This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file. This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically. Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around. While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc.
121 lines
2.2 KiB
C++
121 lines
2.2 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 MTGDeck;
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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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{
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protected:
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ManaPool * manaPool;
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public:
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enum ENUM_PLAY_MODE
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{
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MODE_TEST_SUITE,
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MODE_HUMAN,
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MODE_AI
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};
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JTexture * mAvatarTex;
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JQuad * mAvatar;
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int playMode;
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bool canPutLandsIntoPlay;
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int landsPlayerCanStillPlay;
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bool nomaxhandsize;
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int castedspellsthisturn;
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bool onlyonecast;
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int castcount;
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bool nocreatureinstant;
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bool nospellinstant;
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bool onlyoneinstant;
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bool castrestrictedcreature;
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bool castrestrictedspell;
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bool onlyoneboth;
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bool bothrestrictedspell;
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bool bothrestrictedcreature;
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bool isPoisoned;
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MTGPlayerCards * game;
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string deckFile;
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string deckFileSmall;
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string deckName;
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Player(MTGDeck * deck, string deckFile, string deckFileSmall);
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virtual ~Player();
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virtual void End();
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virtual int displayStack()
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{
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return 1;
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}
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const string getDisplayName() const;
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int typeAsTarget()
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{
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return TARGET_PLAYER;
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}
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int afterDamage();
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int gainLife(int value);
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int loseLife(int value);
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int gainOrLoseLife(int value);
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int poisoned();
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int damaged();
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int prevented();
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void unTapPhase();
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MTGInPlay * inPlay();
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ManaPool * getManaPool();
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void takeMulligan();
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void cleanupPhase();
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virtual int Act(float dt)
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{
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return 0;
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}
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virtual int isAI()
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{
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return 0;
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}
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Player * opponent();
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int getId();
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JQuad * getIcon();
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virtual int receiveEvent(WEvent * event)
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{
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return 0;
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}
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virtual void Render()
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{
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}
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void loadAvatar(string file);
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/**
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** Returns the path to the stats file of currently selected deck.
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*/
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std::string GetCurrentDeckStatsFile();
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};
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class HumanPlayer: public Player
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{
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public:
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HumanPlayer(MTGDeck * 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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