#include "PrecompiledHeader.h" #include "MTGGameZones.h" #include "Player.h" #include "GameOptions.h" #include "WEvent.h" #include "MTGDeck.h" #if defined (WIN32) || defined (LINUX) #include #endif //------------------------------ //Players Game //------------------------------ MTGPlayerCards::MTGPlayerCards(int * idList, int idListSize) { init(); int i; for (i = 0; i < idListSize; i++) { MTGCard * card = GameApp::collection->getCardById(idList[i]); if (card) { MTGCardInstance * newCard = NEW MTGCardInstance(card, this); library->addCard(newCard); } } } MTGPlayerCards::MTGPlayerCards(MTGDeck * deck) { init(); initDeck(deck); } void MTGPlayerCards::initDeck(MTGDeck * deck) { resetLibrary(); map::iterator it; for (it = deck->cards.begin(); it != deck->cards.end(); it++) { MTGCard * card = deck->getCardById(it->first); if (card) { for (int i = 0; i < it->second; i++) { MTGCardInstance * newCard = NEW MTGCardInstance(card, this); library->addCard(newCard); } } } } MTGPlayerCards::~MTGPlayerCards() { SAFE_DELETE(library); SAFE_DELETE(graveyard); SAFE_DELETE(hand); SAFE_DELETE(inPlay); SAFE_DELETE(stack); SAFE_DELETE(removedFromGame); SAFE_DELETE(garbage); SAFE_DELETE(temp); } void MTGPlayerCards::setOwner(Player * player) { library->setOwner(player); graveyard->setOwner(player); hand->setOwner(player); inPlay->setOwner(player); removedFromGame->setOwner(player); stack->setOwner(player); garbage->setOwner(player); temp->setOwner(player); } void MTGPlayerCards::initGame(int shuffle, int draw) { if (shuffle) library->shuffle(); if (draw) { for (int i = 0; i < 7; i++) { drawFromLibrary(); } } } void MTGPlayerCards::OptimizedHand(Player * who,int amount, int lands, int creatures, int othercards) { //give the Ai hand adventage to insure a challanging match. GameObserver * game = game->GetInstance(); game->currentPlayerId = game->currentPlayerId; game->currentPlayer = game->currentPlayer; if (!game->players[0]->isAI() && game->players[1]->isAI()) { Player * p = who; MTGCardInstance * card = NULL; MTGGameZone * z = p->game->library; int optimizedland = 0; int optimizedothercards = 0; int optimizedcreatures = 0; for (int j = 0; j < z->nb_cards; j++) { MTGCardInstance * _card = z->cards[j]; //------------- if (_card->hasType("Land") && optimizedland < lands) { card = _card; if (card) { p->game->putInZone(card, p->game->library, p->game->hand); optimizedland += 1; } } //----------------first try to optimize a few cards that cost 2 or less. if (_card->getManaCost()->getConvertedCost() <= 2 && optimizedothercards < othercards && !_card->hasType("Land") && !_card->hasType("Creature")) { card = _card; if (card) { p->game->putInZone(card, p->game->library, p->game->hand); optimizedothercards += 1; } } if (_card->getManaCost()->getConvertedCost() <= 2 && optimizedcreatures < creatures && _card->hasType("Creature")) { card = _card; if (card) { p->game->putInZone(card, p->game->library, p->game->hand); optimizedcreatures += 1; } } } //--------------incase none of them cost 2 or less(which makes for a really poorly crafted Ai deck), try for 3 or less at this point we're accepting anything but lands under 3 mana--- for (int k = 0; k < z->nb_cards; k++) { MTGCardInstance * _card = z->cards[k]; if (_card->getManaCost()->getConvertedCost() <= 3 && optimizedothercards < othercards && (!_card->hasType("Land") || _card->hasType("Creature"))) { card = _card; if (card) { p->game->putInZone(card, p->game->library, p->game->hand); optimizedothercards += 1; } } if (_card->getManaCost()->getConvertedCost() <= 3 && optimizedcreatures < creatures && (_card->hasType("Creature") || !