reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
This commit is contained in:
@@ -12,293 +12,366 @@ const float GuiPlay::VERTHEIGHT = 80.0f;
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void GuiPlay::CardStack::reset(unsigned total, float x, float y)
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{
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this->total = total;
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this->x = 0; baseX = x;
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this->y = 0; baseY = y;
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this->total = total;
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this->x = 0;
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baseX = x;
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this->y = 0;
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baseY = y;
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}
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void GuiPlay::CardStack::RenderSpell(MTGCardInstance* card, iterator begin, iterator end, float x, float y)
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{
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while (begin != end)
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while (begin != end)
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{
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if ((*begin)->card->target == card)
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{
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RenderSpell(card, begin+1, end, x, y - 10);
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(*begin)->x = x; (*begin)->y = y;
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(*begin)->Render();
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return;
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}
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++begin;
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if ((*begin)->card->target == card)
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{
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RenderSpell(card, begin + 1, end, x, y - 10);
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(*begin)->x = x;
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(*begin)->y = y;
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(*begin)->Render();
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return;
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}
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++begin;
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}
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}
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GuiPlay::HorzStack::HorzStack() {}
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GuiPlay::VertStack::VertStack() {}
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GuiPlay::HorzStack::HorzStack()
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{
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}
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GuiPlay::VertStack::VertStack()
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{
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}
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void GuiPlay::VertStack::reset(unsigned total, float x, float y)
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{
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GuiPlay::CardStack::reset(total, x - CARD_WIDTH, y);
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count = 0;
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GuiPlay::CardStack::reset(total, x - CARD_WIDTH, y);
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count = 0;
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}
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void GuiPlay::HorzStack::Render(CardView* card, iterator begin, iterator end)
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{
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RenderSpell(card->card, begin, end, card->x, card->y - 10);
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card->Render();
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RenderSpell(card->card, begin, end, card->x, card->y - 10);
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card->Render();
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}
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void GuiPlay::HorzStack::Enstack(CardView* card)
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{
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card->x = x + baseX; card->y = y + baseY;
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if (total < 8) x += CARD_WIDTH;
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else if (total < 16) x += (SCREEN_WIDTH - 200 - baseX) / total;
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else x += (SCREEN_WIDTH - 50 - baseX) / total;
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card->x = x + baseX;
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card->y = y + baseY;
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if (total < 8)
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x += CARD_WIDTH;
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else if (total < 16)
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x += (SCREEN_WIDTH - 200 - baseX) / total;
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else
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x += (SCREEN_WIDTH - 50 - baseX) / total;
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}
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void GuiPlay::VertStack::Enstack(CardView* card)
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{
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if (0 == count % 3) { x += CARD_WIDTH; y = 0; }
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card->x = x + baseX; card->y = y + baseY;
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y += 12;
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if (++count == total-1 && y == 12) y += 12;
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if (0 == count % 3)
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{
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x += CARD_WIDTH;
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y = 0;
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}
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card->x = x + baseX;
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card->y = y + baseY;
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y += 12;
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if (++count == total - 1 && y == 12)
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y += 12;
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}
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void GuiPlay::VertStack::Render(CardView* card, iterator begin, iterator end)
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{
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RenderSpell(card->card, begin, end, card->x + 5, card->y - 10);
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card->Render();
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RenderSpell(card->card, begin, end, card->x + 5, card->y - 10);
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card->Render();
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}
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inline float GuiPlay::VertStack::nextX() { if (0 == count) return x + CARD_WIDTH; else return x; }
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inline float GuiPlay::VertStack::nextX()
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{
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if (0 == count)
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return x + CARD_WIDTH;
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else
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return x;
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}
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GuiPlay::BattleField::BattleField() : attackers(0), blockers(0), height(0.0), red(0), colorFlow(0) {}
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GuiPlay::BattleField::BattleField() :
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attackers(0), blockers(0), height(0.0), red(0), colorFlow(0)
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{
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}
