5a1e8e6ffe
I've also added my current work on the zone navigation system (class Navigator) - it's currently turned off for now (the override for this is inside of CardSelectorSingleton's Instance() call, simply comment out the NEW CardSelector and uncomment out the NEW Navigator line.) It's functional, but I want to do more testing before considering wiring it into the game options or something similar. (Also, note that it currently doesn't support the mouse functionality added by DJardin.) Lastly, there's a bug crash fix in ActionStack that I tripped across while testing - basically, an illegal index value would have us walk off the bounds of a vector.
533 lines
19 KiB
C++
533 lines
19 KiB
C++
#include "PrecompiledHeader.h"
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#include "GameApp.h"
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#include "GuiCombat.h"
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#include "AIPlayer.h"
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#include "GameObserver.h"
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#include "Trash.h"
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#include "CardSelector.h"
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#include "Closest.cpp"
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static const float MARGIN = 70;
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static const float TOP_LINE = 80;
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const float kZoom_none = 1.0f;
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const float kZoom_level1 = 1.4f;
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const float kZoom_level2 = 2.2f;
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const float kZoom_level3 = 2.7f;
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struct Left : public Exp { static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
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{ return ref->y == test->y && ref->x > test->x && test->show; } };
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struct Right : public Exp { static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
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{ return ref->y == test->y && ref->x < test->x && test->show; } };
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JTexture* GuiCombat::ok_tex = NULL;
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GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), activeAtk(NULL),
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ok(SCREEN_WIDTH - MARGIN, 210, 1, 0, 255),
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enemy_avatar(SCREEN_WIDTH - MARGIN, TOP_LINE, 2, 0, 255),
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cursor_pos(NONE), step(DAMAGE)
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{
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if(NULL == ok_tex)
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{
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ok_tex = resources.RetrieveTexture("Ok.png",RETRIEVE_LOCK);
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}
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}
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GuiCombat::~GuiCombat()
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{
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if(ok_tex){
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resources.Release(ok_tex);
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ok_tex = NULL;
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}
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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delete (*it);
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}
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template <typename T>
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static inline void repos(typename vector<T*>::iterator begin, typename vector<T*>::iterator end, signed size = -1)
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{
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for (typename vector<T*>::iterator it = begin; it != end; ++it)
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if ((*it)->show) ++size;
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float space = (SCREEN_WIDTH - 2*MARGIN) / size;
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float pos = MARGIN;
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for (typename vector<T*>::iterator it = begin; it != end; ++it)
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if ((*it)->show)
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{
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(*it)->x = pos;
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pos += space;
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}
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}
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void GuiCombat::Update(float dt)
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{
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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(*it)->Update(dt);
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if (activeAtk)
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for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
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(*q)->Update(dt);
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ok.Update(dt);
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enemy_avatar.Update(dt);
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}
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void GuiCombat::remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after)
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{
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if (after)
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{
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for (vector<DefenserDamaged*>::iterator q = after->blockers.begin(); q != after->blockers.end(); ++q)
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{
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(*q)->actX = MARGIN; (*q)->y = TOP_LINE;
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(*q)->zoom = kZoom_level2; (*q)->t = 0;
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}
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repos<DefenserDamaged>(after->blockers.begin(), after->blockers.end(), after->card->has(Constants::TRAMPLE) ? 0 : -1);
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enemy_avatar.actX = MARGIN; enemy_avatar.x = SCREEN_WIDTH - MARGIN;
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}
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}
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void GuiCombat::validateDamage()
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{
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switch (step)
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{
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case FIRST_STRIKE : go->nextCombatStep(); break;
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case DAMAGE : go->nextGamePhase(); break;
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default: cout << "COMBAT : Cannot validate damage in this phase" << endl; break;
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}
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}
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void GuiCombat::autoaffectDamage(AttackerDamaged* attacker, CombatStep step)
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{
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attacker->clearDamage();
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unsigned damage = attacker->card->stepPower(step);
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for (vector<DefenserDamaged*>::iterator it = attacker->blockers.begin(); it != attacker->blockers.end(); ++it)
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{
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(*it)->clearDamage();
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unsigned actual_damage = MIN(damage, (unsigned)MAX((*it)->card->toughness, 0));
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if (attacker->card->has(Constants::DEATHTOUCH) && actual_damage > 1) actual_damage = 1;
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(*it)->addDamage(actual_damage, attacker);
