Files
wagic/projects/mtg/src/PhaseRing.cpp

159 lines
4.6 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;
}