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const float GuiPlay::BattleField::HEIGHT = 80.0f;
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void GuiPlay::BattleField::addAttacker(MTGCardInstance*) { ++attackers; colorFlow = 1; }
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void GuiPlay::BattleField::removeAttacker(MTGCardInstance*) { --attackers; }
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void GuiPlay::BattleField::reset(float x, float y) { HorzStack::reset(0, x, y); currentAttacker = 1; }
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void GuiPlay::BattleField::addAttacker(MTGCardInstance*)
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{
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++attackers;
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colorFlow = 1;
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}
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void GuiPlay::BattleField::removeAttacker(MTGCardInstance*)
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{
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--attackers;
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}
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void GuiPlay::BattleField::reset(float x, float y)
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{
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HorzStack::reset(0, x, y);
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currentAttacker = 1;
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}
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void GuiPlay::BattleField::EnstackAttacker(CardView* card)
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{
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GameObserver* game = GameObserver::GetInstance();
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card->x = currentAttacker * (HORZWIDTH-20) / (attackers + 1); card->y = baseY + (game->players[0] == card->card->controller() ? 20 + y : -20 - y);
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++currentAttacker;
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// JRenderer::GetInstance()->RenderQuad(resources.GetQuad("BattleIcon"), card->actX, card->actY, 0, 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()), 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()));
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GameObserver* game = GameObserver::GetInstance();
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card->x = currentAttacker * (HORZWIDTH - 20) / (attackers + 1);
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card->y = baseY + (game->players[0] == card->card->controller() ? 20 + y : -20 - y);
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++currentAttacker;
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// JRenderer::GetInstance()->RenderQuad(resources.GetQuad("BattleIcon"), card->actX, card->actY, 0, 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()), 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()));
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}
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void GuiPlay::BattleField::EnstackBlocker(CardView* card)
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{
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GameObserver* game = GameObserver::GetInstance();
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MTGCardInstance * c = card->card;
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if (!c) return;
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int offset = 0;
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if (c->defenser && c->defenser->view){
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offset = c->defenser->getDefenserRank(c);
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card->x = c->defenser->view->x + 5 * offset;
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}
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card->y = baseY + (game->players[0] == card->card->controller() ? 20 + y + 6 * offset : -20 - y + 6 * offset);
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GameObserver* game = GameObserver::GetInstance();
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MTGCardInstance * c = card->card;
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if (!c)
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return;
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int offset = 0;
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if (c->defenser && c->defenser->view)
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{
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offset = c->defenser->getDefenserRank(c);
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card->x = c->defenser->view->x + 5 * offset;
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}
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card->y = baseY + (game->players[0] == card->card->controller() ? 20 + y + 6 * offset : -20 - y + 6 * offset);
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}
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void GuiPlay::BattleField::Update(float dt)
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{
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if (0 == attackers)
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height -= 10 * dt * height;
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else
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height += 10 * dt * (HEIGHT - height);
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if (0 == attackers)
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height -= 10 * dt * height;
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else
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height += 10 * dt * (HEIGHT - height);
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if (colorFlow){
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red+= static_cast<int>(colorFlow * 300 * dt);
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if (red < 0) red = 0;
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if (red > 70) red = 70;
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}
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if (colorFlow)
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{
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red += static_cast<int> (colorFlow * 300 * dt);
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if (red < 0)
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red = 0;
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if (red > 70)
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red = 70;
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}
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}
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void GuiPlay::BattleField::Render()
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{
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if (height > 3)
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JRenderer::GetInstance()->FillRect(22, SCREEN_HEIGHT / 2 + 10 - height / 2, 250, height, ARGB(127, red, 0, 0));
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if (height > 3)
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JRenderer::GetInstance()->FillRect(22, SCREEN_HEIGHT / 2 + 10 - height / 2, 250, height, ARGB(127, red, 0, 0));
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}
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GuiPlay::GuiPlay(GameObserver* game) : game(game)
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GuiPlay::GuiPlay(GameObserver* game) :
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game(game)
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{
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end_spells = cards.end();
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end_spells = cards.end();
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}
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GuiPlay::~GuiPlay()
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{
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for (iterator it = cards.begin(); it != cards.end(); ++it){
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delete(*it);
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}
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for (iterator it = cards.begin(); it != cards.end(); ++it)
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{
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delete (*it);
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}
