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
+3 -5
View File
@@ -1411,12 +1411,10 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
} }
// figure out alternative cost effects // figure out alternative cost effects
string keyword;
for (size_t i = 0; i < sizeof(kAlternateCostIds)/sizeof(kAlternateCostIds[0]); ++i) 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]))) if (!(spell && spell->FullfilledAlternateCost(kAlternateCostIds[i])))
{ {
@@ -1424,7 +1422,7 @@ MTGAbility * AbilityFactory::parseMagicLine(string s, int id, Spell * spell, MTG
SAFE_DELETE(tc); SAFE_DELETE(tc);
return NULL; 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. //if/ifnot COND then DO EFFECT.
+26 -16
View File
@@ -1310,15 +1310,19 @@ 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()) if (source && targetter)
{
if ((targetter->controller() != targetter->controller()->opponent())
&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD)) && (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
&& targetter->controller() != target) return false; && targetter->controller() != target)
if (source && targetter && (targetter->controller() == targetter->controller()) return false;
&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD)) if ((targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
&& targetter->controller()->opponent() == target) return false; && targetter->controller()->opponent() == target)
if (source && targetter && (targetter->controller() == targetter->controller()) return false;
&& (targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD)) && targetter->controller() if ((targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
== target) return false; && targetter->controller() == target)
return false;
}
Player * pTarget = dynamic_cast<Player *>(target); Player * pTarget = dynamic_cast<Player *>(target);
return (pTarget && (!p || p == pTarget)); return (pTarget && (!p || p == pTarget));
@@ -1346,15 +1350,21 @@ bool PlayerTargetChooser::equals(TargetChooser * tc)
/*Damageable Target */ /*Damageable Target */
bool DamageableTargetChooser::canTarget(Targetable * target,bool withoutProtections) bool DamageableTargetChooser::canTarget(Targetable * target,bool withoutProtections)
{ {
if (source && targetter && (targetter->controller() != targetter->controller()->opponent()) // 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()->opponent()->game->inPlay->hasAbility(Constants::CONTROLLERSHROUD))
&& targetter->controller() != target) return false; && targetter->controller() != target)
if (source && targetter && (targetter->controller() == targetter->controller()) return false;
&& (targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD)) if ((targetter->controller()->opponent()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
&& targetter->controller()->opponent() == target) return false; && targetter->controller()->opponent() == target)
if (source && targetter && (targetter->controller() == targetter->controller()) return false;
&& (targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD)) && targetter->controller() if ((targetter->controller()->game->inPlay->hasAbility(Constants::PLAYERSHROUD))
== target) return false; && targetter->controller() == target)
return false;
}
if (dynamic_cast<Player *>(target)) if (dynamic_cast<Player *>(target))
{ {
return true; return true;