Files
wagic/projects/mtg/src/Player.cpp
T
techdragon.nguyen@gmail.com 5e651f03b2 moved mulligan code out of GameStateDuel and into Player base class. Taking a mulligan seems better
encapsulated as a player function rather than loose code inside the state transitions of GameStateDuel

Note: Inside of the mulligan code I assigned game to currentPlayerZones for clarification rather than
something functionally required.  "game" seems ambiguous as "game" is also referenced throughout the code for the GameObserver
keeping this change localized to this method until more analysis can be done.  The pattern that was here before was
game->currentPlayer->game
where the first "game" represented the GameObserver and the second the collection of zones (MTPPlayerCards) to the current player.
I would suggest changing the Player instance of game to something that represents its data, the game zones associated to the current player.
"game" seems too generic, as it can be interpreted to encompass many things rather than just dealing with the different zones (library, exile, discard, etc )
2011-01-28 13:30:29 +00:00

204 lines
4.7 KiB
C++

#include "PrecompiledHeader.h"
#include "Player.h"
#include "GameObserver.h"
#include "DeckStats.h"
#include "ManaCost.h"
Player::Player(MTGDeck * deck, string file, string fileSmall) :
Damageable(20)
{
deckFile = file;
deckFileSmall = fileSmall;
manaPool = NEW ManaPool(this);
canPutLandsIntoPlay = true;
landsPlayerCanStillPlay = 1;
nomaxhandsize = false;
castedspellsthisturn = 0;
castrestrictedspell = false;
castrestrictedcreature = false;
bothrestrictedspell = false;
bothrestrictedcreature = false;
onlyoneboth = false;
onlyonecast = false;
castcount = 0;
nocreatureinstant = false;
nospellinstant = false;
onlyoneinstant = false;
poisonCount = 0;
damageCount = 0;
preventable = 0;
mAvatar = NULL;
mAvatarTex = NULL;
type_as_damageable = DAMAGEABLE_PLAYER;
playMode = MODE_HUMAN;
if (deck != NULL)
{
game = NEW MTGPlayerCards(deck);
game->setOwner(this);
deckName = deck->meta_name;
}
}
/*Method to call at the end of a game, before all objects involved in the game are destroyed */
void Player::End()
{
DeckStats::GetInstance()->saveStats(this, opponent(), GameObserver::GetInstance());
}
Player::~Player()
{
SAFE_DELETE(manaPool);
SAFE_DELETE(game);
WResourceManager::Instance()->Release(mAvatarTex);
mAvatar = NULL;
mAvatarTex = NULL;
}
void Player::loadAvatar(string file)
{
if (mAvatarTex)
{
WResourceManager::Instance()->Release(mAvatarTex);
mAvatar = NULL;
mAvatarTex = NULL;
}
mAvatarTex = WResourceManager::Instance()->RetrieveTexture(file, RETRIEVE_LOCK, TEXTURE_SUB_AVATAR);
if (mAvatarTex)
mAvatar = WResourceManager::Instance()->RetrieveQuad(file, 0, 0, 35, 50, "playerAvatar", RETRIEVE_NORMAL, TEXTURE_SUB_AVATAR);
else
mAvatar = NULL;
}
const string Player::getDisplayName() const
{
GameObserver * g = GameObserver::GetInstance();
if (this == g->players[0]) return "Player 1";
return "Player 2";
}
MTGInPlay * Player::inPlay()
{
return game->inPlay;
}
int Player::getId()
{
GameObserver * game = GameObserver::GetInstance();
for (int i = 0; i < 2; i++)
{
if (game->players[i] == this) return i;
}
return -1;
}
JQuad * Player::getIcon()
{
return mAvatar;
}
Player * Player::opponent()
{
GameObserver * game = GameObserver::GetInstance();
if (!game) return NULL;
return this == game->players[0] ? game->players[1] : game->players[0];
}
HumanPlayer::HumanPlayer(MTGDeck * deck, string file, string fileSmall) :
Player(deck, file, fileSmall)
{
loadAvatar("avatar.jpg");
playMode = MODE_HUMAN;
}
ManaPool * Player::getManaPool()
{
return manaPool;
}
int Player::gainOrLoseLife(int value)
{
if (!value)
return 0; //Don't do anything if there's no actual life change
thatmuch = abs(value); //the value that much is a variable to be used with triggered abilities.
//ie:when ever you gain life, draw that many cards. when used in a trigger draw:thatmuch, will return the value
//that the triggered event stored in the card for "that much".
life+=value;
if (value<0)
lifeLostThisTurn -= value;
//Send life event to listeners
WEvent * lifed = NEW WEventLife(this,value);
GameObserver * game = GameObserver::GetInstance();
game->receiveEvent(lifed);
return value;
};
int Player::gainLife(int value)
{
if (value <0)
{
DebugTrace("PLAYER.CPP: don't call gainLife on a negative value, use loseLife instead");
return 0;
}
return gainOrLoseLife(value);
};
int Player::loseLife(int value)
{
if (value <0)
{
DebugTrace("PLAYER.CPP: don't call loseLife on a negative value, use gainLife instead");
return 0;
}
return gainOrLoseLife(-value);
};
int Player::afterDamage()
{
return life;
}
int Player::poisoned()
{
return poisonCount;
}
int Player::damaged()
{
return damageCount;
}
int Player::prevented()
{
return preventable;
}
void Player::takeMulligan()
{
MTGPlayerCards * currentPlayerZones = game;
int cardsinhand = currentPlayerZones->hand->nb_cards;
for (int i = 0; i < cardsinhand; i++) //Discard hand
currentPlayerZones->putInZone(currentPlayerZones->hand->cards[0],
currentPlayerZones->hand,
currentPlayerZones->library);
currentPlayerZones->library->shuffle(); //Shuffle
for (int i = 0; i < (cardsinhand - 1); i++)
game->drawFromLibrary();
//Draw hand with 1 less card penalty //almhum
}
//Cleanup phase at the end of a turn
void Player::cleanupPhase()
{
game->inPlay->cleanupPhase();
game->graveyard->cleanupPhase();
}
ostream& operator<<(ostream& out, const Player& p)
{
return out << p.getDisplayName();
}