946df16af5
added new card discriptor [share!variable!]
the variables for this so far are
name <---eradicate effect targetting
color <--radiance effect targetting
types <--the plague cycles
it is important to note that a target IS REQUIRED before this, meaning it has to be used below a target= or after the targetting of an && ability...otherwise it will simply default to the source cards variables.
this solution provides a much more generic version without sacrificing the effectiveness of the eradicate set which was limited only to eradicate style cards(which ALSO required a target)
coding exsample
[card]
name=Eradicate
target=creature[-black]
auto=all(*[share!name!]|targetcontrollerhand) moveto(exile)
auto=all(*[share!name!]|targetcontrollerlibrary) moveto(exile)
auto=all(*[share!name!]|targetcontrollergraveyard)moveto(exile)
auto=all(*[share!name!]|targetcontrollerbattlefield) moveto(exile)
mana={2}{b}{b}
type=sorcery
[/card]
you will notice something strange above, for this change to work i had to fix the bug with "targetcontrollerBLAH" zone targetting...tho my fix was a patchwork fix, it does indeed provide the targets controller...we need to find the root cause of why initToZone is not returning the correct "target" variable to this function.
if the source does not have a target it defaults to source.
before it there was no target, which there never is a correct target returned as noted by the fact that 0 cards exist with targetcontroller zone targetting in WAGIC however theres a considerably large card pool for this.
enjoy :)
docs going to kill me for this lol.
980 lines
26 KiB
C++
980 lines
26 KiB
C++
#include "PrecompiledHeader.h"
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#include "MTGGameZones.h"
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#include "Player.h"
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#include "GameOptions.h"
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#include "WEvent.h"
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#include "MTGDeck.h"
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#if defined (WIN32) || defined (LINUX)
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#include <time.h>
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#endif
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//------------------------------
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//Players Game
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//------------------------------
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MTGPlayerCards::MTGPlayerCards(int * idList, int idListSize)
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{
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init();
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int i;
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for (i = 0; i < idListSize; i++)
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{
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MTGCard * card = GameApp::collection->getCardById(idList[i]);
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if (card)
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{
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MTGCardInstance * newCard = NEW MTGCardInstance(card, this);
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library->addCard(newCard);
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}
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}
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}
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MTGPlayerCards::MTGPlayerCards(MTGDeck * deck)
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{
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init();
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initDeck(deck);
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}
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void MTGPlayerCards::initDeck(MTGDeck * deck)
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{
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resetLibrary();
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map<int, int>::iterator it;
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for (it = deck->cards.begin(); it != deck->cards.end(); it++)
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{
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MTGCard * card = deck->getCardById(it->first);
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if (card)
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{
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for (int i = 0; i < it->second; i++)
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{
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MTGCardInstance * newCard = NEW MTGCardInstance(card, this);
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library->addCard(newCard);
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}
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}
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}
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}
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MTGPlayerCards::~MTGPlayerCards()
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{
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SAFE_DELETE(library);
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SAFE_DELETE(graveyard);
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SAFE_DELETE(hand);
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SAFE_DELETE(inPlay);
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SAFE_DELETE(stack);
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SAFE_DELETE(removedFromGame);
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SAFE_DELETE(garbage);
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SAFE_DELETE(temp);
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}
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void MTGPlayerCards::setOwner(Player * player)
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{
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library->setOwner(player);
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graveyard->setOwner(player);
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hand->setOwner(player);
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inPlay->setOwner(player);
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removedFromGame->setOwner(player);
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stack->setOwner(player);
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garbage->setOwner(player);
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temp->setOwner(player);
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}
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void MTGPlayerCards::initGame(int shuffle, int draw)
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{
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if (shuffle)
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library->shuffle();
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if (draw)
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{
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for (int i = 0; i < 7; i++)
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{
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drawFromLibrary();
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}
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}
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}
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void MTGPlayerCards::OptimizedHand(Player * who,int amount, int lands, int creatures, int othercards)
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{
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//give the Ai hand adventage to insure a challanging match.
