; i++){
a = target->dealDamage(1);
target->damageCount += 1;
}
_target->poisonCount += 3;
return a;
}//----------------------------------------------------------
//return the left over amount after effects have been applied to them.
} else if (target->type_as_damageable == DAMAGEABLE_PLAYER && source->has(Constants::INFECT)) {
// Poison on player
Player * _target = (Player *)target;
_target->poisonCount += damage;//this will be changed to poison counters.
} else if (target->type_as_damageable == DAMAGEABLE_PLAYER &&
( source->has(Constants::POISONTOXIC) || source->has(Constants::POISONTWOTOXIC) || source->has(Constants::POISONTHREETOXIC) )) {
//Damage + 1, 2, or 3 poison counters on player
Player * _target = (Player *)target;
a = target->dealDamage(damage);
target->damageCount += damage;
if (source->has(Constants::POISONTOXIC)) {
_target->poisonCount += 1;
}else if (source->has(Constants::POISONTWOTOXIC)) {
_target->poisonCount += 2;
} else {
_target->poisonCount += 3;
}
} else {
// "Normal" case,
//return the left over amount after effects have been applied to them.
a = target->dealDamage(damage);
target->damageCount += 1;
target->damageCount += 1;
}
//Send (Damage/Replaced effect) event to listeners
g->receiveEvent(e);
return a;
@@ -211,7 +194,7 @@ int DamageStack::resolve(){
}
void DamageStack::Render(){
int currenty = y;
float currenty = y;
for (int i= 0; i < mCount; i++){
Damage * damage = (Damage*)mObjects[i];
if (damage->state == NOT_RESOLVED){