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}
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bool isSpell(CardView* c) { return c->card->isSpell() && !c->card->isCreature(); }
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bool isSpell(CardView* c)
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{
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return c->card->isSpell() && !c->card->isCreature();
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}
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void GuiPlay::Replace()
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{
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unsigned opponentSpellsN = 0, selfSpellsN = 0, opponentLandsN = 0, opponentCreaturesN = 0,
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battleFieldAttackersN = 0, battleFieldBlockersN = 0, selfCreaturesN = 0, selfLandsN = 0;
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unsigned opponentSpellsN = 0, selfSpellsN = 0, opponentLandsN = 0, opponentCreaturesN = 0, battleFieldAttackersN = 0,
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battleFieldBlockersN = 0, selfCreaturesN = 0, selfLandsN = 0;
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end_spells = stable_partition(cards.begin(), cards.end(), &isSpell);
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end_spells = stable_partition(cards.begin(), cards.end(), &isSpell);
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for (iterator it = cards.begin(); it != end_spells; ++it)
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if (!(*it)->card->target)
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{
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if (game->players[0] == (*it)->card->controller()) ++selfSpellsN;
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else ++opponentSpellsN;
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}
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for (iterator it = end_spells; it != cards.end(); ++it)
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for (iterator it = cards.begin(); it != end_spells; ++it)
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if (!(*it)->card->target)
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{
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if (game->players[0] == (*it)->card->controller())
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++selfSpellsN;
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else
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++opponentSpellsN;
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}
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for (iterator it = end_spells; it != cards.end(); ++it)
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{
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if ((*it)->card->isCreature())
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{
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if ((*it)->card->isAttacker()) ++battleFieldAttackersN;
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else if ((*it)->card->isDefenser()) ++battleFieldBlockersN;
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else if (game->players[0] == (*it)->card->controller()) ++selfCreaturesN;
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else ++opponentCreaturesN;
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}
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else if ((*it)->card->isLand())
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{
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if (game->players[0] == (*it)->card->controller()) ++selfLandsN;
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else ++opponentLandsN;
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}
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if ((*it)->card->isCreature())
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{
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if ((*it)->card->isAttacker())
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++battleFieldAttackersN;
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else if ((*it)->card->isDefenser())
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++battleFieldBlockersN;
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else if (game->players[0] == (*it)->card->controller())
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++selfCreaturesN;
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else
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++opponentCreaturesN;
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}
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else if ((*it)->card->isLand())
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{
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if (game->players[0] == (*it)->card->controller())
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++selfLandsN;
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else
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++opponentLandsN;
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}
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}
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opponentSpells.reset(opponentSpellsN, 18, 60);
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selfSpells.reset(selfSpellsN, 18, 215);
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opponentSpells.reset(opponentSpellsN, 18, 60);
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selfSpells.reset(selfSpellsN, 18, 215);
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for (iterator it = cards.begin(); it != end_spells; ++it)
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if (!(*it)->card->target)
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{
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if (game->players[0] == (*it)->card->controller()) selfSpells.Enstack(*it);
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else opponentSpells.Enstack(*it);
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}
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for (iterator it = cards.begin(); it != end_spells; ++it)
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if (!(*it)->card->target)
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{
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if (game->players[0] == (*it)->card->controller())
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selfSpells.Enstack(*it);
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else
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opponentSpells.Enstack(*it);
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}
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float x = 24 + opponentSpells.nextX();
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//seperated the varible X into 2 different varibles. There are 2 players here!!
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//we should not be using a single varible to determine the positioning of cards!!
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float myx = 24 + selfSpells.nextX();
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opponentLands.reset(opponentLandsN, x, 50);
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opponentCreatures.reset(opponentCreaturesN, x, 95);
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battleField.reset(x, 145);//what does this varible do? i can comment it out with no reprocussions...is this being double handled?
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selfCreatures.reset(selfCreaturesN, myx, 195);
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selfLands.reset(selfLandsN, myx, 240);
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float x = 24 + opponentSpells.nextX();
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//seperated the varible X into 2 different varibles. There are 2 players here!!
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//we should not be using a single varible to determine the positioning of cards!!
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float myx = 24 + selfSpells.nextX();
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opponentLands.reset(opponentLandsN, x, 50);
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opponentCreatures.reset(opponentCreaturesN, x, 95);
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battleField.reset(x, 145);//what does this varible do? i can comment it out with no reprocussions...is this being double handled?
