Files
wagic/projects/mtg/include/CardPrimitive.h

145 lines
3.9 KiB
C++

/* CardPrimitive objects represent the cards database.
* For MTG we have thousands of those, that stay constantly in Ram
* on low-end devices such as the PSP, adding stuff to this class can have a very high cost
* As an example, with 16'000 card primitives (the rough number of cards in MTG), adding a simple 16 bytes attribute costs 250kB (2% of the total available ram on the PSP)
*/
#ifndef _CARDPRIMITIVE_H_
#define _CARDPRIMITIVE_H_
#include <string>
#include <vector>
#include <map>
#include <bitset>
#include "config.h"
#include "ManaCost.h"
#include "ObjectAnalytics.h"
using namespace std;
const uint8_t kColorBitMask_Artifact = 0x01;
const uint8_t kColorBitMask_Green = 0x02;
const uint8_t kColorBitMask_Blue = 0x04;
const uint8_t kColorBitMask_Red = 0x08;
const uint8_t kColorBitMask_Black = 0x10;
const uint8_t kColorBitMask_White = 0x20;
const uint8_t kColorBitMask_Land = 0x40;
class CastRestrictions {
public:
string restriction;
string otherrestriction;
CastRestrictions * clone() const
{
return NEW CastRestrictions(*this);
};
};
class CardPrimitive
#ifdef TRACK_OBJECT_USAGE
: public InstanceCounter<CardPrimitive>
#endif
{
private:
CastRestrictions * restrictions;
protected:
string lcname;
ManaCost manaCost;
public:
vector<string> formattedText;
string text;
string name;
string nameOrig;
int init();
uint8_t colors;
typedef std::bitset<Constants::NB_BASIC_ABILITIES> BasicAbilitiesSet;
BasicAbilitiesSet basicAbilities;
BasicAbilitiesSet LKIbasicAbilities;
map<string,string> magicTexts;
string magicText;
int alias;
string spellTargetType;
int power;
int toughness;
int suspendedTime;
int dredgeAmount;
string doubleFaced;
void setdoubleFaced(const string& value);
const string& getdoubleFaced() const;
string AICustomCode;
void setAICustomCode(const string& value);
const string& getAICustomCode() const;
string CrewAbility;
void setCrewAbility(const string& value);
const string& getCrewAbility() const;
string PhasedOutAbility;
void setPhasedOutAbility(const string& value);
const string& getPhasedOutAbility() const;
string ModularValue;
void setModularValue(const string& value);
const string& getModularValue() const;
vector<int>types;
CardPrimitive();
CardPrimitive(CardPrimitive * source);
virtual ~CardPrimitive();
void setColor(int _color, int removeAllOthers = 0);
void setColor(const string& _color, int removeAllOthers = 0);
void removeColor(int color);
int getColor();
bool hasColor(int inColor);
int countColors();
static uint8_t ConvertColorToBitMask(int inColor);
int has(int ability);
void setText(const string& value);
const vector<string>& getFormattedText(bool noremove = false);
void addMagicText(string value);
void addMagicText(string value, string zone);
void setName(const string& value);
const string& getName() const;
const string& getLCName() const;
void addType(char * type_text);
void addType(int id);
void setType(const string& type_text);
void setSubtype(const string& value);
int removeType(string value, int removeAll = 0);
int removeType(int value, int removeAll = 0);
bool hasSubtype(int _subtype);
bool hasSubtype(const string& _subtype);
bool hasType(int _type);
bool hasType(const string& type);
void setManaCost(const string& value);
ManaCost * getManaCost();
bool isCreature();
bool isLand();
bool isSpell();
bool isPermanent();
bool isSorceryorInstant();
int dredge();
void setPower(int _power);
int getPower();
void setToughness(int _toughness);
int getToughness();
void setRestrictions(string _restriction);
const string getRestrictions();
void setOtherRestrictions(string _restriction);
const string getOtherRestrictions();
};
#endif