_card->hasType("Land"))) { card = _card; if (card) { p->game->putInZone(card, p->game->library, p->game->hand); optimizedcreatures += 1; } } } //--------------add up remaining. only 7 cards are optimized, the remaining cards (if rules change amount) are just drawn. int leftover = 0; leftover = amount; leftover -= optimizedland; leftover -= optimizedcreatures; leftover -= optimizedothercards; for (int i = leftover; i > 0; i--) { p->game->drawFromLibrary(); } } //---------------------------- } void MTGPlayerCards::drawFromLibrary() { if (!library->nb_cards) { int cantlosers = 0; MTGGameZone * z = library->owner->game->inPlay; int nbcards = z->nb_cards; for (int i = 0; i < nbcards; ++i) { MTGCardInstance * c = z->cards[i]; if (c->has(Constants::CANTLOSE) || c->has(Constants::CANTMILLLOSE)) { cantlosers++; } } MTGGameZone * k = library->owner->opponent()->game->inPlay; int onbcards = k->nb_cards; for (int m = 0; m < onbcards; ++m) { MTGCardInstance * e = k->cards[m]; if (e->has(Constants::CANTWIN)) { cantlosers++; } } if (cantlosers < 1) { GameObserver::GetInstance()->gameOver = library->owner; } return; } MTGCardInstance * toMove = library->cards[library->nb_cards - 1]; library->lastCardDrawn = toMove; putInZone(toMove, library, hand); } void MTGPlayerCards::resetLibrary() { SAFE_DELETE(library); library = NEW MTGLibrary(); } void MTGPlayerCards::init() { library = NEW MTGLibrary(); graveyard = NEW MTGGraveyard(); hand = NEW MTGHand(); inPlay = NEW MTGInPlay(); battlefield = inPlay; stack = NEW MTGStack(); removedFromGame = NEW MTGRemovedFromGame(); exile = removedFromGame; garbage = NEW MTGGameZone(); temp = NEW MTGGameZone(); } void MTGPlayerCards::showHand() { hand->debugPrint(); } MTGCardInstance * MTGPlayerCards::putInGraveyard(MTGCardInstance * card) { MTGCardInstance * copy = NULL; MTGGraveyard * grave = card->owner->game->graveyard; if (inPlay->hasCard(card)) { copy = putInZone(card, inPlay, grave); } else if (stack->hasCard(card)) { copy = putInZone(card, stack, grave); } else { copy = putInZone(card, hand, grave); } return copy; } MTGCardInstance * MTGPlayerCards::putInExile(MTGCardInstance * card) { MTGCardInstance * copy = NULL; MTGRemovedFromGame * exile = card->owner->game->exile; if (inPlay->hasCard(card)) { copy = putInZone(card, inPlay, exile); } else if (stack->hasCard(card)) { copy = putInZone(card, stack, exile); } else if (hand->hasCard(card)) { copy = putInZone(card, hand, exile); } else if (graveyard->hasCard(card)) { copy = putInZone(card, graveyard, exile); } else { copy = putInZone(card, hand, exile); } return copy; } MTGCardInstance * MTGPlayerCards::putInLibrary(MTGCardInstance * card) { MTGCardInstance * copy = NULL; MTGLibrary * library = card->owner->game->library; MTGHand * hand = card->owner->game->hand; if (inPlay->hasCard(card)) { copy = putInZone(card, inPlay, library); } else if (stack->hasCard(card)) { copy = putInZone(card, stack, library); } else if (graveyard->hasCard(card)) { copy = putInZone(card, graveyard, library); } else { copy = putInZone(card, hand, library); } return copy; } MTGCardInstance * MTGPlayerCards::putInHand(MTGCardInstance * card) { MTGCardInstance * copy = NULL; MTGHand * hand = card->owner->game->hand; if (inPlay->hasCard(card)) { copy = putInZone(card, inPlay, hand); } else if (stack->hasCard(card)) { copy = putInZone(card, stack, hand); } else if (graveyard->hasCard(card)) { copy = putInZone(card, graveyard, hand); } else if (exile->hasCard(card)) { copy = putInZone(card, exile, hand); } else { copy = putInZone(card, hand, hand); } return copy; } MTGCardInstance * MTGPlayerCards::putInBattlefield(MTGCardInstance * card) { MTGCardInstance * copy = NULL; MTGInPlay * InPlay = card->owner->game->battlefield; if (inPlay->hasCard(card)) { copy = putInZone(card, inPlay, InPlay); } else if (stack->hasCard(card)) { copy = putInZone(card, stack, InPlay); } else if (graveyard->hasCard(card)) { copy = putInZone(card, graveyard, InPlay); } else if (exile->hasCard(card)) { copy = putInZone(card, exile, InPlay); } else { copy = putInZone(card, InPlay, InPlay); } return copy; } // Moves a card from one zone to another // If the card is not actually in the expected "from" zone, does nothing and returns null MTGCardInstance * MTGPlayerCards::putInZone(MTGCardInstance * card, MTGGameZone * from, MTGGameZone * to) { MTGCardInstance * copy = NULL; GameObserver *g = GameObserver::GetInstance(); if (!from || !to) return card; //Error check int doCopy = 1; //When a card is moved from inPlay to inPlay (controller change, for example), it is still the same object if ((to == g->players[0]->game->inPlay || to == g->players[1]->game->inPlay) && (from == g->players[0]->game->inPlay || from == g->players[1]->game->inPlay)) { doCopy = 0; } if (!(copy = from->removeCard(card, doCopy))) return NULL; //ERROR if (options[Options::SFXVOLUME].number > 0) { if (to == g->players[0]->game->graveyard || to == g->players[1]->game->graveyard) { if (card->isCreature()) { JSample * sample = WResourceManager::Instance()->RetrieveSample("graveyard.wav"); if (sample) JSoundSystem::GetInstance()->PlaySample(sample); } } } MTGCardInstance * ret = copy; to->addCard(copy); //The "Temp" zone are purely for code purposes, and we don't want the abilities engine to //Trigger when cards move in this zone // Additionally, when they mve "from" this zone, // we trick the engine into believing that they moved from the zone the card was previously in // See http://code.google.com/p/wagic/issues/detail?id=335 { if (to == g->players[0]->game->temp || to == g->players[1]->game->temp) { //don't send event when moving to temp return ret; } if (from == g->players[0]->game->temp || from == g->players[1]->game->temp) { //remove temporary stuff MTGCardInstance * previous = copy->previous; MTGCardInstance * previous2 = previous->previous; from = previous->previousZone; copy->previous = previous2; if (previous2) previous2->next = copy; previous->previous = NULL; previous->next = NULL; SAFE_DELETE(previous); } } WEvent * e = NEW WEventZoneChange(copy, from, to); g->receiveEvent(e); return ret; } void MTGPlayerCards::discardRandom(MTGGameZone * from, MTGCardInstance * source) { if (!from->nb_cards) return; int r = WRand() % (from->nb_cards); WEvent * e = NEW WEventCardDiscard(from->cards[r]); GameObserver * game = GameObserver::GetInstance(); game->receiveEvent(e); putInZone(from->cards[r], from, graveyard); } int MTGPlayerCards::isInPlay(MTGCardInstance * card) { if (inPlay->hasCard(card)) { return 1; } return 0; } int MTGPlayerCards::isInZone(MTGCardInstance * card,MTGGameZone * zone) { if (zone->hasCard(card)) { return 1; } return 0; } //-------------------------------------- // Zones specific code //-------------------------------------- MTGGameZone::MTGGameZone() : nb_cards(0), lastCardDrawn(NULL), needShuffle(false) { } MTGGameZone::~MTGGameZone() { for (int i = 0; i < nb_cards; i++) { SAFE_DELETE( cards[i] ); } cards.clear(); cardsMap.clear(); owner = NULL; } void MTGGameZone::setOwner(Player * player) { for (int i = 0; i < nb_cards; i++) { cards[i]->owner = player; cards[i]->lastController = player; } owner = player; } MTGCardInstance * MTGGameZone::removeCard(MTGCardInstance * card, int createCopy) { assert(nb_cards < 10000); int i; cardsMap.erase(card); for (i = 0; i < (nb_cards); i++) { if (cards[i] == card) { card->currentZone = NULL; nb_cards--; cards.erase(cards.begin() + i); MTGCardInstance * copy = card; //if (card->isToken) //TODO better than this ? // return card; //card->lastController = card->controller(); if (createCopy) { copy = NEW MTGCardInstance(card->model, card->owner->game); copy->previous = card; copy->view = card->view; copy->isToken = card->isToken; copy->X = card->X; //stupid bug with tokens... if (card->model == card) copy->model = copy; if (card->data == card) copy->data = copy; card->next = copy; } copy->previousZone = this; return copy; } } return NULL; } MTGCardInstance * MTGGameZone::hasCard(MTGCardInstance * card) { if (card->currentZone == this) return card; return NULL; } int MTGGameZone::countByType(const char * value) { int result = 0; for (int i = 0; i < (nb_cards); i++) { if (cards[i]->hasType(value)) { result++; } } return result; } MTGCardInstance * MTGGameZone::findByName(string name) { for (int i = 0; i < (nb_cards); i++) { if (cards[i]->name == name) { return cards[i]; } } return NULL; } int MTGGameZone::hasType(const char * value) { for (int i = 0; i < (nb_cards); i++) { if (cards[i]->hasType(value)) { return 1; } } return 0; } int MTGGameZone::hasPrimaryType(const char * value,const char * secondvalue) { for (int i = 0; i < (nb_cards); i++) { if (cards[i]->hasType(value) && cards[i]->hasType(secondvalue)) { return 1; } } return 0; } int MTGGameZone::hasSpecificType(const char * value,const char * secondvalue) { for (int i = 0; i < (nb_cards); i++) { if (cards[i]->hasType(value) && cards[i]->hasSubtype(secondvalue)) { return 1; } } return 0; } int MTGGameZone::hasTypeButNotType(const char * value,const char * secondvalue) { for (int i = 0; i < (nb_cards); i++) { if (cards[i]->hasType(value) && cards[i]->hasSubtype(value) && !cards[i]->hasType(secondvalue) && !cards[i]->hasSubtype(secondvalue)) { return 1; } } return 0; } int MTGGameZone::hasName(string value) { for (int i = 0; i < (nb_cards); i++) { if (cards[i]->name == value) { return 1; } } return 0; } int MTGGameZone::hasColor(int value) { for (int i = 0; i < (nb_cards); i++) { if (cards[i]->getManaCost()->hasColor(value) && cards[i]->getManaCost()->getConvertedCost() > 0) { return 1; } } return 0; } int MTGGameZone::hasX() { for (int i = 0; i < (nb_cards); i++) { if (cards[i]->getManaCost()->hasX()) { return true; } } return false; } int MTGGameZone::hasAbility(int ability) { for (int i = 0; i < (nb_cards); i++) { if (cards[i]->basicAbilities[ability]) { return 1; } } return 0; } void MTGGameZone::cleanupPhase() { for (int i = 0; i < (nb_cards); i++) (cards[i])->cleanup(); } void MTGGameZone::shuffle() { int i; for (i = 0; i < (nb_cards); i++) { int r = i + (WRand() % (nb_cards - i)); // Random remaining position. MTGCardInstance * temp = cards[i]; cards[i] = cards[r]; cards[r] = temp; } } void MTGGameZone::addCard(MTGCardInstance * card) { if (!card) return; cards.push_back(card); nb_cards++; cardsMap[card] = 