b1079942af
- Reward system in Story mode (currently, either credits or random set) - Rules now accept for player 2 to start (see story mode "block" stage) - Story mode now has an autosave/autoload mechanism. This is for convenience but also to prevent people from abusing the reward mechanism too easily. - possibility to choose an avatar for both players through the rules (see example in story mode)
137 lines
4.3 KiB
C++
137 lines
4.3 KiB
C++
#include "../include/PhaseRing.h"
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#include "../include/MTGDefinitions.h"
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#include "../include/Player.h"
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#include "../include/config.h"
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#include "../include/WEvent.h"
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//Parses a string and gives phase numer
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int PhaseRing::phaseStrToInt(string s){
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if (s.compare("untap") == 0) return Constants::MTG_PHASE_UNTAP;
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if (s.compare("upkeep") == 0)return Constants::MTG_PHASE_UPKEEP;
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if (s.compare("draw") == 0)return Constants::MTG_PHASE_DRAW;
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if (s.compare("firstmain") == 0)return Constants::MTG_PHASE_FIRSTMAIN;
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if (s.compare("combatbegin") == 0)return Constants::MTG_PHASE_COMBATBEGIN;
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if (s.compare("combatattackers") == 0)return Constants::MTG_PHASE_COMBATATTACKERS;
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if (s.compare("combatblockers") == 0)return Constants::MTG_PHASE_COMBATBLOCKERS;
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if (s.compare("combatdamage") == 0)return Constants::MTG_PHASE_COMBATDAMAGE;
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if (s.compare("combatend") == 0)return Constants::MTG_PHASE_COMBATEND;
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if (s.compare("secondmain") == 0)return Constants::MTG_PHASE_SECONDMAIN;
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if (s.compare("endofturn") == 0)return Constants::MTG_PHASE_ENDOFTURN;
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if (s.compare("cleanup") == 0)return Constants::MTG_PHASE_CLEANUP;
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OutputDebugString("PHASERING: Unknown Phase name:");
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OutputDebugString(s.c_str());
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OutputDebugString("\n");
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return Constants::MTG_PHASE_FIRSTMAIN;
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}
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/* Creates a New phase ring with the default rules */
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PhaseRing::PhaseRing(Player* players[], int nbPlayers){
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for (int i = 0; i < nbPlayers; i++){
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for (int j = 0; j < Constants::NB_MTG_PHASES; j++){
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Phase * phase = NEW Phase(j,players[i]);
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addPhase(phase);
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}
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}
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current = ring.begin();
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}
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PhaseRing::~PhaseRing(){
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list<Phase *>::iterator it;
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for (it = ring.begin(); it != ring.end(); it++){
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Phase * currentPhase = *it;
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delete(currentPhase);
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}
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}
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//Tells if next phase will be another Damage phase rather than combat ends
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bool PhaseRing::extraDamagePhase(int id){
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GameObserver * g = GameObserver::GetInstance();
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if (id != Constants::MTG_PHASE_COMBATEND) return false;
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if (g->combatStep != END_FIRST_STRIKE) return false;
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for (int j = 0; j < 2; ++j){
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MTGGameZone * z = g->players[j]->game->inPlay;
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for (int i= 0; i < z->nb_cards; ++i){
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MTGCardInstance * card = z->cards[i];
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if ((card->isAttacker() || card->isDefenser()) && !(card->has(Constants::FIRSTSTRIKE) || card->has(Constants::DOUBLESTRIKE))) return true;
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}
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}
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return false;
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}
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const char * PhaseRing::phaseName(int id){
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if (extraDamagePhase(id)) return "Combat Damage (2)";
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return Constants::MTGPhaseNames[id];
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}
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Phase * PhaseRing::getCurrentPhase(){
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if (current == ring.end()){
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current = ring.begin();
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}
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return *current;
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}
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Phase * PhaseRing::forward(bool sendEvents){
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Phase * cPhaseOld = *current;
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if (current != ring.end()) current++;
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if (current == ring.end()) current = ring.begin();
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if (sendEvents) {
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//Warn the layers about the phase Change
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WEvent * e = NEW WEventPhaseChange(cPhaseOld, *current);
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GameObserver::GetInstance()->receiveEvent(e);
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}
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return *current;
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}
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Phase * PhaseRing::goToPhase(int id, Player * player, bool sendEvents){
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Phase * currentPhase = *current;
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while(currentPhase->id !=id || currentPhase->player != player){ //Dangerous, risk for inifinte loop !
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#ifdef WIN32
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OutputDebugString("goto");
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#endif
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currentPhase = forward(sendEvents);
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}
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return currentPhase;
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}
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int PhaseRing::addPhase(Phase * phase){
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ring.push_back(phase);
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return 1;
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}
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int PhaseRing::addPhaseBefore(int id, Player* player,int after_id, Player * after_player, int allOccurences){
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int result = 0;
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list<Phase *>::iterator it;
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for (it = ring.begin(); it != ring.end(); it++){
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Phase * currentPhase = *it;
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if (currentPhase->id == after_id && currentPhase->player == after_player){
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result++;
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ring.insert(it,NEW Phase(id,player));
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if (!allOccurences) return 1;
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}
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}
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return result;
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}
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int PhaseRing::removePhase (int id, Player * player, int allOccurences){
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int result = 0;
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list<Phase *>::iterator it = ring.begin();
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while (it != ring.end()){
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Phase * currentPhase = *it;
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if (currentPhase->id == id && currentPhase->player == player){
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if (current == it) current++; //Avoid our cursor to get invalidated
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it = ring.erase(it);
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delete(currentPhase);
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result++;
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if (!allOccurences) return 1;
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}else{
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it++;
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}
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}
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return result;
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}
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