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attacker->addDamage((*it)->card->stepPower(step), *it);
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damage -= actual_damage;
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}
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if (damage > 0 && attacker->blockers.size() > 0 && !attacker->card->has(Constants::TRAMPLE)) attacker->blockers[0]->addDamage(damage, attacker);
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}
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void GuiCombat::addOne(DefenserDamaged* blocker, CombatStep step)
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{
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blocker->addDamage(1, activeAtk);
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signed damage = activeAtk->card->stepPower(step);
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for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
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{
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damage -= (*it)->sumDamages();
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if (0 > damage) { (*it)->addDamage(-1, activeAtk); break; }
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}
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}
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void GuiCombat::removeOne(DefenserDamaged* blocker, CombatStep step)
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{
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blocker->addDamage(-1, activeAtk);
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for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
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if (activeAtk->card->has(Constants::DEATHTOUCH) ? ((*it)->sumDamages() < 1) : (!(*it)->hasLethalDamage())) { (*it)->addDamage(1, activeAtk); return; }
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if (!activeAtk->card->has(Constants::TRAMPLE) && activeAtk->blockers.size() > 0) activeAtk->blockers.back()->addDamage(1, activeAtk);
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}
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bool GuiCombat::clickOK(){
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active = activeAtk = NULL;
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cursor_pos = NONE;
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switch (step)
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{
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case BLOCKERS :
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case TRIGGERS :
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assert(false); return false; // that should not happen
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case ORDER : go->nextGamePhase(); return true;
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case FIRST_STRIKE : return false;
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case DAMAGE : validateDamage(); return true;
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case END_FIRST_STRIKE : return false;
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case END_DAMAGE : return false; // nothing;
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}
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return false;
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}
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bool GuiCombat::CheckUserInput(JButton key)
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{
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if (NONE == cursor_pos) return false;
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DamagerDamaged* oldActive = active;
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switch (key)
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{
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case JGE_BTN_OK:
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if (BLK == cursor_pos)
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{
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if (ORDER == step) go->cardClick(active->card); // { activeAtk->card->raiseBlockerRankOrder(active->card); }
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else
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{
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signed damage = activeAtk->card->stepPower(step);
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for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); *it != active; ++it)
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damage -= (*it)->sumDamages();
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signed now = active->sumDamages();
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damage -= now;
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if (damage > 0) addOne(active, step);
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else
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if (activeAtk->card->has(Constants::DEATHTOUCH))
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for (; now >= 1; --now) removeOne(active, step);
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else
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for (now -= active->card->toughness; now >= 0; --now) removeOne(active, step);
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}
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}
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else if (ATK == cursor_pos)
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{
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active = activeAtk->blockers.front();
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active->zoom = kZoom_level3;
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cursor_pos = BLK;
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}
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else if (OK == cursor_pos)
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{
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clickOK();
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}
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break;
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case JGE_BTN_CANCEL:
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if (BLK == cursor_pos)
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{
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oldActive->zoom = kZoom_level2;
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active = activeAtk;
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cursor_pos = ATK;
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}
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return true;
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case JGE_BTN_LEFT:
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switch (cursor_pos)
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{
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case NONE : break;
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case OK :
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for (vector<AttackerDamaged*>::reverse_iterator it = attackers.rbegin(); it != attackers.rend(); ++it) if ((*it)->show) { active = *it; break; }
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activeAtk = static_cast<AttackerDamaged*>(active);
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cursor_pos = ATK;
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break;
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case ATK :
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{
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DamagerDamaged* old = active;
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active = closest<Left>(attackers, NULL, static_cast<AttackerDamaged*>(active)); activeAtk = static_cast<AttackerDamaged*>(active);
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if (old != active) { if (old) old->zoom = kZoom_none; if (active) active->zoom = kZoom_level1; }
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}
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break;
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case BLK :
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{
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DamagerDamaged* old = active;
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active = closest<Left>(activeAtk->blockers, NULL, static_cast<DefenserDamaged*>(active));
