This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
578 lines
14 KiB
C++
578 lines
14 KiB
C++
#include "../include/config.h"
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#include "../include/MTGGameZones.h"
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#include "../include/Player.h"
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#include "../include/GameOptions.h"
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#include "../include/WEvent.h"
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#include "../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(MTGAllCards * _collection, int * idList, int idListSize){
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init();
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int i;
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collection = _collection;
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for (i=0;i<idListSize;i++){
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MTGCard * card = collection->getCardById(idList[i]);
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if (card){
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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(MTGAllCards * _collection, MTGDeck * deck){
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init();
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collection = _collection;
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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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MTGCard * card = deck->getCardById(it->first);
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if (card){
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for (int i = 0; i < it->second; i++){
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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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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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}
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void MTGPlayerCards::setOwner(Player * player){
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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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}
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void MTGPlayerCards::initGame(int shuffle, int draw){
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if (shuffle) library->shuffle();
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if (draw){
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for (int i=0;i<7;i++){
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OutputDebugString("draw\n");
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drawFromLibrary();
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}
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}
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}
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void MTGPlayerCards::drawFromLibrary(){
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MTGCardInstance * drownCard = library->draw();
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if(drownCard){
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hand->addCard(drownCard);
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GameObserver *g = GameObserver::GetInstance();
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WEvent * e = NEW WEventZoneChange(drownCard,library,hand);
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g->receiveEvent(e);
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//delete e;
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}
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}
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void MTGPlayerCards::init(){
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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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}
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void MTGPlayerCards::showHand(){
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hand->debugPrint();
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}
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MTGCardInstance * MTGPlayerCards::putInPlay(MTGCardInstance * card){
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MTGGameZone * from = hand;
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MTGCardInstance * copy = hand->removeCard(card);
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if(!copy){
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copy = stack->removeCard(card); //Which one is it ???
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from = stack;
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}
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inPlay->addCard(copy);
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copy->summoningSickness = 1;
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copy->changedZoneRecently = 1.f;
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GameObserver *g = GameObserver::GetInstance();
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WEvent * e = NEW WEventZoneChange(copy, from, inPlay);
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g->receiveEvent(e);
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//delete e;
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return copy;
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}
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MTGCardInstance * MTGPlayerCards::putInGraveyard(MTGCardInstance * card){
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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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copy = putInZone(card,inPlay, grave);
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}else if (stack->hasCard(card)){
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copy = putInZone(card,stack, grave);
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}else{
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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::putInZone(MTGCardInstance * card, MTGGameZone * from, MTGGameZone * to){
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MTGCardInstance * copy = NULL;
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GameObserver *g = GameObserver::GetInstance();
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if (!from || !to) 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) &&
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(from == g->players[0]->game->inPlay || from == g->players[1]->game->inPlay)){
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doCopy = 0;
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}
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if ((copy = from->removeCard(card,doCopy))){
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if (options[Options::SFXVOLUME].number > 0){
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if (to == g->players[0]->game->graveyard || to == g->players[1]->game->graveyard){
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if (card->isCreature()){
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JSample * sample = resources.RetrieveSample("graveyard.wav");
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if (sample) 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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if (card->isToken){
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if (to != g->players[0]->game->inPlay && to != g->players[1]->game->inPlay){
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to = garbage;
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ret = NULL;
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}
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}
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to->addCard(copy);
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copy->changedZoneRecently = 1.f;
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GameObserver *g = GameObserver::GetInstance();
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WEvent * e = NEW WEventZoneChange(copy, from, to);
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g->receiveEvent(e);
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//delete e;
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return ret;
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}
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return card; //Error
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}
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void MTGPlayerCards::discardRandom(MTGGameZone * from){
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if (!from->nb_cards)
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return;
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int r = rand() % (from->nb_cards);
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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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if (inPlay->hasCard(card)){
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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() : nb_cards(0), lastCardDrawn(NULL), needShuffle(false) {
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}
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MTGGameZone::~MTGGameZone(){
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for (int i=0; i<nb_cards; i++) {
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delete cards[i];
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}
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}
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void MTGGameZone::setOwner(Player * player){
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for (int i=0; i<nb_cards; i++) {
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cards[i]->owner = 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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int i;
