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cardManager.cpp
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621 lines (539 loc) · 16.9 KB
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#include "cardManager.h"
#include <sstream>
using namespace std;
void cardManager::initCards() {
textFont.loadFromFile("./data/font/simsun.ttc");
textCardPoolNum.setFont(textFont);
textCardPoolNum.setCharacterSize(20);
textCardPoolNum.setPosition(1202, 810);
textCardPoolNum.setFillColor(Color::Black);
stringstream ssNormalCard;
stringstream ssHoverCard;
stringstream ssClickCard;
for (int j = 0; j < 72; j++) {
ssNormalCard << "./data/card1/card" << j << ".png";
tCard1[0][j].loadFromFile(ssNormalCard.str());
ssHoverCard << "./data/hoverCard1/card" << j << ".png";
tCard1[1][j].loadFromFile(ssHoverCard.str());
ssClickCard << "./data/clickCard1/card" << j << ".png";
tCard1[2][j].loadFromFile(ssClickCard.str());
ssNormalCard.str("");
ssHoverCard.str("");
ssClickCard.str("");
playerCards[j].setTextures(tCard1[0][j], tCard1[1][j], tCard1[2][j]);
}
//for (int i = 0; i < 63; i++) { //加载敌人的卡牌
// ssNormalCard << "./data/card2/card" << i << ".png";
// tEnemyCard[i].loadFromFile(ssNormalCard.str());
// ssNormalCard.str("");
// enemyCards[i].setTexture(tEnemyCard[i]);
//}
for (int i = 0; i < 72; i++) {
if (i < 6) {
playerCards[i].cardType = playerCards[i].equip;
} else if (i < 14) {
playerCards[i].cardType = playerCards[i].attack;
} else if (i < 26) {
playerCards[i].cardType = playerCards[i].mp;
} else if (i < 45) {
playerCards[i].cardType = playerCards[i].movePower;
} else if (i < 72) {
playerCards[i].cardType = playerCards[i].magic;
playerCards[i].cost = 1;
}
}
playerCards[0].playerStatus = 0;
playerCards[1].playerStatus = 1;
playerCards[2].playerStatus = 2;
playerCards[3].playerStatus = 3;
playerCards[4].playerStatus = 0;
playerCards[5].playerStatus = 5;
playerCards[6].damage = 5;
playerCards[7].damage = 5;
playerCards[8].damage = 6;
playerCards[8].getMp = 6;
playerCards[9].damage = 5;
playerCards[10].damage = 5;
playerCards[11].damage = 5;
playerCards[12].damage = 12;
playerCards[12].destory = true;
playerCards[13].damage = 5;
playerCards[14].destory = true;
playerCards[14].getMp = 25;
playerCards[15].getMp = 8;
playerCards[16].getMp = 5;
playerCards[16].getHp = 5;
playerCards[17].getMp = 5;
playerCards[17].getHp = 5;
playerCards[18].destory = true;
playerCards[18].getCardNum = 1;
playerCards[18].playerStatus = 8; //每使用一张咒术牌,获得一点法力
playerCards[19].getMp = 5;
playerCards[19].getCardNum = 1; //抽一张法力牌
playerCards[19].getCardType = playerCards[19].mp;
playerCards[20].getMp = 5;
playerCards[20].getCardNum = 1;
playerCards[21].getMp = 5; //无效敌人下一张牌
playerCards[21].playerStatus = 9; //
playerCards[22].getMp = 5;
playerCards[22].getCardNum = 1; //抽一张咒术牌
playerCards[22].getCardType = playerCards[22].magic;
playerCards[23].destory = true;
playerCards[23].getCardNum = 1;
playerCards[23].getMp = 9;
playerCards[24].getMp = 7;
playerCards[24].getMovePower = 2;
playerCards[25].getMp = 7; //下一张咒术牌增加一次效果
playerCards[25].playerStatus = 10;
playerCards[26].destory = true;
playerCards[26].getMovePower = 3;
playerCards[26].cost = 0;
playerCards[27].cost = 1; //造成已损失生命值一半
playerCards[27].cardSpecial = 30;
playerCards[28].cost = 1;
playerCards[28].damage = 10;
playerCards[29].cost = 1;
playerCards[29].damage = 5;
playerCards[30].cost = 1; //药水获得加倍
playerCards[30].damage = 5;
playerCards[31].cost = 1;
playerCards[31].getCardNum = 1;
playerCards[31].getMp = 8;
playerCards[32].cost = 1; //造成已损失生命值一半
playerCards[33].cardSpecial = 30;
playerCards[33].destory = true;
playerCards[33].getMovePower = 3;
playerCards[33].cost = 0;
playerCards[34].getHp = 2;
playerCards[34].getCardNum = 1;
playerCards[34].cost = 1;
playerCards[35].getHp = 2;
