#include "PrecompiledHeader.h" #include "TargetsList.h" #include "Player.h" #include "MTGCardInstance.h" #include "Damage.h" #include "ActionStack.h" TargetsList::TargetsList() { } TargetsList::TargetsList(Targetable * _targets[], int nbtargets) { for (int i = 0; i < nbtargets; i++) targets.push_back(_targets[i]); } int TargetsList::addTarget(Targetable * target) { if (!alreadyHasTarget(target)) { GameObserver * state = state->GetInstance(); TargetChooser * tc = state->getCurrentTargetChooser(); if(!tc || (tc && tc->maxtargets == 1)) { //because this was originally coded with targets as an array //we have to add this condiational to insure that cards with single target effects //and abilities that seek the nextcardtarget still work correctly. targets.clear(); targets.push_back(target); return 1; } else { targets.push_back(target); return 1; } } return 0; } int TargetsList::alreadyHasTarget(Targetable * target) { for (size_t i = 0; i < targets.size(); i++) { if (targets[i] == target) return 1; } return 0; } int TargetsList::removeTarget(Targetable * target) { for (size_t i = 0; i < targets.size(); i++) { if (targets[i] == target) { targets.erase(targets.begin() + i); return 1; } } return 0; } int TargetsList::toggleTarget(Targetable * target) { if (alreadyHasTarget(target)) { return removeTarget(target); } else { return addTarget(target); } } Targetable * TargetsList::getNextTarget(Targetable * previous, int type) { int found = 0; if (!previous) found = 1; for (size_t i = 0; i < targets.size(); i++) { if (found && (type == -1 || targets[i]->typeAsTarget() == type)) { return targets[i]; } if (targets[i] == previous) found = 1; } return NULL; } MTGCardInstance * TargetsList::getNextCardTarget(MTGCardInstance * previous) { return ((MTGCardInstance *) getNextTarget(previous, TARGET_CARD)); } Player * TargetsList::getNextPlayerTarget(Player * previous) { return ((Player *) getNextTarget(previous, TARGET_PLAYER)); } Interruptible * TargetsList::getNextInterruptible(Interruptible * previous, int type) { int found = 0; if (!previous) found = 1; for (size_t i = 0; i < targets.size(); i++) { if (found && targets[i]->typeAsTarget() == TARGET_STACKACTION) { Interruptible * action = (Interruptible *) targets[i]; if (action->type == type) { return action; } } if (targets[i] == previous) found = 1; } return NULL; } Spell * TargetsList::getNextSpellTarget(Spell * previous) { Spell * spell = (Spell *) getNextInterruptible(previous, ACTION_SPELL); return spell; } //How about DAMAGESTacks ?? Damage * TargetsList::getNextDamageTarget(Damage * previous) { Damage * damage = (Damage *) getNextInterruptible(previous, ACTION_DAMAGE); return damage; } Damageable * TargetsList::getNextDamageableTarget(Damageable * previous) { int found = 0; if (!previous) found = 1; for (size_t i = 0; i < targets.size(); i++) { if (targets[i]->typeAsTarget() == TARGET_PLAYER) { if (found) { return ((Player *) targets[i]); } else { if ((Player *) targets[i] == previous) found = 1; } } else if (targets[i]->typeAsTarget() == TARGET_CARD) { if (found) { return ((MTGCardInstance *) targets[i]); } else { if ((MTGCardInstance *) targets[i] == previous) found = 1; } } } return NULL; }