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selfCreatures.reset(selfCreaturesN, myx, 195);
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selfLands.reset(selfLandsN, myx, 240);
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for (iterator it = end_spells; it != cards.end(); ++it)
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for (iterator it = end_spells; it != cards.end(); ++it)
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{
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if ((*it)->card->isCreature())
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{
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if ((*it)->card->isAttacker()) battleField.EnstackAttacker(*it);
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else if ((*it)->card->isDefenser()) battleField.EnstackBlocker(*it);
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else if (game->players[0] == (*it)->card->controller()) selfCreatures.Enstack(*it);
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else opponentCreatures.Enstack(*it);
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}
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else if ((*it)->card->isLand())
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{
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if (game->players[0] == (*it)->card->controller()) selfLands.Enstack(*it);
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else opponentLands.Enstack(*it);
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}
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if ((*it)->card->isCreature())
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{
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if ((*it)->card->isAttacker())
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battleField.EnstackAttacker(*it);
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else if ((*it)->card->isDefenser())
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battleField.EnstackBlocker(*it);
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else if (game->players[0] == (*it)->card->controller())
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selfCreatures.Enstack(*it);
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else
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opponentCreatures.Enstack(*it);
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}
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else if ((*it)->card->isLand())
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{
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if (game->players[0] == (*it)->card->controller())
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selfLands.Enstack(*it);
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else
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opponentLands.Enstack(*it);
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}
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}
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}
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void GuiPlay::Render()
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{
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battleField.Render();
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battleField.Render();
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for (iterator it = cards.begin(); it != cards.end(); ++it)
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if ((*it)->card->isLand())
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{
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if (game->players[0] == (*it)->card->controller()) selfLands.Render(*it, cards.begin(), end_spells);
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else opponentLands.Render(*it, cards.begin(), end_spells);
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}
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else if ((*it)->card->isCreature())
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{
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if (game->players[0] == (*it)->card->controller()) selfCreatures.Render(*it, cards.begin(), end_spells);
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else opponentCreatures.Render(*it, cards.begin(), end_spells);
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}
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else{
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if (!(*it)->card->target) {
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if (game->players[0] == (*it)->card->controller()) selfSpells.Render(*it, cards.begin(), end_spells);
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else opponentSpells.Render(*it, cards.begin(), end_spells);
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}
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}
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for (iterator it = cards.begin(); it != cards.end(); ++it)
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if ((*it)->card->isLand())
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{
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if (game->players[0] == (*it)->card->controller())
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selfLands.Render(*it, cards.begin(), end_spells);
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else
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opponentLands.Render(*it, cards.begin(), end_spells);
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}
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else if ((*it)->card->isCreature())
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{
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if (game->players[0] == (*it)->card->controller())
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selfCreatures.Render(*it, cards.begin(), end_spells);
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else
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opponentCreatures.Render(*it, cards.begin(), end_spells);
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}
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else
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{
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if (!(*it)->card->target)
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{
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if (game->players[0] == (*it)->card->controller())
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selfSpells.Render(*it, cards.begin(), end_spells);
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else
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opponentSpells.Render(*it, cards.begin(), end_spells);
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}
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}
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}
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void GuiPlay::Update(float dt)
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{
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battleField.Update(dt);
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for (iterator it = cards.begin(); it != cards.end(); ++it)
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(*it)->Update(dt);
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battleField.Update(dt);
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for (iterator it = cards.begin(); it != cards.end(); ++it)
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(*it)->Update(dt);
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}
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int GuiPlay::receiveEventPlus(WEvent * e)
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{
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if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
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{
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if ((game->players[0]->inPlay() == event->to) ||
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(game->players[1]->inPlay() == event->to))
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if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
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||||
{
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CardView * card;
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if (event->card->view){
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||||
//fix for http://code.google.com/p/wagic/issues/detail?id=462.
|
||||
// We don't want a card in the hand to have an alpha of 0
|
||||
event->card->view->alpha = 255;
|
||||
if ((game->players[0]->inPlay() == event->to) || (game->players[1]->inPlay() == event->to))
|
||||
{
|
||||
CardView * card;
|
||||
if (event->card->view)
|
||||
{
|
||||
//fix for http://code.google.com/p/wagic/issues/detail?id=462.
