-fixed a memory leak
- Added P02 and PTK 
- New way to create tokens in the parser, much more flexible, see the Hive in RV. Tokens can now be written as other cards, with a rarity of "T". I suggest their id to be the negative value of the card that generates them when possible. Naming convention for images is the same as before: a negative id such as -1138 will need a [id]t.jpg image (1138t.jpg). Positive ids work as "normal" pictures
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-11-18 13:14:08 +00:00
parent ca4c1ca2a8
commit 7f9d22e0aa
16 changed files with 3283 additions and 30 deletions

View File

@@ -537,12 +537,18 @@ public:
list<int>types;
list<int>colors;
int power, toughness;
int tokenId;
string name;
WParsedInt * multiplier;
ATokenCreator(int _id,MTGCardInstance * _source,ManaCost * _cost, int tokenId, int _doTap, WParsedInt * multiplier = NULL):ActivatedAbility(_id,_source,_cost,0,_doTap), multiplier(multiplier), tokenId(tokenId){
if(!multiplier) this->multiplier = NEW WParsedInt(1);
}
ATokenCreator(int _id,MTGCardInstance * _source,ManaCost * _cost, string sname, string stypes,int _power,int _toughness, string sabilities, int _doTap, WParsedInt * multiplier = NULL):ActivatedAbility(_id,_source,_cost,0,_doTap), multiplier(multiplier){
power = _power;
toughness = _toughness;
name = sname;
tokenId = 0;
if(!multiplier) this->multiplier = NEW WParsedInt(1);
//TODO this is a copy/past of other code that's all around the place, everything should be in a dedicated parser class;
@@ -578,20 +584,27 @@ public:
int resolve(){
for (int i = 0; i < multiplier->getValue(); ++i){
Token * myToken = NEW Token(name,source,power,toughness);
list<int>::iterator it;
for ( it=types.begin() ; it != types.end(); it++ ){
myToken->addType(*it);
}
for ( it=colors.begin() ; it != colors.end(); it++ ){
myToken->setColor(*it);
}
for ( it=abilities.begin() ; it != abilities.end(); it++ ){
myToken->basicAbilities[*it] = 1;
MTGCardInstance * myToken;
if (tokenId){
MTGCard * card = GameApp::collection->getCardById(tokenId);
myToken = NEW MTGCardInstance(card,source->controller()->game);
} else {
myToken = NEW Token(name,source,power,toughness);
list<int>::iterator it;
for ( it=types.begin() ; it != types.end(); it++ ){
myToken->addType(*it);
}
for ( it=colors.begin() ; it != colors.end(); it++ ){
myToken->setColor(*it);
}
for ( it=abilities.begin() ; it != abilities.end(); it++ ){
myToken->basicAbilities[*it] = 1;
}
}
source->controller()->game->temp->addCard(myToken);
Spell * spell = NEW Spell(myToken);
spell->resolve();
spell->source->isToken = 1;
delete spell;
}
return 1;

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@@ -63,7 +63,7 @@ class GameApp: public JApp
public:
int players[2];
MTGAllCards * collection;
int gameType;
CardEffect *effect;
@@ -84,6 +84,7 @@ class GameApp: public JApp
static int HasMusic;
static string systemError;
static JMusic* music;
static MTGAllCards * collection;
};

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@@ -58,6 +58,7 @@ class MTGSets{
public:
friend class MTGSetInfo;
MTGSets();
~MTGSets();
int Add(const char * subtype);
int findSet(string value);

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@@ -110,6 +110,7 @@ class Constants
RARITY_U = 'U',
RARITY_C = 'C',
RARITY_L = 'L',
RARITY_T = 'T', //Tokens
//Price for singles
PRICE_1M = 3000,

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@@ -42,7 +42,7 @@ class TargetChooser: public TargetsList {
MTGCardInstance * targetter; //Optional, usually equals source, used for protection from...
int maxtargets; //Set to -1 for "unlimited"
virtual int targetsZone(MTGGameZone * z){return 0;};
virtual bool targetsZone(MTGGameZone * z){return false;};
int ForceTargetListReady();
int targetsReadyCheck();
virtual int addTarget(Targetable * target);
@@ -68,7 +68,7 @@ class TargetZoneChooser:public TargetChooser{
int zones[10];
int nbzones;
int init(int * _zones, int _nbzones);
int targetsZone(MTGGameZone * z);
bool targetsZone(MTGGameZone * z);
TargetZoneChooser(MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false);
TargetZoneChooser(int * _zones, int _nbzones, MTGCardInstance * card = NULL, int _maxtargets = 1, bool other = false);
virtual bool canTarget(Targetable * _card);