Files
wagic/projects/mtg/include/MTGGameZones.h
omegablast2002@yahoo.com 29fc58388d Added 2 new cheats, "Optimize starting hand" and "Unlock all Ai decks"
added new mana display option "No Glitter" acciddently(?) lost "both" options somehow.
the new "no glitter mana display is basically "eye candy without particle effects" on PC created 2000 mana...no FPS drop...on PSP created an EXTREMELY large amount of mana before i noticed an FPS drop of any kind, this is dramatically better then 
what was in previous rev, create 20 mana and crash.

if someone could figure out how i manage to lose the "Both" option, please explain to me why it wasnt showing up, i spent 2 hours trying to get it back.

both "optimize starting hand" and "Unlock all Ai Decks" appear in options under the option to "enable cheats"

optimize gives you decent starting hands, and Unlock all Ai decks is basically just a bypass options for the unlock deck mode varible wololo added.

tweaked abilitygranting Eff in Ai lessons to be divided by the number of cards in hand, this will mean Ai will tend to focus on using mana to cast spells instead of using them to grant abilities, until theres only 1 or less cards in hand, at this point it will go all out. there is a splash of randomness in Ai so it will still often do whatever it freaking wants lol, you should notice a proformence increase from Ai in this aspect. no more giving unblockable to a creature in 2nd main.

please note, one of the recent previous revs broke cheat mode "unlock cards" in deck editor, i filed a bug report. its a probelm i was not able to fix myself so there is no fix included in this rev....i came across the bug while testing cheat mode stuff.
2010-11-28 20:55:04 +00:00

177 lines
4.8 KiB
C++

#ifndef _MTGGAMEZONES_H_
#define _MTGGAMEZONES_H_
#include <map>
using std::map;
#include "MTGDeck.h"
#include "MTGCardInstance.h"
#define MTG_MAX_PLAYER_CARDS 100
class MTGAllCards;
class MTGDeck;
class MTGCardInstance;
class Player;
class MTGGameZone {
protected:
public:
enum{
ALL_ZONES = -1,
MY_GRAVEYARD = 11,
OPPONENT_GRAVEYARD = 12,
TARGET_OWNER_GRAVEYARD = 13,
TARGET_CONTROLLER_GRAVEYARD = 14,
GRAVEYARD = 15,
OWNER_GRAVEYARD = 16,
MY_BATTLEFIELD = 21,
OPPONENT_BATTLEFIELD = 22,
TARGET_OWNER_BATTLEFIELD = 23,
TARGET_CONTROLLER_BATTLEFIELD = 24,
BATTLEFIELD = 25,
OWNER_BATTLEFIELD = 26,
MY_HAND = 31,
OPPONENT_HAND = 32,
TARGET_OWNER_HAND = 33,
TARGET_CONTROLLER_HAND = 34,
HAND = 35,
OWNER_HAND = 36,
MY_EXILE = 41,
OPPONENT_EXILE = 42,
TARGET_OWNER_EXILE = 43,
TARGET_CONTROLLER_EXILE = 44,
EXILE = 45,
OWNER_EXILE = 46,
MY_LIBRARY = 51,
OPPONENT_LIBRARY = 52,
TARGET_OWNER_LIBRARY = 53,
TARGET_CONTROLLER_LIBRARY = 54,
LIBRARY = 55,
OWNER_LIBRARY = 56,
MY_STACK = 61,
OPPONENT_STACK = 62,
TARGET_OWNER_STACK = 63,
TARGET_CONTROLLER_STACK = 64,
STACK = 65,
OWNER_STACK = 66,
};
Player * owner;
//Both cards and cardsMap contain the cards of a zone. The long term objective is to get rid of the array
vector<MTGCardInstance *> cards; //[MTG_MAX_PLAYER_CARDS];
map<MTGCardInstance *,int> cardsMap;
int nb_cards;
MTGGameZone();
~MTGGameZone();
void shuffle();
void addCard(MTGCardInstance * card);
void debugPrint();
MTGCardInstance * removeCard(MTGCardInstance * card, int createCopy = 1);
MTGCardInstance * hasCard(MTGCardInstance * card);
void cleanupPhase();
int countByType(const char * value);
MTGCardInstance * findByName(string name);
int hasAbility(int ability); //returns 1 if one of the cards in the zone has the ability, 0 otherwise
int hasType(const char * value); //returns 1 if one of the cards in the zone has the type, 0 otherwise
int hasColor(int value); //returns 1 if one of the cards in the zone has the color, 0 otherwise
int hasX();
void setOwner(Player * player);
MTGCardInstance * lastCardDrawn;
static MTGGameZone * stringToZone(string zoneName, MTGCardInstance * source, MTGCardInstance * target);
static int zoneStringToId(string zoneName);
static MTGGameZone *intToZone(int zoneId, MTGCardInstance * source = NULL,MTGCardInstance * target = NULL);
bool needShuffle;
virtual const char * getName(){return "zone";};
virtual ostream& toString(ostream&) const;
};
class MTGLibrary: public MTGGameZone {
public:
void shuffleTopToBottom(int nbcards);
virtual ostream& toString(ostream&) const;
const char * getName(){return "library";}
};
class MTGGraveyard: public MTGGameZone {
public:
virtual ostream& toString(ostream&) const;
const char * getName(){return "graveyard";}
};
class MTGHand: public MTGGameZone {
public:
virtual ostream& toString(ostream&) const;
const char * getName(){return "hand";}
};
class MTGRemovedFromGame: public MTGGameZone {
public:
virtual ostream& toString(ostream&) const;
const char * getName(){return "exile";}
};
class MTGStack: public MTGGameZone {
public:
virtual ostream& toString(ostream&) const;
const char * getName(){return "stack";}
};
class MTGInPlay: public MTGGameZone {
public:
void untapAll();
MTGCardInstance * getNextAttacker(MTGCardInstance * previous);
virtual ostream& toString(ostream&) const;
const char * getName(){return "battlefield";}
};
class MTGPlayerCards {
protected:
void init();
public:
MTGLibrary * library;
MTGGraveyard * graveyard;
MTGHand * hand;
MTGInPlay * inPlay;
MTGInPlay * battlefield; //alias to inPlay
MTGStack * stack;
MTGRemovedFromGame * removedFromGame;
MTGRemovedFromGame * exile; //alias to removedFromZone
MTGGameZone * garbage;
MTGGameZone * temp;
MTGPlayerCards(int * idList, int idListSize);
MTGPlayerCards(MTGDeck * deck);
~MTGPlayerCards();
void initGame(int shuffle = 1, int draw = 1);
void OptimizedHand(Player * who,int amount = 7,int lands = 3,int creatures = 0,int othercards = 4);
void setOwner(Player * player);
void discardRandom(MTGGameZone * from,MTGCardInstance * source);
void drawFromLibrary();
void showHand();
void resetLibrary();
void initDeck(MTGDeck * deck);
MTGCardInstance * putInGraveyard(MTGCardInstance * card);
MTGCardInstance * putInExile(MTGCardInstance * card);
MTGCardInstance * putInLibrary(MTGCardInstance * card);
MTGCardInstance * putInHand(MTGCardInstance * card);
MTGCardInstance * putInZone(MTGCardInstance * card, MTGGameZone * from, MTGGameZone * to);
int isInPlay(MTGCardInstance * card);
};
ostream& operator<<(ostream&, const MTGGameZone&);
#endif