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if (old != active) { if (old) old->zoom = kZoom_none; if (active) active->zoom = kZoom_level1; }
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}
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break;
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}
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break;
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case JGE_BTN_RIGHT:
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switch (cursor_pos)
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{
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case NONE :
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case OK : break;
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case BLK :
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{
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DamagerDamaged* old = active;
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active = closest<Right>(activeAtk->blockers, NULL, static_cast<DefenserDamaged*>(active));
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if (old != active) { if (old) old->zoom = kZoom_none; if (active) active->zoom = kZoom_level1; }
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}
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break;
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case ATK :
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{
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DamagerDamaged* old = active;
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active = closest<Right>(attackers, NULL, static_cast<AttackerDamaged*>(active));
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if (active == oldActive) { active = activeAtk = NULL; cursor_pos = OK; }
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else
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{
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if (old != active) { if (old) old->zoom = kZoom_none; if (active) active->zoom = kZoom_level1; }
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activeAtk = static_cast<AttackerDamaged*>(active);
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}
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}
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break;
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}
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break;
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case JGE_BTN_DOWN:
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if (ORDER == step || BLK != cursor_pos || active->sumDamages() <= 0) break;
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removeOne(active, step);
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break;
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case JGE_BTN_UP:
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if (ORDER == step || BLK != cursor_pos) break;
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addOne(active, step);
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break;
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case JGE_BTN_PRI:
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active = activeAtk = NULL; cursor_pos = OK;
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break;
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case JGE_BTN_NEXT:
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if (!options[Options::REVERSETRIGGERS].number) return false;
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active = activeAtk = NULL; cursor_pos = OK;
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break;
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case JGE_BTN_PREV:
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if (options[Options::REVERSETRIGGERS].number) return false;
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active = activeAtk = NULL; cursor_pos = OK;
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break;
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default:
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;
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}
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if (oldActive != active)
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{
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if (oldActive && oldActive != activeAtk) oldActive->zoom = kZoom_level2;
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if (active) active->zoom = kZoom_level3;
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if (ATK == cursor_pos) remaskBlkViews(dynamic_cast<AttackerDamaged*>(oldActive), static_cast<AttackerDamaged*>(active));
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}
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if (OK == cursor_pos) ok.zoom = 1.5; else ok.zoom = kZoom_none;
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return true;
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}
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void GuiCombat::Render()
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{
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if (NONE == cursor_pos) return;
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JRenderer* renderer = JRenderer::GetInstance();
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renderer->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(200,0,0,0));
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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if ((*it)->show) (*it)->Render(step);
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if (activeAtk)
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{
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signed damage = activeAtk->card->stepPower(step);
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for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
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{
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(*q)->Render(step);
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damage -= (*q)->sumDamages();
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}
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if (damage < 0) damage = 0;
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if (activeAtk->card->has(Constants::TRAMPLE))
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{
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go->opponent()->mAvatar->SetHotSpot(18, 25);
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enemy_avatar.Render(go->opponent()->mAvatar);
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WFont * mFont = resources.GetWFont(Fonts::MAIN_FONT);
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mFont->SetColor(ARGB(255, 255, 64, 0));
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{
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char buf[10]; sprintf(buf, "%i", damage);
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mFont->DrawString(buf, enemy_avatar.actX - 25, enemy_avatar.actY - 40);
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}
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}
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}
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if (ok_tex) {
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JQuad *ok_quad = resources.RetrieveTempQuad("Ok.png");
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ok_quad->SetHotSpot(28, 22);
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ok.Render(ok_quad);
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}
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renderer->DrawLine(0, SCREEN_HEIGHT / 2 + 10, SCREEN_WIDTH, SCREEN_HEIGHT / 2 + 10, ARGB(255, 255, 64, 0));
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if (FIRST_STRIKE == step)
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{
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WFont * mFont = resources.GetWFont(Fonts::MAIN_FONT);
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mFont->SetColor(ARGB(255, 64, 255, 64));
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mFont->DrawString("First strike damage", 370, 2);
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}
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}
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int GuiCombat::resolve() // Returns the number of damage objects dealt this turn.
