Files
wagic/projects/mtg/include/Damage.h
Xawotihs 9adb9d625d - reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
2011-10-01 13:30:30 +00:00

77 lines
1.8 KiB
C++

#ifndef _DAMAGE_H_
#define _DAMAGE_H_
#include <JGui.h>
#include "GuiLayers.h"
#include "ActionStack.h"
#include "WResource_Fwd.h"
class GuiLayer;
class JGuiObject;
class MTGCardInstance;
class GameObserver;
#define DAMAGEABLE_MTGCARDINSTANCE 0
#define DAMAGEABLE_PLAYER 1
#define DAMAGE_ALL_TYPES 0
#define DAMAGE_COMBAT 1
#define DAMAGE_OTHER 2
class Damageable:public Targetable
{
protected:
public:
int life;
int handsize;
int poisonCount;
int damageCount;
int preventable;
int thatmuch;
int lifeLostThisTurn;
int type_as_damageable;
Damageable(GameObserver* observer, int _life)
: Targetable(observer)
{life=_life;lifeLostThisTurn = 0;};
int getLife(){return life;};
virtual int dealDamage(int damage){life-=damage;return life;};
virtual int afterDamage(){return 0;}
virtual int poisoned(){return 0;}
virtual int prevented(){return 0;}
virtual JQuadPtr getIcon(){return JQuadPtr();}
};
class Damage: public Interruptible
{
protected:
void init(MTGCardInstance * source, Damageable * target, int damage, int typeOfDamage);
public:
Damageable * target;
int typeOfDamage;
int damage;
void Render();
Damage(GameObserver* observer, MTGCardInstance* source, Damageable * target);
Damage(GameObserver* observer, MTGCardInstance* source, Damageable * target, int damage, int typeOfDamage = DAMAGE_OTHER);
int resolve();
virtual ostream& toString(ostream& out) const;
};
class DamageStack : public GuiLayer, public Interruptible
{
protected:
int currentState;
public:
int receiveEvent(WEvent * event);
int resolve();
void Render();
virtual ostream& toString(ostream& out) const;
DamageStack(GameObserver *observer);
};
ostream& operator<<(ostream& out, const Damageable& p);
istream& operator>>(istream& in, Damageable& p);
#endif