119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
#ifndef _MTGABILITY_H_
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#define _MTGABILITY_H_
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class MTGCardInstance;
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class GameObserver;
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class Spell;
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class Damageable;
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class PlayGuiObject;
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class TargetChooser;
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class ManaCost;
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class MTGGameZone;
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class Player;
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#include "ActionElement.h"
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#include <string>
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#include <map>
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using std::string;
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using std::map;
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#define BAKA_EFFECT_GOOD 10
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#define BAKA_EFFECT_BAD 11
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class AbilityFactory{
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private:
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int destroyAllFromTypeInPlay(const char * type, MTGCardInstance * source, int bury = 0);
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int destroyAllFromColorInPlay(int color, MTGCardInstance * source, int bury = 0);
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int putInPlayFromZone(MTGCardInstance * card, MTGGameZone * zone, Player * p);
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public:
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int magicText(int id, Spell * spell, MTGCardInstance * card = NULL);
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void addAbilities(int _id, Spell * spell);
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};
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class MTGAbility: public ActionElement{
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protected:
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char menuText[25];
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Damageable * target;
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GameObserver * game;
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public:
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MTGCardInstance * source;
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MTGAbility(int id, MTGCardInstance * card);
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MTGAbility(int id, MTGCardInstance * _source, Damageable * _target);
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virtual int testDestroy();
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virtual ~MTGAbility();
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virtual void Render(){};
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virtual int isReactingToClick(MTGCardInstance * card){return 0;};
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virtual int reactToClick(MTGCardInstance * card){return 0;};
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virtual void Update(float dt){};
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virtual int fireAbility();
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virtual int resolve(){return 0;};
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};
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class TriggeredAbility:public MTGAbility{
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public:
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TriggeredAbility(int id, MTGCardInstance * card);
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TriggeredAbility(int id, MTGCardInstance * _source, Damageable * _target);
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virtual void Update(float dt);
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virtual void Render(){};
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virtual int trigger()=0;
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virtual int resolve() = 0;
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};
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class ActivatedAbility:public MTGAbility{
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public:
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ManaCost * cost;
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int playerturnonly;
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int needsTapping;
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ActivatedAbility(int id, MTGCardInstance * card,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
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virtual int reactToClick(MTGCardInstance * card);
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virtual int isReactingToClick(MTGCardInstance * card);
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virtual int reactToTargetClick(Targetable * object);
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virtual int resolve() = 0;
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virtual ~ActivatedAbility();
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};
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class TargetAbility:public ActivatedAbility{
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public:
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TargetAbility(int id, MTGCardInstance * card, TargetChooser * _tc,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
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TargetAbility(int id, MTGCardInstance * card,ManaCost * _cost = NULL, int _playerturnonly = 0,int tap = 1);
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virtual void Update(float dt);
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virtual int reactToClick(MTGCardInstance * card);
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virtual int reactToTargetClick(Targetable * object);
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virtual void Render();
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};
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class InstantAbility:public MTGAbility{
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public:
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int init;
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virtual void Update(float dt);
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virtual int testDestroy();
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InstantAbility(int _id, MTGCardInstance * source);
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InstantAbility(int _id, MTGCardInstance * source,Damageable * _target);
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virtual int resolve(){return 0;};
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};
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/* State based effects. This class works ONLY for InPlay and needs to be extended for other areas of the game !!! */
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class ListMaintainerAbility:public MTGAbility{
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public:
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map<MTGCardInstance *,bool> cards;
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ListMaintainerAbility(int _id):MTGAbility(_id,NULL){};
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ListMaintainerAbility(int _id, MTGCardInstance *_source):MTGAbility(_id, _source){};
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ListMaintainerAbility(int _id, MTGCardInstance *_source,Damageable * _target):MTGAbility(_id, _source, _target){};
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virtual void Update(float dt);
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virtual int canBeInList(MTGCardInstance * card) = 0;
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virtual int added(MTGCardInstance * card) = 0;
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virtual int removed(MTGCardInstance * card) = 0;
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virtual int destroy();
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};
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#include "MTGCardInstance.h"
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#endif
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