1; card->lastController = this->owner; card->currentZone = this; } void MTGGameZone::debugPrint() { for (int i = 0; i < nb_cards; i++) std::cerr << cards[i]->getName() << endl; } //------------------------------ MTGCardInstance * MTGInPlay::getNextAttacker(MTGCardInstance * previous) { int foundprevious = 0; if (previous == NULL) { foundprevious = 1; } for (int i = 0; i < nb_cards; i++) { MTGCardInstance * current = cards[i]; if (current == previous) { foundprevious = 1; } else if (foundprevious && current->isAttacker()) { return current; } } return NULL; } void MTGInPlay::untapAll() { int i; for (i = 0; i < nb_cards; i++) { MTGCardInstance * card = cards[i]; card->setUntapping(); if (!card->basicAbilities[Constants::DOESNOTUNTAP]) { if (card->frozen < 1) { card->attemptUntap(); } if (card->frozen >= 1) { card->frozen = 0; } } } } //-------------------------- void MTGLibrary::shuffleTopToBottom(int nbcards) { if (nbcards > nb_cards) nbcards = nb_cards; if (nbcards < 0) return; MTGCardInstance * _cards[MTG_MAX_PLAYER_CARDS]; for (int i = nb_cards - nbcards; i < (nb_cards); i++) { int r = i + (WRand() % (nbcards - i)); // Random remaining position. MTGCardInstance * temp = cards[i]; cards[i] = cards[r]; cards[r] = temp; } for (int i = 0; i < nbcards; i++) { _cards[i] = cards[nb_cards - 1 - i]; } for (int i = nbcards; i < nb_cards; i++) { _cards[i] = cards[i - nb_cards]; } for (int i = 0; i < nb_cards; i++) { cards[i] = _cards[i]; } } MTGGameZone * MTGGameZone::intToZone(int zoneId, MTGCardInstance * source, MTGCardInstance * target) { Player *p, *p2; GameObserver * g = GameObserver::GetInstance(); if (!source) p = g->currentlyActing(); else p = source->controller(); if (!target) { if(source->target) { //bug case, this is a patchwork fix for now //we need to find the root cause of why the 2nd variable is not returning the target. p2 = source->target->controller(); target = source->target; } else { //bug or bug case default to p2 = source->controller(); target = source; } } else p2 = target->controller(); switch (zoneId) { case MY_GRAVEYARD: return p->game->graveyard; case OPPONENT_GRAVEYARD: return p->opponent()->game->graveyard; case TARGET_OWNER_GRAVEYARD: return target->owner->game->graveyard; case TARGET_CONTROLLER_GRAVEYARD: return p2->game->graveyard; case GRAVEYARD: return target->owner->game->graveyard; case OWNER_GRAVEYARD: return target->owner->game->graveyard; case MY_BATTLEFIELD: return p->game->inPlay; case OPPONENT_BATTLEFIELD: return p->opponent()->game->inPlay; case TARGET_OWNER_BATTLEFIELD: return target->owner->game->inPlay; case TARGET_CONTROLLER_BATTLEFIELD: return p2->game->inPlay; case BATTLEFIELD: return p->game->inPlay; case OWNER_BATTLEFIELD: return target->owner->game->inPlay; case MY_HAND: return p->game->hand; case OPPONENT_HAND: return p->opponent()->game->hand; case TARGET_OWNER_HAND: return target->owner->game->hand; case TARGET_CONTROLLER_HAND: return p2->game->hand; case HAND: return target->owner->game->hand; case OWNER_HAND: return target->owner->game->hand; case MY_EXILE: return p->game->removedFromGame; case OPPONENT_EXILE: return p->opponent()->game->removedFromGame; case TARGET_OWNER_EXILE: return target->owner->game->removedFromGame; case TARGET_CONTROLLER_EXILE: return p2->game->removedFromGame; case EXILE: return target->owner->game->removedFromGame; case OWNER_EXILE: return target->owner->game->removedFromGame; case MY_LIBRARY: return p->game->library; case