J :
* Remove ^M's. * Re-indent automatically. * Remove whitespace at the end of lines.
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@@ -1,142 +1,142 @@
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#include "../include/debug.h"
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#include "../include/Damage.h"
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#include "../include/MTGCardInstance.h"
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#include "../include/Counters.h"
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Damage::Damage(int id, MTGCardInstance * _source, Damageable * _target): Interruptible(id){
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init(_source, _target, _source->getPower());
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}
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Damage::Damage(int id, MTGCardInstance * _source, Damageable * _target, int _damage): Interruptible(id){
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init(_source, _target, _damage);
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}
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void Damage::init(MTGCardInstance * _source, Damageable * _target, int _damage){
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target = _target;
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source = _source;
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if (_damage < 0) _damage = 0; //Negative damages cannot happen
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damage = _damage;
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mHeight = 40;
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type = ACTION_DAMAGE;
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}
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int Damage::resolve(){
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if (damage <0) damage = 0; //Negative damages cannot happen
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if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE){
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MTGCardInstance * _target = (MTGCardInstance *)target;
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if ((_target)->protectedAgainst(source)) return 0;
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// Damage for WITHER on creatures
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if (source->has(WITHER)){
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for (int i = 0; i < damage; i++){
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_target->counters->addCounter(-1, -1);
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}
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return 1;
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}
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_target->doDamageTest = 1;
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}
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int a = target->dealDamage(damage);
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return a;
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}
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void Damage::Render(){
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JLBFont * mFont = GameApp::CommonRes->GetJLBFont(MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(0.75);
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char buffer[200];
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sprintf(buffer, "Does %i damage to", damage);
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mFont->DrawString(buffer, x + 20 , y, JGETEXT_LEFT);
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JRenderer * renderer = JRenderer::GetInstance();
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JQuad * quad = source->getThumb();
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if (quad){
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x , y , 0,scale,scale);
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}else{
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//TODO
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}
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quad = target->getIcon();
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if (quad){
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x + 150 , y , 0,scale,scale);
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}else{
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//TODO
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}
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}
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DamageStack::DamageStack(int id, GameObserver * _game):GuiLayer(id, _game), Interruptible(id){
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currentState = -1;
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type = ACTION_DAMAGES;
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}
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int DamageStack::CombatDamages(){
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CombatDamages(1);
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CombatDamages(0);
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return 1;
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}
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int DamageStack::CombatDamages(int strike){
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mHeight = 0;
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MTGInPlay * attackers = game->currentPlayer->game->inPlay;
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MTGInPlay * defensers = game->opponent()->game->inPlay;
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MTGCardInstance * attacker = attackers->getNextAttacker(NULL);
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while (attacker != NULL){
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int nbdefensers = defensers->nbDefensers(attacker);
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if ((!strike && !attacker->has(FIRSTSTRIKE)) || (strike && attacker->has(FIRSTSTRIKE)) || attacker->has(DOUBLESTRIKE)){
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if (nbdefensers == 0){
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Damage * damage = NEW Damage (mCount, attacker, game->opponent());
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Add(damage);
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}else if (nbdefensers == 1){
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Damage * damage = NEW Damage (mCount, attacker, defensers->getNextDefenser(NULL, attacker));
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Add(damage);
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}else{
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//TODO Fetch list of defensers and allow user to choose targets
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Damage * damage = NEW Damage (mCount, attacker, defensers->getNextDefenser(NULL, attacker));
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Add(damage);
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}
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}
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MTGCardInstance * defenser = defensers->getNextDefenser(NULL, attacker);
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while (defenser != NULL){
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if ((!strike && !defenser->has(FIRSTSTRIKE)) || (strike && defenser->has(FIRSTSTRIKE)) || defenser->has(DOUBLESTRIKE)){
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Damage * damage = NEW Damage (mCount,defenser, attacker);
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Add(damage);
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}
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defenser = defensers->getNextDefenser(defenser, attacker);
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}
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attacker = attackers->getNextAttacker(attacker);
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}
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for (int i = 0; i < mCount; i++){
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Damage * damage = (Damage*)mObjects[i];
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mHeight += damage->mHeight;
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}
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return mCount;
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}
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int DamageStack::resolve(){
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for (int i = mCount-1; i>= 0; i--){
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Damage * damage = (Damage*)mObjects[i];
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damage->resolve();
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}
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for (int i = mCount-1; i>= 0; i--){
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Damage * damage = (Damage*)mObjects[i];
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damage->target->afterDamage();
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}
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return 1;
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}
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void DamageStack::Render(){
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int currenty = y;
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for (int i= 0; i < mCount; i++){
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Damage * damage = (Damage*)mObjects[i];
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damage->x = x;
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damage->y = currenty;
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currenty += damage->mHeight;
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damage->Render();
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}