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GameObserver * game = game->GetInstance();
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game->currentPlayerId = game->currentPlayerId;
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game->currentPlayer = game->currentPlayer;
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if (!game->players[0]->isAI() && game->players[1]->isAI())
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{
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Player * p = who;
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MTGCardInstance * card = NULL;
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MTGGameZone * z = p->game->library;
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int optimizedland = 0;
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int optimizedothercards = 0;
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int optimizedcreatures = 0;
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for (int j = 0; j < z->nb_cards; j++)
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{
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MTGCardInstance * _card = z->cards[j];
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//-------------
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if (_card->hasType("Land") && optimizedland < lands)
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{
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card = _card;
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if (card)
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{
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p->game->putInZone(card, p->game->library, p->game->hand);
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optimizedland += 1;
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}
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}
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//----------------first try to optimize a few cards that cost 2 or less.
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if (_card->getManaCost()->getConvertedCost() <= 2 && optimizedothercards < othercards && !_card->hasType("Land")
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&& !_card->hasType("Creature"))
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{
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card = _card;
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if (card)
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{
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p->game->putInZone(card, p->game->library, p->game->hand);
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optimizedothercards += 1;
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}
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}
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if (_card->getManaCost()->getConvertedCost() <= 2 && optimizedcreatures < creatures && _card->hasType("Creature"))
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{
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card = _card;
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if (card)
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{
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p->game->putInZone(card, p->game->library, p->game->hand);
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optimizedcreatures += 1;
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}
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}
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}
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//--------------incase none of them cost 2 or less(which makes for a really poorly crafted Ai deck), try for 3 or less at this point we're accepting anything but lands under 3 mana---
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for (int k = 0; k < z->nb_cards; k++)
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{
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MTGCardInstance * _card = z->cards[k];
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if (_card->getManaCost()->getConvertedCost() <= 3 && optimizedothercards < othercards && (!_card->hasType("Land")
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|| _card->hasType("Creature")))
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{
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card = _card;
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if (card)
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{
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p->game->putInZone(card, p->game->library, p->game->hand);
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optimizedothercards += 1;
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}
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}
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if (_card->getManaCost()->getConvertedCost() <= 3 && optimizedcreatures < creatures && (_card->hasType("Creature")
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|| !_card->hasType("Land")))
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{
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card = _card;
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if (card)
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{
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p->game->putInZone(card, p->game->library, p->game->hand);
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optimizedcreatures += 1;
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}
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}
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}
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//--------------add up remaining. only 7 cards are optimized, the remaining cards (if rules change amount) are just drawn.
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int leftover = 0;
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leftover = amount;
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leftover -= optimizedland;
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leftover -= optimizedcreatures;
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leftover -= optimizedothercards;
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for (int i = leftover; i > 0; i--)
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{
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p->game->drawFromLibrary();
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}
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}
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//----------------------------
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}
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void MTGPlayerCards::drawFromLibrary()
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{
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if (!library->nb_cards)
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{
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int cantlosers = 0;
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MTGGameZone * z = library->owner->game->inPlay;
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int nbcards = z->nb_cards;
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for (int i = 0; i < nbcards; ++i)
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{
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MTGCardInstance * c = z->cards[i];
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if (c->has(Constants::CANTLOSE) || c->has(Constants::CANTMILLLOSE))
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{
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cantlosers++;
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}
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}
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MTGGameZone * k = library->owner->opponent()->game->inPlay;
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int onbcards = k->nb_cards;
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for (int m = 0; m < onbcards; ++m)
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{
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MTGCardInstance * e = k->cards[m];
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if (e->has(Constants::CANTWIN))
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{
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cantlosers++;
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}
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}
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if (cantlosers < 1)
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{
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GameObserver::GetInstance()->gameOver = library->owner;
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}
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return;
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}
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MTGCardInstance * toMove = library->cards[library->nb_cards - 1];
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library->lastCardDrawn = toMove;
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putInZone(toMove, library, hand);
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}
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void MTGPlayerCards::resetLibrary()
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{
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SAFE_DELETE(library);
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library = NEW MTGLibrary();
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}
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void MTGPlayerCards::init()
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{
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library = NEW MTGLibrary();
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graveyard = NEW MTGGraveyard();
