* Display the avatar in the damaged list if the attacker has trample.
This commit is contained in:
jean.chalard
2009-08-31 12:35:16 +00:00
parent 0454fb20ec
commit f407fa31ef
4 changed files with 45 additions and 18 deletions
+2 -2
View File
@@ -14,14 +14,14 @@ class GuiCombat : public GuiLayer
DamagerDamaged* active;
AttackerDamaged* activeAtk;
static JQuad* ok_quad;
Pos ok;
Pos ok, enemy_avatar;
vector<AttackerDamaged*> attackers;
DamagerDamaged* current;
enum { BLK, ATK, OK, NONE } cursor_pos;
CombatStep step;
void addOne(DefenserDamaged* blocker, CombatStep);
void removeOne(DefenserDamaged* blocker, CombatStep);
void reaffectDamage(AttackerDamaged* attacker, CombatStep);
void autoaffectDamage(AttackerDamaged* attacker, CombatStep);
void remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after);
public:
+37 -10
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@@ -13,7 +13,10 @@ struct Right : public Exp { static inline bool test(DamagerDamaged* ref, Damager
JQuad* GuiCombat::ok_quad = NULL;
GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), activeAtk(NULL), ok(SCREEN_WIDTH - MARGIN, 210, 1, 0, 255), cursor_pos(NONE), step(DAMAGE)
GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), activeAtk(NULL),
ok(SCREEN_WIDTH - MARGIN, 210, 1, 0, 255),
enemy_avatar(SCREEN_WIDTH - MARGIN, TOP_LINE, 2, 0, 255),
cursor_pos(NONE), step(DAMAGE)
{
if (NULL == ok_quad)
{
@@ -30,7 +33,11 @@ GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), acti
GuiCombat::~GuiCombat()
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
delete (*it);
{
for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
delete(*q);
delete (*it);
}
}
template <typename T>
@@ -56,6 +63,7 @@ void GuiCombat::Update(float dt)
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
(*q)->Update(dt);
ok.Update(dt);
enemy_avatar.Update(dt);
}
void GuiCombat::remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after)
@@ -67,11 +75,12 @@ void GuiCombat::remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after)
(*q)->actX = MARGIN; (*q)->y = TOP_LINE;
(*q)->zoom = 2.2; (*q)->t = 0;
}
repos<DefenserDamaged>(after->blockers.begin(), after->blockers.end());
repos<DefenserDamaged>(after->blockers.begin(), after->blockers.end(), after->card->has(Constants::TRAMPLE) ? 0 : -1);
enemy_avatar.actX = MARGIN; enemy_avatar.x = SCREEN_WIDTH - MARGIN;
}
}
void GuiCombat::reaffectDamage(AttackerDamaged* attacker, CombatStep step)
void GuiCombat::autoaffectDamage(AttackerDamaged* attacker, CombatStep step)
{
attacker->clearDamage();
unsigned damage = attacker->card->stepPower(step);
@@ -201,8 +210,26 @@ void GuiCombat::Render()
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);
{
signed damage = activeAtk->card->stepPower(step);
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
{
(*q)->Render(step);
damage -= (*q)->sumDamages();
}
if (damage < 0) damage = 0;
if (activeAtk->card->has(Constants::TRAMPLE))
{
go->opponent()->mAvatar->SetHotSpot(18, 25);
enemy_avatar.Render(go->opponent()->mAvatar);
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont->SetColor(ARGB(255, 255, 64, 0));
{
char buf[10]; sprintf(buf, "%i", damage);
mFont->DrawString(buf, enemy_avatar.actX - 25, enemy_avatar.actY - 40);
}
}
}
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)
@@ -251,7 +278,7 @@ int GuiCombat::receiveEventPlus(WEvent* e)
(*it1)->x = (*it2)->x;
(*it2)->x = x;
std::iter_swap(it1, it2);
reaffectDamage(*it, DAMAGE);
autoaffectDamage(*it, DAMAGE);
}
return 1;
}
@@ -291,11 +318,11 @@ int GuiCombat::receiveEventMinus(WEvent* e)
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; }
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);
autoaffectDamage(*it, DAMAGE);
}
active = NULL;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
@@ -328,7 +355,7 @@ int GuiCombat::receiveEventMinus(WEvent* e)
step = event->step;
cursor_pos = ATK;
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
reaffectDamage(*attacker, step);
autoaffectDamage(*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);
+5 -5
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@@ -14,11 +14,6 @@ bool GuiStatic::Leaving(u32 key)
GuiAvatar::GuiAvatar(float x, float y, bool hasFocus, Player * player, Corner corner, GuiAvatars* parent) : GuiStatic(GuiAvatar::Height, x, y, hasFocus, parent), avatarRed(255), currentLife(player->life), corner(corner), player(player) {
type = GUI_AVATAR;
switch (corner)
{
case TOP_LEFT : player->mAvatar->SetHotSpot(0, 0); break;
case BOTTOM_RIGHT : player->mAvatar->SetHotSpot(35, 50); break;
}
}
void GuiAvatar::Render()
@@ -41,6 +36,11 @@ void GuiAvatar::Render()
JQuad * quad = player->mAvatar;
if (quad)
{
switch (corner)
{
case TOP_LEFT : quad->SetHotSpot(0, 0); break;
case BOTTOM_RIGHT : quad->SetHotSpot(35, 50); break;
}
quad->SetColor(ARGB((int)actA, 255, avatarRed, avatarRed));
r->RenderQuad(quad, actX, actY, actT, actZ, actZ);
}
+1 -1
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@@ -638,7 +638,7 @@ int MTGCardInstance::stepPower(CombatStep step)
case FIRST_STRIKE :
if (has(Constants::FIRSTSTRIKE) || has(Constants::DOUBLESTRIKE)) return MAX(0, power); else return 0;
case DAMAGE :
default :
if (has(Constants::FIRSTSTRIKE)) return 0; else return MAX(0, power);
default : return 0;
}
}