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cardsMap.erase(card);
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for (i=0; i<(nb_cards); i++) {
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if (cards[i] == card){
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//cards[i] = cards[nb_cards -1];
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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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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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card->next = copy;
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}
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copy->previousZone = this;
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return copy;
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}
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}
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return NULL;
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}
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MTGCardInstance * MTGGameZone::hasCard(MTGCardInstance * card){
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if (cardsMap.find(card) != cardsMap.end()) return card;
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return NULL;
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}
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int MTGGameZone::countByType(const char * value){
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int result = 0 ;
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for (int i=0; i<(nb_cards); i++) {
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if (cards[i]->hasType(value)){
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result++;
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}
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}
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return result;
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}
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int MTGGameZone::hasType(const char * value){
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for (int i=0; i<(nb_cards); i++) {
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if (cards[i]->hasType(value)){
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return 1;
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}
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}
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return 0;
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}
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void MTGGameZone::cleanupPhase(){
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for (int i=0; i<(nb_cards); i++)
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(cards[i])->cleanup();
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}
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void MTGGameZone::shuffle(){
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int i;
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for (i=0; i<(nb_cards); i++) {
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int r = i + (rand() % (nb_cards-i)); // Random remaining position.
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MTGCardInstance * temp = cards[i]; cards[i] = cards[r]; cards[r] = temp;
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}
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//srand(time(0)); // initialize seed "randomly" TODO :improve
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}
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void MTGGameZone::addCard(MTGCardInstance * card){
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if (!card) return;
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cards.push_back(card);
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nb_cards++;
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cardsMap[card] = 1;
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card->lastController = this->owner;
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}
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MTGCardInstance * MTGGameZone::draw(){
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if (!nb_cards) return NULL;
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nb_cards--;
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lastCardDrawn = cards[nb_cards];
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cards.pop_back();
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cardsMap.erase( lastCardDrawn);
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return lastCardDrawn;
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}
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MTGCardInstance * MTGLibrary::draw(){
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if (!nb_cards) {
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GameObserver::GetInstance()->gameOver = this->owner;
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}
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return MTGGameZone::draw();
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}
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void MTGGameZone::debugPrint(){
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for (int i = 0; i < nb_cards; i++)
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std::cerr << cards[i]->getName() << endl;
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}
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//------------------------------
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int MTGInPlay::nbDefensers( MTGCardInstance * attacker){
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int result = 0;
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MTGCardInstance * defenser = getNextDefenser(NULL, attacker);
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while (defenser){
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result++;
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defenser = getNextDefenser(defenser, attacker);
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}
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return result;
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}
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//Return the number of creatures this card is banded with
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//Number of creatures in the band is n+1 !!!
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int MTGInPlay::nbPartners(MTGCardInstance * attacker){
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int result = 0;
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if (!attacker->banding) return 0;
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for (int i = 0; i < nb_cards; i ++){
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if (cards[i]->banding == attacker->banding) result++;
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}
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return result;
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}
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MTGCardInstance * MTGInPlay::getNextDefenser(MTGCardInstance * previous, MTGCardInstance * attacker){
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return attacker->getNextDefenser(previous);
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}
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MTGCardInstance * MTGInPlay::getNextAttacker(MTGCardInstance * previous){
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int foundprevious = 0;
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if (previous == NULL){
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foundprevious = 1;
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}
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for (int i = 0; i < nb_cards; i ++){
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MTGCardInstance * current = cards[i];
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if (current == previous){
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foundprevious = 1;
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}else if (foundprevious && current->isAttacker()){
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return current;
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}
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}
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return NULL;
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}
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void MTGInPlay::untapAll(){
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int i;
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for (i = 0; i < nb_cards; i ++){
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MTGCardInstance * card = cards[i];
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card->setUntapping();
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if (!card->basicAbilities[Constants::DOESNOTUNTAP] && card->getUntapBlockers()->isEmpty()){
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card->attemptUntap();
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}
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}
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}
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//--------------------------
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void MTGLibrary::shuffleTopToBottom(int nbcards){
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if (nbcards>nb_cards) nbcards = nb_cards;
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MTGCardInstance * _cards[MTG_MAX_PLAYER_CARDS];
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for (int i= nb_cards-nbcards; i<(nb_cards); i++) {
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int r = i + (rand() % (nbcards-i)); // Random remaining position.