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hand = NEW MTGHand();
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inPlay = NEW MTGInPlay();
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battlefield = inPlay;
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stack = NEW MTGStack();
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removedFromGame = NEW MTGRemovedFromGame();
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exile = removedFromGame;
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garbage = NEW MTGGameZone();
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temp = NEW MTGGameZone();
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}
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void MTGPlayerCards::showHand()
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{
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hand->debugPrint();
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}
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MTGCardInstance * MTGPlayerCards::putInGraveyard(MTGCardInstance * card)
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{
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MTGCardInstance * copy = NULL;
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MTGGraveyard * grave = card->owner->game->graveyard;
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if (inPlay->hasCard(card))
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{
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copy = putInZone(card, inPlay, grave);
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}
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else if (stack->hasCard(card))
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{
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copy = putInZone(card, stack, grave);
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}
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else
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{
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copy = putInZone(card, hand, grave);
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}
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return copy;
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}
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MTGCardInstance * MTGPlayerCards::putInExile(MTGCardInstance * card)
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{
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MTGCardInstance * copy = NULL;
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MTGRemovedFromGame * exile = card->owner->game->exile;
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if (inPlay->hasCard(card))
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{
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copy = putInZone(card, inPlay, exile);
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}
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else if (stack->hasCard(card))
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{
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copy = putInZone(card, stack, exile);
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}
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else if (hand->hasCard(card))
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{
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copy = putInZone(card, hand, exile);
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}
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else if (graveyard->hasCard(card))
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{
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copy = putInZone(card, graveyard, exile);
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}
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else
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{
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copy = putInZone(card, hand, exile);
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}
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return copy;
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}
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MTGCardInstance * MTGPlayerCards::putInLibrary(MTGCardInstance * card)
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{
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MTGCardInstance * copy = NULL;
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MTGLibrary * library = card->owner->game->library;
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MTGHand * hand = card->owner->game->hand;
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if (inPlay->hasCard(card))
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{
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copy = putInZone(card, inPlay, library);
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}
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else if (stack->hasCard(card))
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{
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copy = putInZone(card, stack, library);
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}
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else if (graveyard->hasCard(card))
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{
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copy = putInZone(card, graveyard, library);
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}
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else
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{
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copy = putInZone(card, hand, library);
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}
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return copy;
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}
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MTGCardInstance * MTGPlayerCards::putInHand(MTGCardInstance * card)
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{
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MTGCardInstance * copy = NULL;
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MTGHand * hand = card->owner->game->hand;
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if (inPlay->hasCard(card))
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{
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copy = putInZone(card, inPlay, hand);
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}
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else if (stack->hasCard(card))
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{
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copy = putInZone(card, stack, hand);
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}
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else if (graveyard->hasCard(card))
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{
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copy = putInZone(card, graveyard, hand);
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}
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else if (exile->hasCard(card))
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{
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copy = putInZone(card, exile, hand);
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}
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else
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{
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copy = putInZone(card, hand, hand);
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}
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return copy;
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}
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MTGCardInstance * MTGPlayerCards::putInBattlefield(MTGCardInstance * card)
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{
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MTGCardInstance * copy = NULL;
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MTGInPlay * InPlay = card->owner->game->battlefield;
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if (inPlay->hasCard(card))
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{
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copy = putInZone(card, inPlay, InPlay);
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}
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else if (stack->hasCard(card))
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{
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copy = putInZone(card, stack, InPlay);
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}
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else if (graveyard->hasCard(card))
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{
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copy = putInZone(card, graveyard, InPlay);
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}
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else if (exile->hasCard(card))
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{
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copy = putInZone(card, exile, InPlay);
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}
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else
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{
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copy = putInZone(card, InPlay, InPlay);
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}
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return copy;
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}
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// Moves a card from one zone to another
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// If the card is not actually in the expected "from" zone, does nothing and returns null
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MTGCardInstance * MTGPlayerCards::putInZone(MTGCardInstance * card, MTGGameZone * from, MTGGameZone * to)