OPPONENT_LIBRARY: return p->opponent()->game->library; case TARGET_OWNER_LIBRARY: return target->owner->game->library; case TARGET_CONTROLLER_LIBRARY: return p2->game->library; case LIBRARY: return p->game->library; case OWNER_LIBRARY: return target->owner->game->library; case MY_STACK: return p->game->stack; case OPPONENT_STACK: return p->opponent()->game->stack; case TARGET_OWNER_STACK: return target->owner->game->stack; case TARGET_CONTROLLER_STACK: return p2->game->stack; case STACK: return p->game->stack; case OWNER_STACK: return target->owner->game->stack; default: return NULL; } } int MTGGameZone::zoneStringToId(string zoneName) { const char * strings[] = { "mygraveyard", "opponentgraveyard", "targetownergraveyard", "targetcontrollergraveyard", "ownergraveyard", "graveyard", "myinplay", "opponentinplay", "targetownerinplay", "targetcontrollerinplay", "ownerinplay", "inplay", "mybattlefield", "opponentbattlefield", "targetownerbattlefield", "targetcontrollerbattlefield", "ownerbattlefield", "battlefield", "myhand", "opponenthand", "targetownerhand", "targetcontrollerhand", "ownerhand", "hand", "mylibrary", "opponentlibrary", "targetownerlibrary", "targetcontrollerlibrary", "ownerlibrary", "library", "myremovedfromgame", "opponentremovedfromgame", "targetownerremovedfromgame", "targetcontrollerremovedfromgame", "ownerremovedfromgame", "removedfromgame", "myexile", "opponentexile", "targetownerexile", "targetcontrollerexile", "ownerexile", "exile", "mystack", "opponentstack", "targetownerstack", "targetcontrollerstack", "ownerstack", "stack", }; int values[] = { MY_GRAVEYARD, OPPONENT_GRAVEYARD, TARGET_OWNER_GRAVEYARD, TARGET_CONTROLLER_GRAVEYARD, OWNER_GRAVEYARD, GRAVEYARD, MY_BATTLEFIELD, OPPONENT_BATTLEFIELD, TARGET_OWNER_BATTLEFIELD, TARGET_CONTROLLER_BATTLEFIELD, OWNER_BATTLEFIELD, BATTLEFIELD, MY_BATTLEFIELD, OPPONENT_BATTLEFIELD, TARGET_OWNER_BATTLEFIELD, TARGET_CONTROLLER_BATTLEFIELD, OWNER_BATTLEFIELD, BATTLEFIELD, MY_HAND, OPPONENT_HAND, TARGET_OWNER_HAND, TARGET_CONTROLLER_HAND, OWNER_HAND, HAND, MY_LIBRARY, OPPONENT_LIBRARY, TARGET_OWNER_LIBRARY, TARGET_CONTROLLER_LIBRARY, OWNER_LIBRARY, LIBRARY, MY_EXILE, OPPONENT_EXILE, TARGET_OWNER_EXILE, TARGET_CONTROLLER_EXILE, OWNER_EXILE, EXILE, MY_EXILE, OPPONENT_EXILE, TARGET_OWNER_EXILE, TARGET_CONTROLLER_EXILE, OWNER_EXILE, EXILE, MY_STACK, OPPONENT_STACK, TARGET_OWNER_STACK, TARGET_CONTROLLER_STACK, OWNER_STACK, STACK, }; int max = sizeof(values) / sizeof *(values); for (int i = 0; i < max; ++i) { if (zoneName.compare(strings[i]) == 0) { return values[i]; } } return 0; } MTGGameZone * MTGGameZone::stringToZone(string zoneName, MTGCardInstance * source, MTGCardInstance * target) { return intToZone(zoneStringToId(zoneName), source, target); } ostream& MTGGameZone::toString(ostream& out) const { return out << "Unknown zone"; } ostream& MTGLibrary::toString(ostream& out) const { return out << "Library " << *owner; } ostream& MTGGraveyard::toString(ostream& out) const { return out << "Graveyard " << *owner; } ostream& MTGHand::toString(ostream& out) const { return out << "Hand " << *owner; } ostream& MTGRemovedFromGame::toString(ostream& out) const { return out << "RemovedFromGame " << *owner; } ostream& MTGStack::toString(ostream& out) const { return out << "Stack " << *owner; } ostream& MTGInPlay::toString(ostream& out) const { return out << "InPlay " << *owner; } ostream& operator<<(ostream& out, const MTGGameZone& z) { return z.toString(out); }