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

162 lines
3.4 KiB
C++

#include "PrecompiledHeader.h"
#include "TargetsList.h"
#include "Player.h"
#include "MTGCardInstance.h"
#include "Damage.h"
#include "ActionStack.h"
TargetsList::TargetsList()
{
cursor = 0;
}
TargetsList::TargetsList(Targetable * _targets[], int nbtargets)
{
for (int i = 0; i < nbtargets; i++)
{
targets[i] = _targets[i];
}
cursor = nbtargets;
}
int TargetsList::addTarget(Targetable * target)
{
if (!alreadyHasTarget(target))
{
targets[cursor] = target;
cursor++;
return 1;
}
return 0;
}
int TargetsList::alreadyHasTarget(Targetable * target)
{
for (int i = 0; i < cursor; i++)
{
if (targets[i] == target) return 1;
}
return 0;
}
int TargetsList::removeTarget(Targetable * target)
{
for (int i = 0; i < cursor; i++)
{
if (targets[i] == target)
{
targets[i] = targets[cursor];
targets[cursor] = NULL;
cursor--;
}
}
return 0;
}
int TargetsList::toggleTarget(Targetable * target)
{
if (alreadyHasTarget(target))
{
return removeTarget(target);
}
else
{
return addTarget(target);
}
}
Targetable * TargetsList::getNextTarget(Targetable * previous, int type)
{
int found = 0;
if (!previous) found = 1;
for (int i = 0; i < cursor; i++)
{
if (found && (type == -1 || targets[i]->typeAsTarget() == type))
{
return (targets[i]);
}
if (targets[i] == previous) found = 1;
}
return NULL;
}
MTGCardInstance * TargetsList::getNextCardTarget(MTGCardInstance * previous)
{
return ((MTGCardInstance *) getNextTarget(previous, TARGET_CARD));
}
Player * TargetsList::getNextPlayerTarget(Player * previous)
{
return ((Player *) getNextTarget(previous, TARGET_PLAYER));
}
Interruptible * TargetsList::getNextInterruptible(Interruptible * previous, int type)
{
int found = 0;
if (!previous) found = 1;
for (int i = 0; i < cursor; i++)
{
if (found && targets[i]->typeAsTarget() == TARGET_STACKACTION)
{
Interruptible * action = (Interruptible *) targets[i];
if (action->type == type)
{
return action;
}
}
if (targets[i] == previous) found = 1;
}
return NULL;
}
Spell * TargetsList::getNextSpellTarget(Spell * previous)
{
Spell * spell = (Spell *) getNextInterruptible(previous, ACTION_SPELL);
return spell;
}
//How about DAMAGESTacks ??
Damage * TargetsList::getNextDamageTarget(Damage * previous)
{
Damage * damage = (Damage *) getNextInterruptible(previous, ACTION_DAMAGE);
return damage;
}
Damageable * TargetsList::getNextDamageableTarget(Damageable * previous)
{
int found = 0;
if (!previous) found = 1;
for (int i = 0; i < cursor; i++)
{
if (targets[i]->typeAsTarget() == TARGET_PLAYER)
{
if (found)
{
return ((Player *) targets[i]);
}
else
{
if ((Player *) targets[i] == previous) found = 1;
}
}
else if (targets[i]->typeAsTarget() == TARGET_CARD)
{
if (found)
{
return ((MTGCardInstance *) targets[i]);
}
else
{
if ((MTGCardInstance *) targets[i] == previous) found = 1;
}
}
}
return NULL;
}