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{
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MTGCardInstance * copy = NULL;
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GameObserver *g = GameObserver::GetInstance();
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if (!from || !to)
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return card; //Error check
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int doCopy = 1;
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//When a card is moved from inPlay to inPlay (controller change, for example), it is still the same object
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if ((to == g->players[0]->game->inPlay || to == g->players[1]->game->inPlay) && (from == g->players[0]->game->inPlay || from
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== g->players[1]->game->inPlay))
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{
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doCopy = 0;
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}
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if (!(copy = from->removeCard(card, doCopy)))
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return NULL; //ERROR
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if (options[Options::SFXVOLUME].number > 0)
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{
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if (to == g->players[0]->game->graveyard || to == g->players[1]->game->graveyard)
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{
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if (card->isCreature())
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{
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JSample * sample = WResourceManager::Instance()->RetrieveSample("graveyard.wav");
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if (sample)
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JSoundSystem::GetInstance()->PlaySample(sample);
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}
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}
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}
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MTGCardInstance * ret = copy;
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to->addCard(copy);
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//The "Temp" zone are purely for code purposes, and we don't want the abilities engine to
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//Trigger when cards move in this zone
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// Additionally, when they mve "from" this zone,
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// we trick the engine into believing that they moved from the zone the card was previously in
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// See http://code.google.com/p/wagic/issues/detail?id=335
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{
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if (to == g->players[0]->game->temp || to == g->players[1]->game->temp)
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{
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//don't send event when moving to temp
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return ret;
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}
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if (from == g->players[0]->game->temp || from == g->players[1]->game->temp)
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{
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//remove temporary stuff
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MTGCardInstance * previous = copy->previous;
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MTGCardInstance * previous2 = previous->previous;
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from = previous->previousZone;
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copy->previous = previous2;
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if (previous2)
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previous2->next = copy;
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previous->previous = NULL;
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previous->next = NULL;
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SAFE_DELETE(previous);
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}
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}
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WEvent * e = NEW WEventZoneChange(copy, from, to);
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g->receiveEvent(e);
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return ret;
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}
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void MTGPlayerCards::discardRandom(MTGGameZone * from, MTGCardInstance * source)
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{
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if (!from->nb_cards)
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return;
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int r = WRand() % (from->nb_cards);
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WEvent * e = NEW WEventCardDiscard(from->cards[r]);
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GameObserver * game = GameObserver::GetInstance();
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game->receiveEvent(e);
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putInZone(from->cards[r], from, graveyard);
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}
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int MTGPlayerCards::isInPlay(MTGCardInstance * card)
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{
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if (inPlay->hasCard(card))
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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 MTGPlayerCards::isInZone(MTGCardInstance * card,MTGGameZone * zone)
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{
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if (zone->hasCard(card))
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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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//--------------------------------------
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// Zones specific code
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//--------------------------------------
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MTGGameZone::MTGGameZone() :
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nb_cards(0), lastCardDrawn(NULL), needShuffle(false)
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{
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}
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MTGGameZone::~MTGGameZone()
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{
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for (int i = 0; i < nb_cards; i++)
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{
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SAFE_DELETE( cards[i] );
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}
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cards.clear();
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cardsMap.clear();
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owner = NULL;
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}
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void MTGGameZone::setOwner(Player * player)
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{
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for (int i = 0; i < nb_cards; i++)
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{
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cards[i]->owner = player;
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cards[i]->lastController = player;
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}
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owner = player;
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}
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MTGCardInstance * MTGGameZone::removeCard(MTGCardInstance * card, int createCopy)
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{
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assert(nb_cards < 10000);
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int i;
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cardsMap.erase(card);
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for (i = 0; i < (nb_cards); i++)
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{
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if (cards[i] == card)
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{
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card->currentZone = NULL;
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nb_cards--;
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cards.erase(cards.begin() + i);
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MTGCardInstance * copy = card;
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//if (card->isToken) //TODO better than this ?
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// return card;
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//card->lastController = card->controller();
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if (createCopy)
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{
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copy = NEW MTGCardInstance(card->model, card->owner->game);
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copy->previous = card;
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copy->view = card->view;
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copy->isToken = card->isToken;
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copy->X = card->X;
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//stupid bug with tokens...