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{
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DamageStack* stack = NEW DamageStack();
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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{
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MTGCardInstance * attacker = (*it)->card;
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signed dmg = attacker->stepPower(step);
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for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
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{
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for (vector<Damage>::iterator d = (*q)->damages.begin(); d != (*q)->damages.end(); ++d)
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stack->Add(NEW Damage(*d));
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dmg -= (*q)->sumDamages();
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}
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if (dmg > 0 && ( (!attacker->blocked) || attacker->has(Constants::TRAMPLE)) ) stack->Add(NEW Damage((*it)->card, go->opponent(), dmg, DAMAGE_COMBAT));
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for (vector<Damage>::iterator d = (*it)->damages.begin(); d != (*it)->damages.end(); ++d)
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stack->Add(NEW Damage(*d));
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}
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int v = stack->mCount;
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if (v > 0){
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go->mLayers->stackLayer()->Add(stack);
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go->mLayers->stackLayer()->resolve(); // This will delete the damage stack which will in turn delete the Damage it contains
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}else
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SAFE_DELETE(stack);
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return v;
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}
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int GuiCombat::receiveEventPlus(WEvent* e)
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{
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if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
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{
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if (NULL == event->after) return 0;
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AttackerDamaged* t = NEW AttackerDamaged(event->card, *(event->card->view), true, NULL);
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attackers.push_back(t);
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return 1;
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}
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else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
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{
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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if ((*it)->card == event->after)
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{
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DefenserDamaged* t = NEW DefenserDamaged(event->card, *(event->card->view), true, NULL);
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t->y = t->actY = TOP_LINE; t->actT = t->t = 0; t->actZ = t->zoom = kZoom_level2;
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(*it)->blockers.push_back(t);
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return 1;
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}
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return 0;
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}
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else if (WEventCreatureBlockerRank* event = dynamic_cast<WEventCreatureBlockerRank*>(e))
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{
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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if ((*it)->card == event->attacker)
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{
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vector<DefenserDamaged*>::iterator it1, it2;
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for (it1 = (*it)->blockers.begin(); it1 != (*it)->blockers.end(); ++it1) if ((*it1)->card == event->card) break;
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if ((*it)->blockers.end() == it1) return 1;
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for (it2 = (*it)->blockers.begin(); it2 != (*it)->blockers.end(); ++it2) if ((*it2)->card == event->exchangeWith) break;
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if ((*it)->blockers.end() == it2) return 1;
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float x = (*it1)->x;
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(*it1)->x = (*it2)->x;
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(*it2)->x = x;
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std::iter_swap(it1, it2);
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autoaffectDamage(*it, DAMAGE);
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}
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return 1;
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}
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return 0;
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}
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int GuiCombat::receiveEventMinus(WEvent* e)
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{
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if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
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if (go->players[0]->game->inPlay == event->from || go->players[1]->game->inPlay == event->from)
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{
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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if ((*it)->card == event->card->previous || (*it)->card == event->card )
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{
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AttackerDamaged* d = *it;
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if (activeAtk == *it) activeAtk = NULL;
