Files
wagic/projects/mtg/src/PhaseRing.cpp
wrenczes d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00

137 lines
4.2 KiB
C++

#include "PrecompiledHeader.h"
#include "PhaseRing.h"
#include "MTGDefinitions.h"
#include "Player.h"
#include "WEvent.h"
//Parses a string and gives phase numer
int PhaseRing::phaseStrToInt(string s){
if (s.compare("untap") == 0) return Constants::MTG_PHASE_UNTAP;
if (s.compare("upkeep") == 0)return Constants::MTG_PHASE_UPKEEP;
if (s.compare("draw") == 0)return Constants::MTG_PHASE_DRAW;
if (s.compare("firstmain") == 0)return Constants::MTG_PHASE_FIRSTMAIN;
if (s.compare("combatbegin") == 0)return Constants::MTG_PHASE_COMBATBEGIN;
if (s.compare("combatattackers") == 0)return Constants::MTG_PHASE_COMBATATTACKERS;
if (s.compare("combatblockers") == 0)return Constants::MTG_PHASE_COMBATBLOCKERS;
if (s.compare("combatdamage") == 0)return Constants::MTG_PHASE_COMBATDAMAGE;
if (s.compare("combatend") == 0)return Constants::MTG_PHASE_COMBATEND;
if (s.compare("secondmain") == 0)return Constants::MTG_PHASE_SECONDMAIN;
if (s.compare("endofturn") == 0)return Constants::MTG_PHASE_ENDOFTURN;
if (s.compare("cleanup") == 0)return Constants::MTG_PHASE_CLEANUP;
DebugTrace("PHASERING: Unknown Phase name: " << s);
return Constants::MTG_PHASE_FIRSTMAIN;
}
/* Creates a New phase ring with the default rules */
PhaseRing::PhaseRing(Player* players[], int nbPlayers){
for (int i = 0; i < nbPlayers; i++){
for (int j = 0; j < Constants::NB_MTG_PHASES; j++){
Phase * phase = NEW Phase(j,players[i]);
addPhase(phase);
}
}
current = ring.begin();
}
PhaseRing::~PhaseRing(){
list<Phase *>::iterator it;
for (it = ring.begin(); it != ring.end(); it++){
Phase * currentPhase = *it;
delete(currentPhase);
}
}
//Tells if next phase will be another Damage phase rather than combat ends
bool PhaseRing::extraDamagePhase(int id){
GameObserver * g = GameObserver::GetInstance();
if (id != Constants::MTG_PHASE_COMBATEND) return false;
if (g->combatStep != END_FIRST_STRIKE) return false;
for (int j = 0; j < 2; ++j){
MTGGameZone * z = g->players[j]->game->inPlay;
for (int i= 0; i < z->nb_cards; ++i){
MTGCardInstance * card = z->cards[i];
if ((card->isAttacker() || card->isDefenser()) && !(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE))) return true;
}
}
return false;
}
const char * PhaseRing::phaseName(int id){
if (extraDamagePhase(id)) return "Combat Damage (2)";
return Constants::MTGPhaseNames[id];
}
Phase * PhaseRing::getCurrentPhase(){
if (current == ring.end()){
current = ring.begin();
}
return *current;
}
Phase * PhaseRing::forward(bool sendEvents){
Phase * cPhaseOld = *current;
if (current != ring.end()) current++;
if (current == ring.end()) current = ring.begin();
if (sendEvents) {
//Warn the layers about the phase Change
WEvent * e = NEW WEventPhaseChange(cPhaseOld, *current);
GameObserver::GetInstance()->receiveEvent(e);
}
return *current;
}
Phase * PhaseRing::goToPhase(int id, Player * player, bool sendEvents){
Phase * currentPhase = *current;
while(currentPhase->id !=id || currentPhase->player != player){ //Dangerous, risk for inifinte loop !
DebugTrace("PhasingRing: goToPhase called, current phase is " << phaseName(currentPhase->id));
currentPhase = forward(sendEvents);
}
return currentPhase;
}
int PhaseRing::addPhase(Phase * phase){
ring.push_back(phase);
return 1;
}
int PhaseRing::addPhaseBefore(int id, Player* player,int after_id, Player * after_player, int allOccurences){
int result = 0;
list<Phase *>::iterator it;
for (it = ring.begin(); it != ring.end(); it++){
Phase * currentPhase = *it;
if (currentPhase->id == after_id && currentPhase->player == after_player){
result++;
ring.insert(it,NEW Phase(id,player));
if (!allOccurences) return 1;
}
}
return result;
}
int PhaseRing::removePhase (int id, Player * player, int allOccurences){
int result = 0;
list<Phase *>::iterator it = ring.begin();
while (it != ring.end()){
Phase * currentPhase = *it;
if (currentPhase->id == id && currentPhase->player == player){
if (current == it) current++; //Avoid our cursor to get invalidated
it = ring.erase(it);
delete(currentPhase);
result++;
if (!allOccurences) return 1;
}else{
it++;
}
}
return result;
}