Files
wagic/projects/mtg/src/Damage.cpp

295 lines
8.9 KiB
C++

#include "PrecompiledHeader.h"
#include "Damage.h"
#include "MTGCardInstance.h"
#include "Counters.h"
#include "WEvent.h"
#include "Translate.h"
#include "WResourceManager.h"
#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<WEventDamage*> (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 -= (_target)->basicAbilities[(int)Constants::ABSORB];
if(damage < 0)
damage = 0;
}
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);
}
if(_target->toughness <= 0 && _target->has(Constants::INDESTRUCTIBLE))
_target->controller()->game->putInGraveyard(_target);
}
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;
if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE)
((MTGCardInstance*)target)->wasDealtDamage = true;
if (target->type_as_damageable == DAMAGEABLE_PLAYER)
{
if(target == source->controller())
{
((MTGCardInstance*)source)->damageToController = true;
}
else
{
((MTGCardInstance*)source)->damageToOpponent = true;
}
target->lifeLostThisTurn += damage;
WEvent * lifed = NEW WEventLife((Player*)target,-damage);
GameObserver * game = GameObserver::GetInstance();
game->receiveEvent(lifed);
}
}
//Send (Damage/Replaced effect) event to listeners
g->receiveEvent(e);
return a;
}
void Damage::Render()
{
WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::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();
JQuadPtr quad = WResourceManager::Instance()->RetrieveCard(source, CACHE_THUMB);
if (quad.get())
{
float scale = 30 / quad->mHeight;
renderer->RenderQuad(quad.get(), x, y, 0, scale, scale);
}
else
{
mFont->DrawString(_(source->getName()).c_str(), x, y - 15);
}
quad = target->getIcon();
if (quad.get())
{
float scale = 30 / quad->mHeight;
renderer->RenderQuad(quad.get(), 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<WEventDamageStackResolved*> (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);
}