Files
wagic/projects/mtg/src/Damage.cpp
2010-10-18 10:46:36 +00:00

222 lines
7.1 KiB
C++

#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<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 -= 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<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);
}