- Adding (dead) code for Story mode. This is FAR from being ready so it's deactivated in the code. I just don't want to create a branch (I'm lazy) and I'm fed up with synching. My Goal is to have a tutorial ready with this for the release after this one. If you want to test it (Note: the sample story is not interesting at ALL), just look for "Story mode" and uncomment (3 occurrences). PSP Or Linux need additions to the Makefile...
55 lines
1.2 KiB
C++
55 lines
1.2 KiB
C++
#ifndef _PLAYER_H_
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#define _PLAYER_H_
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#include "JGE.h"
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#include "MTGGameZones.h"
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#include "Damage.h"
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#include "Targetable.h"
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class MTGPlayerCards;
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class MTGInPlay;
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class ManaPool;
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class Player: public Damageable{
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protected:
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ManaPool * manaPool;
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public:
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virtual void End();
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int typeAsTarget(){return TARGET_PLAYER;}
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const string getDisplayName() const;
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virtual int displayStack(){return 1;}
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JTexture * mAvatarTex;
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JQuad * mAvatar;
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int canPutLandsIntoPlay;
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MTGPlayerCards * game;
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int afterDamage();
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Player(MTGPlayerCards * deck, string deckFile, string deckFileSmall);
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virtual ~Player();
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void unTapPhase();
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MTGInPlay * inPlay();
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ManaPool * getManaPool();
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void cleanupPhase();
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virtual int Act(float dt){return 0;};
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virtual int isAI(){return 0;};
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Player * opponent();
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int getId();
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JQuad * getIcon();
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string deckFile;
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string deckFileSmall;
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virtual int receiveEvent(WEvent * event){return 0;};
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virtual void Render(){};
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};
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class HumanPlayer: public Player{
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public:
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HumanPlayer(MTGPlayerCards * deck, string deckFile, string deckFileSmall);
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HumanPlayer(string deckFile);
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};
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ostream& operator<<(ostream&, const Player&);
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#endif
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