J :
* Remove ^M's. * Re-indent automatically. * Remove whitespace at the end of lines.
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@@ -1,98 +1,98 @@
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#ifndef _MTGGAMEZONES_H_
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#define _MTGGAMEZONES_H_
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#include <map>
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using std::map;
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#include "MTGDeck.h"
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#include "MTGCardInstance.h"
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#define MTG_MAX_PLAYER_CARDS 100
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class MTGAllCards;
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class MTGCardInstance;
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class Player;
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class MTGGameZone {
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protected:
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Player * owner;
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public:
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//Both cards and cardsMap contain the cards of a zone. The long term objective is to get rid of the array
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MTGCardInstance * cards[MTG_MAX_PLAYER_CARDS];
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map<MTGCardInstance *,int> cardsMap;
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int nb_cards;
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MTGGameZone();
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~MTGGameZone();
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void shuffle();
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virtual MTGCardInstance * draw();
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void addCard(MTGCardInstance * card);
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void debugPrint();
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MTGCardInstance * removeCard(MTGCardInstance * card);
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MTGCardInstance * hasCard(MTGCardInstance * card);
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void cleanupPhase();
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int countByType(const char * value);
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int hasType(const char * value);
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void setOwner(Player * player);
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MTGCardInstance * lastCardDrawn;
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};
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class MTGLibrary: public MTGGameZone {
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public:
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// MTGLibrary();
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void shuffleTopToBottom(int nbcards);
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MTGCardInstance * draw();
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};
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class MTGGraveyard: public MTGGameZone {
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public:
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// MTGGraveyard();
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};
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class MTGHand: public MTGGameZone {
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public:
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};
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class MTGStack: public MTGGameZone {
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public:
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};
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class MTGInPlay: public MTGGameZone {
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public:
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//MTGInPlay();
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void untapAll();
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MTGCardInstance * getNextAttacker(MTGCardInstance * previous);
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MTGCardInstance * getNextDefenser(MTGCardInstance * previous, MTGCardInstance * attacker);
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int nbDefensers( MTGCardInstance * attacker);
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int nbPartners(MTGCardInstance * attacker);
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};
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class MTGPlayerCards {
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protected:
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void init();
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public:
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MTGLibrary * library;
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MTGGraveyard * graveyard;
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MTGHand * hand;
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MTGInPlay * inPlay;
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MTGStack * stack;
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MTGAllCards * collection;
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MTGPlayerCards(MTGAllCards * _collection, int * idList, int idListSize);
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~MTGPlayerCards();
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void initGame(int shuffle = 1, int draw = 1);
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void setOwner(Player * player);
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void discardRandom(MTGGameZone * from);
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void drawFromLibrary();
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void showHand();
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void putInGraveyard(MTGCardInstance * card);
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void putInZone(MTGCardInstance * card, MTGGameZone * from, MTGGameZone * to);
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void putInPlay(MTGCardInstance * card);
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int isInPlay(MTGCardInstance * card);
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};
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#endif
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#ifndef _MTGGAMEZONES_H_
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#define _MTGGAMEZONES_H_
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#include <map>
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using std::map;
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#include "MTGDeck.h"
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#include "MTGCardInstance.h"
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#define MTG_MAX_PLAYER_CARDS 100
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class MTGAllCards;
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class MTGCardInstance;
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class Player;
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class MTGGameZone {
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protected:
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Player * owner;
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public:
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//Both cards and cardsMap contain the cards of a zone. The long term objective is to get rid of the array
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MTGCardInstance * cards[MTG_MAX_PLAYER_CARDS];
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map<MTGCardInstance *,int> cardsMap;
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int nb_cards;
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MTGGameZone();
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~MTGGameZone();
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void shuffle();
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virtual MTGCardInstance * draw();
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void addCard(MTGCardInstance * card);
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void debugPrint();
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MTGCardInstance * removeCard(MTGCardInstance * card);
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MTGCardInstance * hasCard(MTGCardInstance * card);
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void cleanupPhase();
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int countByType(const char * value);
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int hasType(const char * value);
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void setOwner(Player * player);
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MTGCardInstance * lastCardDrawn;
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};
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class MTGLibrary: public MTGGameZone {
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public:
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// MTGLibrary();
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void shuffleTopToBottom(int nbcards);
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MTGCardInstance * draw();
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};
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class MTGGraveyard: public MTGGameZone {
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public:
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// MTGGraveyard();
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};
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class MTGHand: public MTGGameZone {
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public:
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};
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class MTGStack: public MTGGameZone {
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public:
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};
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class MTGInPlay: public MTGGameZone {
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public:
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//MTGInPlay();
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void untapAll();
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MTGCardInstance * getNextAttacker(MTGCardInstance * previous);
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MTGCardInstance * getNextDefenser(MTGCardInstance * previous, MTGCardInstance * attacker);
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int nbDefensers( MTGCardInstance * attacker);
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int nbPartners(MTGCardInstance * attacker);
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};
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class MTGPlayerCards {
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protected:
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void init();
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public:
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MTGLibrary * library;
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MTGGraveyard * graveyard;
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MTGHand * hand;
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MTGInPlay * inPlay;
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MTGStack * stack;
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MTGAllCards * collection;
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MTGPlayerCards(MTGAllCards * _collection, int * idList, int idListSize);
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~MTGPlayerCards();
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void initGame(int shuffle = 1, int draw = 1);
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void setOwner(Player * player);
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void discardRandom(MTGGameZone * from);
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void drawFromLibrary();
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void showHand();
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void putInGraveyard(MTGCardInstance * card);
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void putInZone(MTGCardInstance * card, MTGGameZone * from, MTGGameZone * to);
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void putInPlay(MTGCardInstance * card);
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int isInPlay(MTGCardInstance * card);
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};
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#endif
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