Refactored formatting for easier reading of the code

This commit is contained in:
pankdm
2013-10-18 06:38:03 +00:00
parent f1a9f0d162
commit 38b4213f9c
3 changed files with 33 additions and 25 deletions

View File

@@ -910,7 +910,7 @@ public:
WEventLife * e = dynamic_cast<WEventLife *> (event);
if (!e) return 0;
if (sourceUntapped && source->isTapped() == 1)
return 0;
return 0;
if (!tc->canTarget(e->player)) return 0;
if (fromTc && !fromTc->canTarget(e->player)) return 0;
if (type == 1 && (e->amount > 0)) return 0;

View File

@@ -1411,12 +1411,10 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
}
// figure out alternative cost effects
string keyword;
for (size_t i = 0; i < sizeof(kAlternateCostIds)/sizeof(kAlternateCostIds[0]); ++i)
{
if (s.find(kAlternateCostKeywords[i]) == 0)
const string& keyword = kAlternateCostKeywords[i];
if (s.find(keyword) == 0)
{
if (!(spell && spell->FullfilledAlternateCost(kAlternateCostIds[i])))
{
@@ -1424,7 +1422,7 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
SAFE_DELETE(tc);
return NULL;
}
return parseMagicLine(s.substr(kAlternateCostKeywords[i].length()), id, spell, card);
return parseMagicLine(s.substr(keyword.length()), id, spell, card);
}
}
//if/ifnot COND then DO EFFECT.

View File

@@ -1308,17 +1308,21 @@ PlayerTargetChooser::PlayerTargetChooser(GameObserver *observer, MTGCardInstance
{
}
bool PlayerTargetChooser::canTarget(Targetable * target,bool)
bool PlayerTargetChooser::canTarget(Targetable * target, bool)
{
if (source && targetter && (targetter->controller() != targetter->controller()->opponent())
&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
&& targetter->controller() != target) return false;
if (source && targetter && (targetter->controller() == targetter->controller())
&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
&& targetter->controller()->opponent() == target) return false;
if (source && targetter && (targetter->controller() == targetter->controller())
&& (targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD)) && targetter->controller()
== target) return false;
if (source && targetter)
{
if ((targetter->controller() != targetter->controller()->opponent())
&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
&& targetter->controller() != target)
return false;
if ((targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
&& targetter->controller()->opponent() == target)
return false;
if ((targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
&& targetter->controller() == target)
return false;
}
Player * pTarget = dynamic_cast<Player *>(target);
return (pTarget && (!p || p == pTarget));
@@ -1346,15 +1350,21 @@ bool PlayerTargetChooser::equals(TargetChooser * tc)
/*Damageable Target */
bool DamageableTargetChooser::canTarget(Targetable * target,bool withoutProtections)
{
if (source && targetter && (targetter->controller() != targetter->controller()->opponent())
&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
&& targetter->controller() != target) return false;
if (source && targetter && (targetter->controller() == targetter->controller())
&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
&& targetter->controller()->opponent() == target) return false;
if (source && targetter && (targetter->controller() == targetter->controller())
&& (targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD)) && targetter->controller()
== target) return false;
// TODO: get rid of common code with PlayerTargetChooser
if (source && targetter)
{
if ((targetter->controller() != targetter->controller()->opponent())
&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
&& targetter->controller() != target)
return false;
if ((targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
&& targetter->controller()->opponent() == target)
return false;
if ((targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
&& targetter->controller() == target)
return false;
}
if (dynamic_cast<Player *>(target))
{
return true;