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attackers.erase(it);
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trash(d);
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return 1;
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}
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else
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for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
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if ((*q)->card == event->card->previous || (*q)->card == event->card)
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{
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DefenserDamaged* d = *q;
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(*it)->blockers.erase(q);
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trash(d);
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return 1;
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}
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return 0;
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}
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if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
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{
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if (NULL == event->before) return 0;
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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if ((*it)->card == event->card)
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{
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AttackerDamaged* d = *it;
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attackers.erase(it);
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trash(d);
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return 1;
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}
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return 0;
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}
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else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
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{
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for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
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if ((*it)->card == event->before)
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for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
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if ((*q)->card == event->card)
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{
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DefenserDamaged* d = *q;
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(*it)->blockers.erase(q);
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trash(d);
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return 1;
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}
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return 0;
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}
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else if (WEventPhaseChange* event = dynamic_cast<WEventPhaseChange*>(e))
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{
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if (Constants::MTG_PHASE_COMBATDAMAGE == event->to->id) step = BLOCKERS;
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else cursor_pos = NONE;
|
|
}
|
|
else if (WEventCombatStepChange* event = dynamic_cast<WEventCombatStepChange*>(e))
|
|
switch (event->step)
|
|
{
|
|
case BLOCKERS:
|
|
break;
|
|
|
|
case TRIGGERS:
|
|
step = TRIGGERS;
|
|
return 1;
|
|
|
|
case ORDER:
|
|
{
|
|
if (ORDER == step) return 0; // Why do I take this twice ? >.>
|
|
if (!go->currentPlayer->displayStack()) { go->nextCombatStep(); return 1; }
|
|
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
|
{
|
|
(*it)->show = (1 < (*it)->blockers.size());
|
|
autoaffectDamage(*it, DAMAGE);
|
|
}
|
|
active = NULL;
|
|
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
|
if ((*it)->show)
|
|
{
|
|
(*it)->y = 210;
|
|
(*it)->zoom = kZoom_level2; (*it)->t = 0;
|
|
if (!active) active = *it;
|
|
}
|
|
repos<AttackerDamaged>(attackers.begin(), attackers.end(), 0);
|
|
if (active)
|
|
{
|
|
active->zoom = kZoom_level3;
|
|
activeAtk = static_cast<AttackerDamaged*>(active);
|
|
remaskBlkViews(NULL, static_cast<AttackerDamaged*>(active));
|
|
cursor_pos = ATK;
|
|
step = ORDER;
|
|
}
|
|
else
|
|
go->nextGamePhase();
|
|
return 1;
|
|
}
|
|
case FIRST_STRIKE:
|
|
step = FIRST_STRIKE;
|
|
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
|
|
if ((*attacker)->card->has(Constants::FIRSTSTRIKE) || (*attacker)->card->has(Constants::DOUBLESTRIKE)) goto DAMAGE;
|
|
go->nextCombatStep();
|
|
break;
|
|
case END_FIRST_STRIKE:
|
|
step = END_FIRST_STRIKE;
|
|
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
|
|
autoaffectDamage(*attacker, FIRST_STRIKE);
|
|
if (0 == resolve())
|
|
go->nextCombatStep();
|
|
//else go->mLayers->stackLayer()->AddNextGamePhase(); //uncomment to add "interrupt" offer after first strike, rather than giving priority to current player
|
|
return 1;
|
|
case DAMAGE: DAMAGE:
|
|
step = event->step;
|
|
if (!go->currentPlayer->displayStack()) {
|
|
((AIPlayer *)go->currentPlayer)->affectCombatDamages(step);
|
|
go->nextGamePhase();
|
|
return 1;
|
|
}
|
|
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
|
|
autoaffectDamage(*attacker, step);
|
|
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
|
|
(*it)->show = ((*it)->card->has(Constants::DOUBLESTRIKE) || ((*it)->card->has(Constants::FIRSTSTRIKE) ^ (DAMAGE == step))) &&
|
|
(((*it)->card->has(Constants::TRAMPLE) ? (size_t) 0 : (size_t) 1) < (*it)->blockers.size()
|
|
);
|
|
repos<AttackerDamaged>(attackers.begin(), attackers.end(), 0);
|
|
active = NULL;
|
|
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it) if ((*it)->show) { active = *it; break; }
|
|
if (active)
|
|
{
|
|
active->zoom = kZoom_level3;
|
|
activeAtk = static_cast<AttackerDamaged*>(active);
|
|
remaskBlkViews(NULL, static_cast<AttackerDamaged*>(active));
|
|
cursor_pos = ATK;
|
|
}
|
|
else
|
|
go->nextCombatStep();
|
|
return 1;
|
|
case END_DAMAGE:
|
|
step = END_DAMAGE;
|
|
if (0 == resolve())
|
|
go->nextGamePhase();
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|