f220d2e9b9
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
89 lines
2.6 KiB
C++
89 lines
2.6 KiB
C++
#include "../include/config.h"
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#include "../include/DamagerDamaged.h"
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/*
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Temporary objects that store the damages dealt to/from creatures during the combat phase
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*/
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DamagerDamaged::DamagerDamaged(MTGCardInstance* card, float x, float y, bool show, Player * damageSelecter) : TransientCardView(card, x, y), show(show), damageSelecter(damageSelecter) {}
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DamagerDamaged::DamagerDamaged(MTGCardInstance* card, const Pos& ref, bool show, Player * damageSelecter) : TransientCardView(card, ref), show(show), damageSelecter(damageSelecter) {}
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DamagerDamaged::~DamagerDamaged(){}
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int DamagerDamaged::sumDamages(){
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int total = 0;
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for (vector<Damage>::iterator i = damages.begin(); i != damages.end(); ++i)
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total += i->damage;
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return total;
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}
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bool DamagerDamaged::hasLethalDamage(){
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return (sumDamages() >= card->life);
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}
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void DamagerDamaged::addDamage(int damage, DamagerDamaged* source){
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for (vector<Damage>::iterator i = damages.begin(); i != damages.end(); ++i)
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if (i->source == source->card){
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i->damage += damage;
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if (0 >= i->damage) damages.erase(i);
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return;
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}
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if (0 < damage) damages.push_back(Damage(source->card, card, damage));
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return;
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}
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int DamagerDamaged::removeDamagesFrom(DamagerDamaged* source){
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for (vector<Damage>::iterator i = damages.begin(); i != damages.end(); ++i)
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if (i->source == source->card){
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int damage = i->damage;
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damages.erase(i);
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return damage;
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}
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return 0;
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}
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void DamagerDamaged::clearDamage()
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{
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damages.clear();
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}
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void DamagerDamaged::Render(CombatStep mode)
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{
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TransientCardView::Render();
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JLBFont * mFont = resources.GetJLBFont(Constants::MAIN_FONT);
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mFont->SetBase(0);
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switch (mode)
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{
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case BLOCKERS :
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case ORDER :
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mFont->SetColor(ARGB(92,255,255,255));
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break;
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case FIRST_STRIKE :
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case DAMAGE :
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mFont->SetColor(ARGB(255, 255, 64, 0));
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break;
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}
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char buf[6];
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// if (currentPlayer != damageSelecter){
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/* if (hasLethalDamage()){
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mFont->DrawString("X",x,y);
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}*/
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sprintf(buf, "%i", sumDamages());
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mFont->DrawString(buf, actX - 14 * actZ + 5, actY - 14 * actZ);
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/*
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}else{
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mFont->SetColor(ARGB(255,0,0,255));
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sprintf(buf, "%i", damageToDeal);
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mFont->DrawString(buf,x+5, y+5);
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}
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mFont->SetColor(ARGB(255,255,255,255));
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*/
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}
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AttackerDamaged::AttackerDamaged(MTGCardInstance* card, float x, float y, bool show, Player * damageSelecter) : DamagerDamaged(card, x, y, show, damageSelecter) {}
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AttackerDamaged::AttackerDamaged(MTGCardInstance* card, const Pos& ref, bool show, Player * damageSelecter) : DamagerDamaged(card, ref, show, damageSelecter) {}
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