playerCards[35].getCardNum = 1;
playerCards[35].cost = 1;
playerCards[36].cost = 1; //敌方下回合抽牌减一
playerCards[36].playerStatus = 11;
playerCards[37].cost = 1; //敌方下回合抽牌减一
playerCards[37].playerStatus = 11;
playerCards[38].damage = 30;
playerCards[38].removeGame = true; //移出游戏
playerCards[38].cost = 1;
playerCards[39].destory = true;
playerCards[39].cost = 1;
playerCards[39].getCardNum = 2;
playerCards[40].destory = true;
playerCards[40].cost = 1;
playerCards[40].getCardNum = 2;
playerCards[41].cost = 1;
playerCards[41].getCardNum = 2;
playerCards[42].destory = true;
playerCards[42].getCardNum = 2;
playerCards[42].cost = 0;
playerCards[43].destory = true;
playerCards[43].getCardNum = 2;
playerCards[43].cost = 0;
playerCards[44].destory = true;
playerCards[44].cost = 0;
playerCards[44].getCardNum = 2;
playerCards[45].damage = 3;
playerCards[45].fireDamage = 3;
playerCards[45].potionType = 0; //火
playerCards[45].playerStatus = 12; //3点烧伤
playerCards[46].damage = 3;
playerCards[46].iceDamage = 3;
playerCards[46].potionType = 1; //冰
playerCards[46].playerStatus = 13; //3点寒冷
playerCards[47].damage = 3;
playerCards[47].fireDamage = 3;
playerCards[47].potionType = 0; //火
playerCards[47].playerStatus = 12; //3点烧伤
playerCards[48].damage = 5;
playerCards[48].superHp = 5;
playerCards[48].potionType = 2; //暗
playerCards[49].damage = 5;
playerCards[49].superHp = 5;
playerCards[49].potionType = 2; //暗
playerCards[50].damage = 4;
playerCards[50].potionType = 3; //雷
playerCards[51].damage = 3;
playerCards[51].getCardNum = 2; //抽两张消耗为1的咒术牌
playerCards[51].getCardType = 6;
playerCards[52].damage = 3;
playerCards[52].getCardNum = 2; //抽两张消耗为1的咒术牌
playerCards[52].getCardType = 6;
playerCards[53].getMp = 5;
playerCards[53].destory = true;
playerCards[54].damage = 5;
playerCards[54].superHp = 5;
playerCards[54].potionType = 2; //暗
playerCards[55].damage = 10;
playerCards[55].cost = 3; //回复10%已损生命
playerCards[55].cardSpecial = 20;
playerCards[56].damage = 10;
playerCards[56].cost = 3; //回复10%已损生命
playerCards[56].cardSpecial = 20;
playerCards[57].destory = true;
playerCards[57].getCardNum = 1;
playerCards[58].destory = true;
playerCards[58].damage = 1;
playerCards[58].attackTimes = 3;
playerCards[59].destory = true;
playerCards[59].getCardNum = 1;
playerCards[59].cost = 2;
playerCards[60].cost = 8; //回复50%损失生命值,造成回复量50%的伤害
playerCards[60].destory = true;
playerCards[60].cardSpecial = 10;
playerCards[61].cost = 8; //回复50%损失生命值,造成回复量50%的伤害
playerCards[61].destory = true;
playerCards[61].cardSpecial = 10;
playerCards[62].cost = 8; //回复50%损失生命值,造成回复量50%的伤害
playerCards[62].destory = true;
playerCards[62].cardSpecial = 10;
playerCards[63].cost = 8; //回复50%损失生命值,造成回复量50%的伤害
playerCards[63].destory = true;
playerCards[63].cardSpecial = 10;
playerCards[64].damage = 3;
playerCards[64].getCardNum = 2; //抽两张消耗为1的咒术牌
playerCards[64].getCardType = 6;
playerCards[65].damage = 10;
playerCards[65].cost = 3; //回复10%已损生命
playerCards[65].cardSpecial = 20;
playerCards[66].damage = 3;
playerCards[66].iceDamage = 3;
playerCards[66].potionType = 1; //冰
playerCards[66].playerStatus = 13;
playerCards[67].damage = 3;
playerCards[67].iceDamage = 3;
playerCards[67].potionType = 1; //冰
playerCards[67].playerStatus = 13;
playerCards[68].damage = 3;
playerCards[68].fireDamage = 3;
playerCards[68].potionType = 0; //火
playerCards[68].playerStatus = 12;
playerCards[69].damage = 3;
playerCards[69].fireDamage = 3;
playerCards[69].potionType = 0; //火
playerCards[68].playerStatus = 12;
playerCards[70].getHp = 7;
playerCards[71].getHp = 7;
//反制牌
/*for (int i = 72; i < 77; i++) {
playerCards[i].playerStatus = i - 57;
}*/
for (int i = 0; i < 72; i++) {
enemyCards[i] = playerCards[i];
}
}
int cardManager::useCard(Player* player1, Card* card, int pos, Player* player2) {
if (!cardUsable(player1, card)) {
