J :
* Remove ^M's. * Re-indent automatically. * Remove whitespace at the end of lines.
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@@ -1,95 +1,95 @@
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#include "../include/debug.h"
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#include "../include/DamagerDamaged.h"
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DamagerDamaged::DamagerDamaged(CardGui * cardg, Player * _damageSelecter, bool _hasFocus):CardGui(0, cardg->card,cardg->defaultHeight,cardg->x,cardg->y, _hasFocus){
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mCount = 0;
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damageSelecter = _damageSelecter;
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damageToDeal = card->power;
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}
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DamagerDamaged::~DamagerDamaged(){
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for (int i = 0; i < mCount; i++){
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delete damages[i];
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damages[i] = NULL;
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}
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}
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int DamagerDamaged::sumDamages(){
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int total = 0;
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for (int i = 0; i < mCount; i++){
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total += damages[i]->damage;
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}
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return total;
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}
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int DamagerDamaged::hasLethalDamage(){
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if (sumDamages() >= card->toughness) return 1;
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return 0;
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}
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int DamagerDamaged::dealOneDamage(DamagerDamaged * target){
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if (!damageToDeal) return 0;
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damageToDeal--;
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#if defined (WIN32) || defined (LINUX)
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char buf[4096];
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sprintf(buf, "==========\n%s can still deal %i damages\n=============\n", card->getName(), damageToDeal);
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OutputDebugString(buf);
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#endif
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return target->addDamage(1, this);
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}
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int DamagerDamaged::addDamage(int damage, DamagerDamaged * source){
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for (int i = 0; i < mCount; i++){
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if (damages[i]->source == source->card){
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damages[i]->damage+= damage;
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return damage;
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}
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}
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damages[mCount] = NEW Damage(mCount, source->card, this->card,damage);
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mCount++;
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return damage;
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}
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int DamagerDamaged::removeDamagesTo(DamagerDamaged * target){
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damageToDeal+= target->removeDamagesFrom(this);
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return 1;
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}
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int DamagerDamaged::removeDamagesFrom(DamagerDamaged * source){
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for (int i = 0; i < mCount; i++){
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if (damages[i]->source == source->card){
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int damage = damages[i]->damage;
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delete(damages[i]);
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damages[i] = NULL;
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damages[i] = damages[mCount-1];
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mCount--;
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return damage;
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}
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}
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return 0;
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}
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void DamagerDamaged::Render(Player * currentPlayer){
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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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CardGui::Render();
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char buf[4096];
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if (currentPlayer != damageSelecter){
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if (hasLethalDamage()){
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mFont->DrawString("X",x,y);
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}
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mFont->SetColor(ARGB(255,255,0,0));
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sprintf(buf, "%i", sumDamages());
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mFont->DrawString(buf,x+5, y+5);
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}else{
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mFont->SetColor(ARGB(255,0,0,255));
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sprintf(buf, "%i", damageToDeal);
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mFont->DrawString(buf,x+5, y+5);
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}
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mFont->SetColor(ARGB(255,255,255,255));
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}
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#include "../include/debug.h"
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#include "../include/DamagerDamaged.h"
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DamagerDamaged::DamagerDamaged(CardGui * cardg, Player * _damageSelecter, bool _hasFocus):CardGui(0, cardg->card,cardg->defaultHeight,cardg->x,cardg->y, _hasFocus){
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mCount = 0;
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damageSelecter = _damageSelecter;
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damageToDeal = card->power;
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}
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DamagerDamaged::~DamagerDamaged(){
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for (int i = 0; i < mCount; i++){
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delete damages[i];
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damages[i] = NULL;
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}
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}
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int DamagerDamaged::sumDamages(){
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int total = 0;
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for (int i = 0; i < mCount; i++){
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total += damages[i]->damage;
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}
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return total;
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}
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int DamagerDamaged::hasLethalDamage(){
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if (sumDamages() >= card->toughness) return 1;
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return 0;
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}
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int DamagerDamaged::dealOneDamage(DamagerDamaged * target){
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if (!damageToDeal) return 0;
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damageToDeal--;
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#if defined (WIN32) || defined (LINUX)
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char buf[4096];
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sprintf(buf, "==========\n%s can still deal %i damages\n=============\n", card->getName(), damageToDeal);
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OutputDebugString(buf);
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#endif
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return target->addDamage(1, this);
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}
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int DamagerDamaged::addDamage(int damage, DamagerDamaged * source){
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for (int i = 0; i < mCount; i++){
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if (damages[i]->source == source->card){
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damages[i]->damage+= damage;
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return damage;
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}
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}
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damages[mCount] = NEW Damage(mCount, source->card, this->card,damage);
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mCount++;
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return damage;
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}
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int DamagerDamaged::removeDamagesTo(DamagerDamaged * target){
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damageToDeal+= target->removeDamagesFrom(this);
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return 1;
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}
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int DamagerDamaged::removeDamagesFrom(DamagerDamaged * source){
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for (int i = 0; i < mCount; i++){
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if (damages[i]->source == source->card){
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int damage = damages[i]->damage;
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delete(damages[i]);
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damages[i] = NULL;
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damages[i] = damages[mCount-1];
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mCount--;
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return damage;
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}
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}
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return 0;
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}
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void DamagerDamaged::Render(Player * currentPlayer){
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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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CardGui::Render();
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char buf[4096];
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if (currentPlayer != damageSelecter){
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if (hasLethalDamage()){
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mFont->DrawString("X",x,y);
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}
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mFont->SetColor(ARGB(255,255,0,0));
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sprintf(buf, "%i", sumDamages());
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mFont->DrawString(buf,x+5, y+5);
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}else{
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mFont->SetColor(ARGB(255,0,0,255));
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sprintf(buf, "%i", damageToDeal);
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mFont->DrawString(buf,x+5, y+5);
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}
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mFont->SetColor(ARGB(255,255,255,255));
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}
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