- Adding (dead) code for Story mode. This is FAR from being ready so it's deactivated in the code. I just don't want to create a branch (I'm lazy) and I'm fed up with synching. My Goal is to have a tutorial ready with this for the release after this one. If you want to test it (Note: the sample story is not interesting at ALL), just look for "Story mode" and uncomment (3 occurrences). PSP Or Linux need additions to the Makefile...
88 lines
2.1 KiB
C++
88 lines
2.1 KiB
C++
#include "../include/config.h"
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#include "../include/Player.h"
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#include "../include/GameObserver.h"
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#include "../include/DeckStats.h"
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#include "../include/ManaCost.h"
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Player::Player(MTGPlayerCards * deck, string file, string fileSmall) : Damageable(20){
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deckFile = file;
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deckFileSmall = fileSmall;
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game = deck;
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game->setOwner(this);
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manaPool = NEW ManaPool(this);
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canPutLandsIntoPlay = 1;
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mAvatar = NULL;
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mAvatarTex = NULL;
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type_as_damageable = DAMAGEABLE_PLAYER;
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}
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/*Method to call at the end of a game, before all objects involved in the game are destroyed */
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void Player::End(){
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DeckStats::GetInstance()->saveStats(this, opponent(),GameObserver::GetInstance());
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}
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Player::~Player(){
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SAFE_DELETE(manaPool);
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resources.Release(mAvatarTex);
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mAvatar = NULL;
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mAvatarTex = NULL;
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}
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const string Player::getDisplayName() const {
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GameObserver * g = GameObserver::GetInstance();
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if (this == g->players[0]) return "Player 1";
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return "Player 2";
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}
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MTGInPlay * Player::inPlay(){
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return game->inPlay;
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}
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int Player::getId(){
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GameObserver * game = GameObserver::GetInstance();
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for (int i= 0; i < 2; i++){
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if (game->players[i] == this) return i;
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}
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return -1;
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}
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JQuad * Player::getIcon(){
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return mAvatar;
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}
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Player * Player::opponent(){
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GameObserver * game = GameObserver::GetInstance();
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if (!game) return NULL;
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return this == game->players[0] ? game->players[1] : game->players[0];
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}
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HumanPlayer::HumanPlayer(MTGPlayerCards * deck, string file, string fileSmall) : Player(deck, file, fileSmall) {
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mAvatarTex = resources.RetrieveTexture("avatar.jpg",RETRIEVE_LOCK,TEXTURE_SUB_AVATAR);
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if (mAvatarTex)
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mAvatar = resources.RetrieveQuad("avatar.jpg",0,0,35,50,"playerAvatar",RETRIEVE_NORMAL,TEXTURE_SUB_AVATAR);
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else
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mAvatar = NULL;
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}
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ManaPool * Player::getManaPool(){
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return manaPool;
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}
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int Player::afterDamage(){
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return life;
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}
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//Cleanup phase at the end of a turn
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void Player::cleanupPhase(){
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game->inPlay->cleanupPhase();
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game->graveyard->cleanupPhase();
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}
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ostream& operator<<(ostream& out, const Player& p)
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{
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return out << p.getDisplayName();
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}
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