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if (card->model == card)
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copy->model = copy;
|
|
if (card->data == card)
|
|
copy->data = copy;
|
|
|
|
card->next = copy;
|
|
}
|
|
copy->previousZone = this;
|
|
return copy;
|
|
}
|
|
}
|
|
return NULL;
|
|
|
|
}
|
|
|
|
MTGCardInstance * MTGGameZone::hasCard(MTGCardInstance * card)
|
|
{
|
|
if (card->currentZone == this)
|
|
return card;
|
|
return NULL;
|
|
|
|
}
|
|
|
|
int MTGGameZone::countByType(const char * value)
|
|
{
|
|
int result = 0;
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->hasType(value))
|
|
{
|
|
result++;
|
|
}
|
|
}
|
|
return result;
|
|
|
|
}
|
|
|
|
MTGCardInstance * MTGGameZone::findByName(string name)
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->name == name)
|
|
{
|
|
return cards[i];
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
int MTGGameZone::hasType(const char * value)
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->hasType(value))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int MTGGameZone::hasPrimaryType(const char * value,const char * secondvalue)
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->hasType(value) && cards[i]->hasType(secondvalue))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int MTGGameZone::hasSpecificType(const char * value,const char * secondvalue)
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->hasType(value) && cards[i]->hasSubtype(secondvalue))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int MTGGameZone::hasTypeButNotType(const char * value,const char * secondvalue)
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->hasType(value) && cards[i]->hasSubtype(value) && !cards[i]->hasType(secondvalue) && !cards[i]->hasSubtype(secondvalue))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int MTGGameZone::hasName(string value)
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->name == value)
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int MTGGameZone::hasColor(int value)
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->getManaCost()->hasColor(value) && cards[i]->getManaCost()->getConvertedCost() > 0)
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int MTGGameZone::hasX()
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->getManaCost()->hasX())
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int MTGGameZone::hasAbility(int ability)
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
{
|
|
if (cards[i]->basicAbilities[ability])
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void MTGGameZone::cleanupPhase()
|
|
{
|
|
for (int i = 0; i < (nb_cards); i++)
|
|
(cards[i])->cleanup();
|
|
}
|
|
|
|
void MTGGameZone::shuffle()
|
|
{
|
|
int i;
|
|
for (i = 0; i < (nb_cards); i++)
|
|
{
|
|
int r = i + (WRand() % (nb_cards - i)); // Random remaining position.
|
|
MTGCardInstance * temp = cards[i];
|
|
cards[i] = cards[r];
|
|
cards[r] = temp;
|
|
}
|
|
}
|
|
|
|
void MTGGameZone::addCard(MTGCardInstance * card)
|
|
{
|
|
if (!card)
|
|
return;
|
|
cards.push_back(card);
|
|
nb_cards++;
|
|
cardsMap[card] = 1;
|
|
card->lastController = this->owner;
|
|
card->currentZone = this;
|
|
|
|
}
|
|
|
|
void MTGGameZone::debugPrint()
|
|
{
|
|
for (int i = 0; i < nb_cards; i++)
|
|
std::cerr << cards[i]->getName() << endl;
|
|
}
|
|
|
|
//------------------------------
|
|
MTGCardInstance * MTGInPlay::getNextAttacker(MTGCardInstance * previous)
|
|
{
|
|
int foundprevious = 0;
|
|
if (previous == NULL)
|
|
{
|
|
foundprevious = 1;
|
|
}
|
|
for (int i = 0; i < nb_cards; i++)
|
|
{
|
|
MTGCardInstance * current = cards[i];
|
|
if (current == previous)
|
|
{
|
|
foundprevious = 1;
|
|
}
|
|
else if (foundprevious && current->isAttacker())
|
|
{
|
|
return current;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void MTGInPlay::untapAll()
|
|
{
|
|
int i;
|
|
for (i = 0; i < nb_cards; i++)
|
|
{
|
|
MTGCardInstance * card = cards[i];
|
|
card->setUntapping();
|
|
if (!card->basicAbilities[Constants::DOESNOTUNTAP])
|
|
{
|
|
if (card->frozen < 1)
|
|
{
|
|
card->attemptUntap();
|
|
}
|
|
if (card->frozen >= 1)
|
|
{
|
|
card->frozen = 0;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
//--------------------------
|
|
void MTGLibrary::shuffleTopToBottom(int nbcards)
|
|
{
|
|
if (nbcards > nb_cards)
|
|
nbcards = nb_cards;
|
|
if (nbcards < 0)
|
|
return;
|
|
MTGCardInstance * _cards[MTG_MAX_PLAYER_CARDS];
|
|
for (int i = nb_cards - nbcards; i < (nb_cards); i++)
|
|
{
|
|
int r = i + (WRand() % (nbcards - i)); // Random remaining position.
|
|
MTGCardInstance * temp = cards[i];
|
|
cards[i] = cards[r];
|
|
cards[r] = temp;
|
|
}
|
|
for (int i = 0; i < nbcards; i++)
|
|
{
|
|
_cards[i] = cards[nb_cards - 1 - i];
|
|
}
|
|
for (int i = nbcards; i < nb_cards; i++)
|
|
{
|
|
_cards[i] = cards[i - nb_cards];
|
|
}
|
|
for (int i = 0; i < nb_cards; i++)
|
|
{
|
|
cards[i] = _cards[i];
|
|
}
|
|
}
|
|
|
|
MTGGameZone * MTGGameZone::intToZone(int zoneId, MTGCardInstance * source, MTGCardInstance * target)
|
|
{
|
|
Player *p, *p2;
|
|
GameObserver * g = GameObserver::GetInstance();
|
|
if (!source)
|
|
p = g->currentlyActing();
|
|
else
|
|
p = source->controller();
|
|
if (!target)
|
|
{
|
|
if(source->target)
|
|
{
|
|
//bug case, this is a patchwork fix for now
|
|
//we need to find the root cause of why the 2nd variable is not returning the target.