return card->cardType;
} else {
if (player1->turnInvalidCardNum > 0) {
player1->turnInvalidCardNum--;
for (int i = 0; i < player2->playerStatus.size(); i++) {
if (player2->playerStatus[i] == 9) {
player2->playerStatus.erase(player2->playerStatus.begin() + i);
}
}
return -2; //无效了一张牌
} else {
int getNum = 0;
int getType = 0;
int num = playerStatus(player1, card, player2);
player1->handCardNums--; //手牌数减一
card->cardState = card->disCardPool; //移到弃牌区
switch (card->cardType) { //减去对应的消耗
case card->magic:
player1->mp -= card->cost;
break;
case card->movePower:
player1->movePower -= card->cost;
break;
default:
break;
}
if (card->destory) {
card->cardState = card->noPool; //被移除
}
if (card->removeGame) {
card->cardState = card->null; //从游戏移去
}
for (int times = 0; times < num; times++) {
switch (card->cardSpecial) {
case 10:
card->getHp = (player1->fullHp - player1->hp) / 2;
card->damage = card->getHp / 2;
break;
case 20:
card->getHp = (player1->fullHp - player1->hp) / 10;
break;
case 30:
card->damage = (player1->fullHp - player1->hp) / 2;
break;
}
player1->mp += card->getMp; //获得蓝量
player1->movePower += card->getMovePower; //获得行动力
if (player1->hp + card->getHp > player1->fullHp) {
player1->hp = player1->fullHp;
} else {
player1->hp += card->getHp; //获得血量
}
player1->hp += card->superHp; //获得血量上限
player1->fullHp += card->superHp;
player2->reduceGetCardNum += card->reduceEnemyGetNum; //减少抽牌数
//TODO
if (card->damage > 0) { //造成伤害
if (card->damage - player1->reduceDamageNum > 0) {
player2->hp -= card->damage - player1->reduceDamageNum;
if (player2->hp < 0) {
player2->hp = 0;
}
if (player1->addUpDamageAble) {
player1->addUpDamage += card->damage - player1->reduceDamageNum; //累计伤害
}
}
if (player1->iceState == 0) {
player1->reduceDamageNum = 0;
}
}
//player2->fireState += card->fireDamage; //火焰状态
//player2->iceState += card->iceDamage; //寒冷状态
//player2->poisonState += card->poisonDamage; //中毒状态
getNum += card->getCardNum;
getType += card->getCardType;
}
if (card->playerStatus >= 0) {
switch (card->playerStatus) {
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
player1->playerStatus.push_back(card->playerStatus);
break;
case 9: //无效敌人下一张牌
player1->playerStatus.push_back(card->playerStatus);
player2->turnInvalidCardNum += 1;
break;
case 10: //下张咒术牌增加效果
player1->playerStatus.push_back(card->playerStatus);
player1->turnMagicAdd += 1;
break;
case 11:
player1->playerStatus.push_back(card->playerStatus);
player2->reduceGetCardNum += 1;
player2->getCardNum - player2->reduceGetCardNum > 0 ? player2->getCardNum -= player2->reduceGetCardNum : player2->getCardNum = 0;
break;
case 12:
player2->playerStatus.push_back(12); //增加火焰被动
player2->fireState += 3;
break;
case 13:
player2->playerStatus.push_back(13);
player2->iceState += 3;
break;
}
}
player1->handCards[pos] = &player1->nullCard; //手牌为空
if (getNum >= 1) {
if (player1->humanPlayer) {
getCard(player1, playerCards, getNum, playerCardLength, getType);
} else {
getCard(player1, enemyCards, getNum, enemyCardLength, getType);
}
}
return -1;
}
}
}
int cardManager::playerStatus(Player* player1, Card* card, Player* player2) {
for (int i = 0; i < player1->playerStatus.size(); i++) {
switch (player1->playerStatus[i]) {
case 2:
if (card->cardType == card->magic) {
player2->hp -= 1;
}
break;
case 3:
if (card->destory) {
player2->hp -= 2;
}
break;
case 8: //回合使用一张咒术牌 获得一点蓝
if (card->cardType == card->magic) {
player1->mp += 1;
}
break;
case 9: //无效敌人下一张牌
player2->turnInvalidCardNum -= 1;
break;
case 10: //下次咒术牌增加一次效果
if (card->cardType == card->magic) {
int num = player1->turnMagicAdd + 1;
player1->turnMagicAdd = 0;
player1->playerStatus.erase(player1->playerStatus.begin() + i);
return num;
}
break;
case 12: //别忘了改成player2
player2->hp -= player2->fireState;