|
||||
// We don't want a card in the hand to have an alpha of 0
|
||||
event->card->view->alpha = 255;
|
||||
|
||||
card = NEW CardView(CardView::playZone, event->card, *(event->card->view));
|
||||
}
|
||||
else
|
||||
card = NEW CardView(CardView::playZone, event->card, 0, 0);
|
||||
cards.push_back(card);
|
||||
card->t = event->card->isTapped() ? M_PI / 2 : 0;
|
||||
card->alpha = 255;
|
||||
|
||||
// Make sure that the card is repositioned before adding it to the CardSelector, as
|
||||
// the card's position is a cue for certain CardSelector variants as to what zone the card is placed in
|
||||
Replace();
|
||||
CardSelectorSingleton::Instance()->Add(card);
|
||||
return 1;
|
||||
card = NEW CardView(CardView::playZone, event->card, *(event->card->view));
|
||||
}
|
||||
else
|
||||
card = NEW CardView(CardView::playZone, event->card, 0, 0);
|
||||
cards.push_back(card);
|
||||
card->t = event->card->isTapped() ? M_PI / 2 : 0;
|
||||
card->alpha = 255;
|
||||
|
||||
// Make sure that the card is repositioned before adding it to the CardSelector, as
|
||||
// the card's position is a cue for certain CardSelector variants as to what zone the card is placed in
|
||||
Replace();
|
||||
CardSelectorSingleton::Instance()->Add(card);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
|
||||
{
|
||||
if (NULL != event->after)
|
||||
battleField.addAttacker(event->card);
|
||||
else if (NULL != event->before)
|
||||
battleField.removeAttacker(event->card);
|
||||
Replace();
|
||||
}
|
||||
else if (dynamic_cast<WEventCreatureBlocker*>(e))
|
||||
{
|
||||
Replace();
|
||||
}
|
||||
else if (WEventCardTap* event = dynamic_cast<WEventCardTap*>(e))
|
||||
{
|
||||
if (CardView* cv = dynamic_cast<CardView*>(event->card->view))
|
||||
cv->t = event->after ? M_PI / 2 : 0;
|
||||
else
|
||||
event->card->view->actT = event->after ? M_PI / 2 : 0;
|
||||
return 1;
|
||||
}
|
||||
else if (WEventPhaseChange *event = dynamic_cast<WEventPhaseChange*>(e))
|
||||
{
|
||||
if (Constants::MTG_PHASE_COMBATEND == event->to->id) battleField.colorFlow = -1;
|
||||
}
|
||||
else if (dynamic_cast<WEventCardChangeType*>(e))
|
||||
Replace();
|
||||
return 0;
|
||||
else if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
|
||||
{
|
||||
if (NULL != event->after)
|
||||
battleField.addAttacker(event->card);
|
||||
else if (NULL != event->before)
|
||||
battleField.removeAttacker(event->card);
|
||||
Replace();
|
||||
}
|
||||
else if (dynamic_cast<WEventCreatureBlocker*> (e))
|
||||
{
|
||||
Replace();
|
||||
}
|
||||
else if (WEventCardTap* event = dynamic_cast<WEventCardTap*>(e))
|
||||
{
|
||||
if (CardView* cv = dynamic_cast<CardView*>(event->card->view))
|
||||
cv->t = event->after ? M_PI / 2 : 0;
|
||||
else
|
||||
event->card->view->actT = event->after ? M_PI / 2 : 0;
|
||||
return 1;
|
||||
}
|
||||
else if (WEventPhaseChange *event = dynamic_cast<WEventPhaseChange*>(e))
|
||||
{
|
||||
if (Constants::MTG_PHASE_COMBATEND == event->to->id)
|
||||
battleField.colorFlow = -1;
|
||||
}
|
||||
else if (dynamic_cast<WEventCardChangeType*> (e))
|
||||
Replace();
|
||||
return 0;
|
||||
}
|
||||
|
||||
int GuiPlay::receiveEventMinus(WEvent * e)
|
||||
{
|
||||
if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
|
||||
if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
|
||||
{
|
||||
if ((game->players[0]->inPlay() == event->from) ||
|
||||
(game->players[1]->inPlay() == event->from))
|
||||
for (iterator it = cards.begin(); it != cards.end(); ++it)
|
||||
if (event->card->previous == (*it)->card || event->card == (*it)->card )
|
||||
{
|
||||
if (event->card->previous && event->card->previous->attacker) battleField.removeAttacker(event->card->previous);
|
||||
else if (event->card->attacker) battleField.removeAttacker(event->card);
|
||||
CardView* cv = *it;
|
||||
CardSelectorSingleton::Instance()->Remove(cv);
|
||||
cards.erase(it);
|
||||
trash(cv);
|
||||
Replace();
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
if ((game->players[0]->inPlay() == event->from) || (game->players[1]->inPlay() == event->from))
|
||||
for (iterator it = cards.begin(); it != cards.end(); ++it)
|
||||
if (event->card->previous == (*it)->card || event->card == (*it)->card)
|
||||
{
|
||||
if (event->card->previous && event->card->previous->attacker)
|
||||
battleField.removeAttacker(event->card->previous);
|
||||
else if (event->card->attacker)
|
||||
battleField.removeAttacker(event->card);
|
||||
CardView* cv = *it;
|
||||
CardSelectorSingleton::Instance()->Remove(cv);
|
||||
cards.erase(it);
|
||||
trash(cv);
|
||||
Replace();
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user