|
|
p2 = source->target->controller();
|
|
target = source->target;
|
|
}
|
|
else
|
|
{
|
|
//bug or bug case default to
|
|
p2 = source->controller();
|
|
target = source;
|
|
}
|
|
}
|
|
else
|
|
p2 = target->controller();
|
|
|
|
switch (zoneId)
|
|
{
|
|
case MY_GRAVEYARD:
|
|
return p->game->graveyard;
|
|
case OPPONENT_GRAVEYARD:
|
|
return p->opponent()->game->graveyard;
|
|
case TARGET_OWNER_GRAVEYARD:
|
|
return target->owner->game->graveyard;
|
|
case TARGET_CONTROLLER_GRAVEYARD:
|
|
return p2->game->graveyard;
|
|
case GRAVEYARD:
|
|
return target->owner->game->graveyard;
|
|
case OWNER_GRAVEYARD:
|
|
return target->owner->game->graveyard;
|
|
|
|
case MY_BATTLEFIELD:
|
|
return p->game->inPlay;
|
|
case OPPONENT_BATTLEFIELD:
|
|
return p->opponent()->game->inPlay;
|
|
case TARGET_OWNER_BATTLEFIELD:
|
|
return target->owner->game->inPlay;
|
|
case TARGET_CONTROLLER_BATTLEFIELD:
|
|
return p2->game->inPlay;
|
|
case BATTLEFIELD:
|
|
return p->game->inPlay;
|
|
case OWNER_BATTLEFIELD:
|
|
return target->owner->game->inPlay;
|
|
|
|
case MY_HAND:
|
|
return p->game->hand;
|
|
case OPPONENT_HAND:
|
|
return p->opponent()->game->hand;
|
|
case TARGET_OWNER_HAND:
|
|
return target->owner->game->hand;
|
|
case TARGET_CONTROLLER_HAND:
|
|
return p2->game->hand;
|
|
case HAND:
|
|
return target->owner->game->hand;
|
|
case OWNER_HAND:
|
|
return target->owner->game->hand;
|
|
|
|
case MY_EXILE:
|
|
return p->game->removedFromGame;
|
|
case OPPONENT_EXILE:
|
|
return p->opponent()->game->removedFromGame;
|
|
case TARGET_OWNER_EXILE:
|
|
return target->owner->game->removedFromGame;
|
|
case TARGET_CONTROLLER_EXILE:
|
|
return p2->game->removedFromGame;
|
|
case EXILE:
|
|
return target->owner->game->removedFromGame;
|
|
case OWNER_EXILE:
|
|
return target->owner->game->removedFromGame;
|
|
|
|
case MY_LIBRARY:
|
|
return p->game->library;
|
|
case OPPONENT_LIBRARY:
|
|
return p->opponent()->game->library;
|
|
case TARGET_OWNER_LIBRARY:
|
|
return target->owner->game->library;
|
|
case TARGET_CONTROLLER_LIBRARY:
|
|
return p2->game->library;
|
|
case LIBRARY:
|
|
return p->game->library;
|
|
case OWNER_LIBRARY:
|
|
return target->owner->game->library;
|
|
|
|
case MY_STACK:
|
|
return p->game->stack;
|
|
case OPPONENT_STACK:
|
|
return p->opponent()->game->stack;
|
|
case TARGET_OWNER_STACK:
|
|
return target->owner->game->stack;
|
|
case TARGET_CONTROLLER_STACK:
|
|
return p2->game->stack;
|
|
case STACK:
|
|
return p->game->stack;
|
|
case OWNER_STACK:
|
|
return target->owner->game->stack;
|
|
default:
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
int MTGGameZone::zoneStringToId(string zoneName)
|
|
{
|
|
const char * strings[] = { "mygraveyard", "opponentgraveyard", "targetownergraveyard", "targetcontrollergraveyard",
|
|
"ownergraveyard", "graveyard",
|
|
|
|
"myinplay", "opponentinplay", "targetownerinplay", "targetcontrollerinplay", "ownerinplay", "inplay",
|