player2->fireState - 2 > 0 ? player2->fireState -= 2 : player2->fireState = 0;
if (player2->fireState == 0) {
player2->playerStatus.erase(player2->playerStatus.begin() + i);
}
break;
case 13:
if (card->damage > 0) {
player2->reduceDamageNum = player2->iceState;
player2->iceState - 2 > 0 ? player2->iceState -= 2 : player2->iceState = 0;
if (player2->iceState == 0) {
player2->playerStatus.erase(player2->playerStatus.begin() + i);
}
}
break;
}
}
return 1;
}
void cardManager::getCard(Player* player, Card cards[], int getNum, int cardLength, int cardType) {
if (player->handCardNums == player->handMaxNum) { //手牌已达上限
return;
} else if (getNum + player->handCardNums > player->handMaxNum) { //抽牌后会达到上限
getNum = player->handMaxNum - player->handCardNums;
}
srand((unsigned)time(NULL)); //随机
vector<int> pos;
if (player->handCardNums <= player->handMaxNum) {
for (; getNum != 0;) {
int num = rand() % cardLength;
for (int i = 0; i < player->handMaxNum; i++) {
if (getNum == 0) {
return;
}
if (player->handCards[i] == &player->nullCard) {
switch (cardType) {
case -1:
pos = searchCard(player, cards, cardLength, cardType, -1);
if (pos.empty()) {
return;
} else {
int randPos = rand() % pos.size();
cards[pos[randPos]].cardState = cards[pos[randPos]].handPool; //卡牌移到手牌区
player->handCardNums += 1; //手牌数加一
player->handCards[i] = &cards[pos[randPos]]; //手牌数组赋值
getNum--;
if (player->humanPlayer) {
playerCardPoolNum--;
} else {
enemyCardPoolNum--;
}
break;
}
case 0:case 1:case 2:case 3:case 4:case 5:
pos = searchCard(player, cards, cardLength, cardType, -1);
if (pos.empty()) {
return;
} else {
int randPos = rand() % pos.size();
cards[pos[randPos]].cardState = cards[pos[randPos]].handPool; //卡牌移到手牌区
player->handCardNums += 1; //手牌数加一
player->handCards[i] = &cards[pos[randPos]]; //手牌数组赋值
getNum--;
if (player->humanPlayer) {
playerCardPoolNum--;
} else {
enemyCardPoolNum--;
}
break;
}
case 6:
pos = searchCard(player, cards, cardLength, 2, 1); //两张消耗为1的咒术牌
if (pos.empty()) {
return;
} else {
int randPos = rand() % pos.size();
cards[pos[randPos]].cardState = cards[pos[randPos]].handPool; //卡牌移到手牌区
player->handCardNums += 1; //手牌数加一
player->handCards[i] = &cards[pos[randPos]]; //手牌数组赋值
getNum--;
if (player->humanPlayer) {
playerCardPoolNum--;
} else {
enemyCardPoolNum--;
}
break;
}
case 7: //抽牌到上限
break;
}
}
}
}
}
}
bool cardManager::cardUsable(Player* player, Card* card) {
switch (card->cardType) {
case card->magic:
if (player->mp - card->cost < 0) { //蓝量
return false;
}
break;
case card->movePower:
if (player->movePower - card->cost < 0) { //行动力
return false;
}
break;
}
return true;
}
int cardManager::getCardPoolNum(Player* player, Card cards[], int length) {
int num = length;
for (int i = 0; i < length; i++) {
if (cards[i].cardState != cards[i].cardPool) {
num--;
}
}
if (player->humanPlayer) { //是人类玩家
playerCardPoolNum = num;
return playerCardPoolNum;
} else {
enemyCardPoolNum = num;
return enemyCardPoolNum;
}
}
vector<int> cardManager::searchCard(Player* player, Card cards[], int length, int type, int cost) {
vector<int> pos;
if (getCardPoolNum(player, cards, length) == 0) {
return pos;
} else {
switch (type) {
case -1:
for (int i = 0; i < length; i++) {
if (cards[i].cardState == cards[i].cardPool) {
pos.push_back(i);
}
}
break;
case 0:case 1:case 2:case 3:case 4:case 5:
if (cost == -1) {
for (int i = 0; i < length; i++) {
if (cards[i].cardState == cards[i].cardPool && cards[i].cardType == type) {
pos.push_back(i);
}
}
} else {
for (int i = 0; i < length; i++) {
if (cards[i].cardState == cards[i].cardPool && cards[i].cardType == type && cards[i].cost == cost) {
pos.push_back(i);
}
}
}
break;
}
}
return pos;
}
void cardManager::drawCardPoolNum(RenderWindow* window) {
textCardPoolNum.setString(to_string(playerCardPoolNum));
window->draw(textCardPoolNum);
}