#include "../include/config.h" #include "../include/Damage.h" #include "../include/MTGCardInstance.h" #include "../include/Counters.h" #include "../include/WEvent.h" #include "../include/Translate.h" #include "../include/WResourceManager.h" #include "../include/GameObserver.h" Damage::Damage(MTGCardInstance * source, Damageable * target) { init(source, target, source->getPower(), DAMAGE_OTHER); } Damage::Damage(MTGCardInstance * source, Damageable * target, int damage,int _typeOfDamage) { init(source, target, damage, _typeOfDamage); } void Damage::init(MTGCardInstance * _source, Damageable * _target, int _damage, int _typeOfDamage){ typeOfDamage = _typeOfDamage; target = _target; source = _source; if (_damage < 0) _damage = 0; //Negative damages cannot happen damage = _damage; mHeight = 40; type = ACTION_DAMAGE; } int Damage::resolve(){ if (damage <0) damage = 0; //Negative damages cannot happen state = RESOLVED_OK; GameObserver * g = GameObserver::GetInstance(); WEvent * e = NEW WEventDamage(this); //Replacement Effects e = g->replacementEffects->replace(e); if (!e) return 0; WEventDamage * ev = dynamic_cast(e); if (!ev) { g->receiveEvent(e); return 0; } damage = ev->damage->damage; target = ev->damage->target; if (!damage) return 0; //asorbing effects for cards controller----------- //reserved for culmulitive absorb ability coding //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--){ (target)->preventable -= 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 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 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); return 0; } _target->doDamageTest = 1; } int a = damage; 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 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; } //Send (Damage/Replaced effect) event to listeners g->receiveEvent(e); return a; } void Damage::Render(){ WFont * mFont = resources.GetWFont(Constants::MAIN_FONT); mFont->SetBase(0); mFont->SetScale(DEFAULT_MAIN_FONT_SCALE); char buffer[200]; sprintf(buffer, _("Deals %i damage to").c_str(), damage); mFont->DrawString(buffer, x + 20 , y, JGETEXT_LEFT); JRenderer * renderer = JRenderer::GetInstance(); JQuad * quad = resources.RetrieveCard(source,CACHE_THUMB); if (quad){ float scale = 30 / quad->mHeight; renderer->RenderQuad(quad, x , y , 0,scale,scale); }else{ mFont->DrawString(_(source->getName()).c_str(),x,y-15); } quad = target->getIcon(); if (quad){ float scale = 30 / quad->mHeight; renderer->RenderQuad(quad, x + 150 , y , 0,scale,scale); }else{ if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE) mFont->DrawString(_(((MTGCardInstance *)target)->getName()).c_str(),x+120,y); } } ostream& Damage::toString(ostream& out) const { out << "Damage ::: target : " << target << " ; damage " << damage; return out; } DamageStack::DamageStack() { currentState = -1; type = ACTION_DAMAGES; } /* Damage Stack resolve process: 1 - apply damages to targets. For each of them, send an event to the GameObserver (for Damage triggers) 2 - Once this is done, send a "Damage Stakc Resolved" event to the GameObserver 3 - Once that message is received on the DamageStack's side, do the "afterDamage" effects (send to graveyard, etc...) Using events in 2 and 3 guarantees that the "send to graveyard" effect will only apply AFTER Damaged triggers are applied */ int DamageStack::resolve(){ for (int i = mCount-1; i>= 0; i--){ Damage * damage = (Damage*)mObjects[i]; if (damage->state == NOT_RESOLVED) damage->resolve(); } GameObserver::GetInstance()->receiveEvent(NEW WEventDamageStackResolved()); return 1; } int DamageStack::receiveEvent(WEvent * e) { WEventDamageStackResolved *event = dynamic_cast(e); if (!event) return 0; for (int i = mCount-1; i>= 0; i--){ Damage * damage = (Damage*)mObjects[i]; if (damage->state == RESOLVED_OK) damage->target->afterDamage(); } return 1; } void DamageStack::Render(){ float currenty = y; for (int i= 0; i < mCount; i++){ Damage * damage = (Damage*)mObjects[i]; if (damage->state == NOT_RESOLVED){ damage->x = x; damage->y = currenty; currenty += damage->mHeight; damage->Render(); } } } ostream& DamageStack::toString(ostream& out) const { return (out << "DamageStack ::: currentState : " << currentState); }