|
|
|
"mybattlefield", "opponentbattlefield", "targetownerbattlefield", "targetcontrollerbattlefield",
|
|
"ownerbattlefield", "battlefield",
|
|
|
|
"myhand", "opponenthand", "targetownerhand", "targetcontrollerhand", "ownerhand", "hand",
|
|
|
|
"mylibrary", "opponentlibrary", "targetownerlibrary", "targetcontrollerlibrary", "ownerlibrary", "library",
|
|
|
|
"myremovedfromgame", "opponentremovedfromgame", "targetownerremovedfromgame",
|
|
"targetcontrollerremovedfromgame", "ownerremovedfromgame", "removedfromgame",
|
|
|
|
"myexile", "opponentexile", "targetownerexile", "targetcontrollerexile", "ownerexile", "exile",
|
|
|
|
"mystack", "opponentstack", "targetownerstack", "targetcontrollerstack", "ownerstack", "stack",
|
|
|
|
};
|
|
|
|
int values[] = { MY_GRAVEYARD, OPPONENT_GRAVEYARD, TARGET_OWNER_GRAVEYARD, TARGET_CONTROLLER_GRAVEYARD, OWNER_GRAVEYARD,
|
|
GRAVEYARD,
|
|
|
|
MY_BATTLEFIELD, OPPONENT_BATTLEFIELD, TARGET_OWNER_BATTLEFIELD, TARGET_CONTROLLER_BATTLEFIELD,
|
|
OWNER_BATTLEFIELD, BATTLEFIELD,
|
|
|
|
MY_BATTLEFIELD, OPPONENT_BATTLEFIELD, TARGET_OWNER_BATTLEFIELD, TARGET_CONTROLLER_BATTLEFIELD,
|
|
OWNER_BATTLEFIELD, BATTLEFIELD,
|
|
|
|
MY_HAND, OPPONENT_HAND, TARGET_OWNER_HAND, TARGET_CONTROLLER_HAND, OWNER_HAND, HAND,
|
|
|
|
MY_LIBRARY, OPPONENT_LIBRARY, TARGET_OWNER_LIBRARY, TARGET_CONTROLLER_LIBRARY, OWNER_LIBRARY, LIBRARY,
|
|
|
|
MY_EXILE, OPPONENT_EXILE, TARGET_OWNER_EXILE, TARGET_CONTROLLER_EXILE, OWNER_EXILE, EXILE,
|
|
|
|
MY_EXILE, OPPONENT_EXILE, TARGET_OWNER_EXILE, TARGET_CONTROLLER_EXILE, OWNER_EXILE, EXILE,
|
|
|
|
MY_STACK, OPPONENT_STACK, TARGET_OWNER_STACK, TARGET_CONTROLLER_STACK, OWNER_STACK, STACK, };
|
|
|
|
int max = sizeof(values) / sizeof *(values);
|
|
|
|
for (int i = 0; i < max; ++i)
|
|
{
|
|
if (zoneName.compare(strings[i]) == 0)
|
|
{
|
|
return values[i];
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
MTGGameZone * MTGGameZone::stringToZone(string zoneName, MTGCardInstance * source, MTGCardInstance * target)
|
|
{
|
|
return intToZone(zoneStringToId(zoneName), source, target);
|
|
}
|
|
|
|
ostream& MTGGameZone::toString(ostream& out) const
|
|
{
|
|
return out << "Unknown zone";
|
|
}
|
|
ostream& MTGLibrary::toString(ostream& out) const
|
|
{
|
|
return out << "Library " << *owner;
|
|
}
|
|
ostream& MTGGraveyard::toString(ostream& out) const
|
|
{
|
|
return out << "Graveyard " << *owner;
|
|
}
|
|
ostream& MTGHand::toString(ostream& out) const
|
|
{
|
|
return out << "Hand " << *owner;
|
|
}
|
|
ostream& MTGRemovedFromGame::toString(ostream& out) const
|
|
{
|
|
return out << "RemovedFromGame " << *owner;
|
|
}
|
|
ostream& MTGStack::toString(ostream& out) const
|
|
{
|
|
return out << "Stack " << *owner;
|
|
}
|
|
ostream& MTGInPlay::toString(ostream& out) const
|
|
{
|
|
return out << "InPlay " << *owner;
|
|
}
|
|
ostream& operator<<(ostream& out, const MTGGameZone& z)
|
|
{
|
|
return z.toString(out);
|
|
}
|