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}
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#include "../include/debug.h"
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#include "../include/Damage.h"
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#include "../include/MTGCardInstance.h"
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#include "../include/Counters.h"
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Damage::Damage(int id, MTGCardInstance * _source, Damageable * _target): Interruptible(id){
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init(_source, _target, _source->getPower());
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}
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Damage::Damage(int id, MTGCardInstance * _source, Damageable * _target, int _damage): Interruptible(id){
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init(_source, _target, _damage);
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}
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void Damage::init(MTGCardInstance * _source, Damageable * _target, int _damage){
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target = _target;
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source = _source;
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if (_damage < 0) _damage = 0; //Negative damages cannot happen
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damage = _damage;
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mHeight = 40;
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type = ACTION_DAMAGE;
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}
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int Damage::resolve(){
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if (damage <0) damage = 0; //Negative damages cannot happen
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if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE){
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MTGCardInstance * _target = (MTGCardInstance *)target;
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if ((_target)->protectedAgainst(source)) return 0;
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// Damage for WITHER on creatures
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if (source->has(WITHER)){
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for (int i = 0; i < damage; i++){
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_target->counters->addCounter(-1, -1);
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}
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return 1;
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}
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_target->doDamageTest = 1;
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}
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int a = target->dealDamage(damage);
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return a;
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}
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void Damage::Render(){
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JLBFont * mFont = GameApp::CommonRes->GetJLBFont(MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(0.75);
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char buffer[200];
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sprintf(buffer, "Does %i damage to", damage);
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mFont->DrawString(buffer, x + 20 , y, JGETEXT_LEFT);
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JRenderer * renderer = JRenderer::GetInstance();
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JQuad * quad = source->getThumb();
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if (quad){
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x , y , 0,scale,scale);
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}else{
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//TODO
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}
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quad = target->getIcon();
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if (quad){
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x + 150 , y , 0,scale,scale);
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}else{
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//TODO
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}
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}
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DamageStack::DamageStack(int id, GameObserver * _game):GuiLayer(id, _game), Interruptible(id){
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currentState = -1;
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type = ACTION_DAMAGES;
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}
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int DamageStack::CombatDamages(){
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CombatDamages(1);
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CombatDamages(0);
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return 1;
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}
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int DamageStack::CombatDamages(int strike){
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mHeight = 0;
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MTGInPlay * attackers = game->currentPlayer->game->inPlay;
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MTGInPlay * defensers = game->opponent()->game->inPlay;
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MTGCardInstance * attacker = attackers->getNextAttacker(NULL);
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while (attacker != NULL){
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int nbdefensers = defensers->nbDefensers(attacker);
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if ((!strike && !attacker->has(FIRSTSTRIKE)) || (strike && attacker->has(FIRSTSTRIKE)) || attacker->has(DOUBLESTRIKE)){
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if (nbdefensers == 0){
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Damage * damage = NEW Damage (mCount, attacker, game->opponent());
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Add(damage);
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}else if (nbdefensers == 1){
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Damage * damage = NEW Damage (mCount, attacker, defensers->getNextDefenser(NULL, attacker));
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Add(damage);
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}else{
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//TODO Fetch list of defensers and allow user to choose targets
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Damage * damage = NEW Damage (mCount, attacker, defensers->getNextDefenser(NULL, attacker));
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Add(damage);
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}
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}
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MTGCardInstance * defenser = defensers->getNextDefenser(NULL, attacker);
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while (defenser != NULL){
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if ((!strike && !defenser->has(FIRSTSTRIKE)) || (strike && defenser->has(FIRSTSTRIKE)) || defenser->has(DOUBLESTRIKE)){
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Damage * damage = NEW Damage (mCount,defenser, attacker);
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Add(damage);
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}
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defenser = defensers->getNextDefenser(defenser, attacker);
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}
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attacker = attackers->getNextAttacker(attacker);
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}
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for (int i = 0; i < mCount; i++){
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Damage * damage = (Damage*)mObjects[i];
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mHeight += damage->mHeight;
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}
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return mCount;
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}
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int DamageStack::resolve(){
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for (int i = mCount-1; i>= 0; i--){
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Damage * damage = (Damage*)mObjects[i];
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damage->resolve();
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}
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for (int i = mCount-1; i>= 0; i--){
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Damage * damage = (Damage*)mObjects[i];
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damage->target->afterDamage();
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}
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return 1;
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}
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void DamageStack::Render(){
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int currenty = y;
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for (int i= 0; i < mCount; i++){
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Damage * damage = (Damage*)mObjects[i];
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damage->x = x;
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damage->y = currenty;
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currenty += damage->mHeight;
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damage->Render();
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}
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}
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