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MTGCardInstance * temp = cards[i]; cards[i] = cards[r]; cards[r] = temp;
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}
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for (int i= 0; i < nbcards; i++){
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_cards[i] = cards[nb_cards - 1 - i];
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}
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for (int i = nbcards; i < nb_cards; i++){
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_cards[i] = cards[i - nb_cards];
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}
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for (int i=0 ; i < nb_cards; i++){
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cards[i] = _cards[i];
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}
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}
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MTGGameZone * MTGGameZone::intToZone(int zoneId, MTGCardInstance * source,MTGCardInstance * target){
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Player *p, *p2;
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GameObserver * g = GameObserver::GetInstance();
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if (!source) p = g->currentlyActing();
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else p = source->controller();
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if (!target){
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p2 = p;
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target = source;//hack ?
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}
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else p2 = target->controller();
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switch(zoneId){
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case MY_GRAVEYARD: return p->game->graveyard;
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case OPPONENT_GRAVEYARD: return p->opponent()->game->graveyard;
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case TARGET_OWNER_GRAVEYARD : return target->owner->game->graveyard;
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case TARGET_CONTROLLER_GRAVEYARD: return p2->game->graveyard;
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case GRAVEYARD : return target->owner->game->graveyard;
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case OWNER_GRAVEYARD : return target->owner->game->graveyard;
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case MY_BATTLEFIELD : return p->game->inPlay;
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case OPPONENT_BATTLEFIELD : return p->opponent()->game->inPlay;
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case TARGET_OWNER_BATTLEFIELD : return target->owner->game->inPlay;
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case TARGET_CONTROLLER_BATTLEFIELD : return p2->game->inPlay;
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case BATTLEFIELD : return p->game->inPlay;
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case OWNER_BATTLEFIELD : return target->owner->game->inPlay;
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case MY_HAND : return p->game->hand;
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case OPPONENT_HAND : return p->opponent()->game->hand;
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case TARGET_OWNER_HAND : return target->owner->game->hand;
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case TARGET_CONTROLLER_HAND : return p2->game->hand;
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case HAND : return target->owner->game->hand;
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case OWNER_HAND : return target->owner->game->hand;
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case MY_EXILE : return p->game->removedFromGame;
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case OPPONENT_EXILE : return p->opponent()->game->removedFromGame;
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case TARGET_OWNER_EXILE : return target->owner->game->removedFromGame;
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case TARGET_CONTROLLER_EXILE : return p2->game->removedFromGame;
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case EXILE : return target->owner->game->removedFromGame;
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case OWNER_EXILE : return target->owner->game->removedFromGame;
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case MY_LIBRARY : return p->game->library;
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case OPPONENT_LIBRARY : return p->opponent()->game->library;
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case TARGET_OWNER_LIBRARY : return target->owner->game->library;
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case TARGET_CONTROLLER_LIBRARY : return p2->game->library;
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case LIBRARY : return p->game->library;
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case OWNER_LIBRARY: return target->owner->game->library;
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case MY_STACK : return p->game->stack;
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case OPPONENT_STACK : return p->opponent()->game->stack;
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case TARGET_OWNER_STACK : return target->owner->game->stack;
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case TARGET_CONTROLLER_STACK : return p2->game->stack;
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case STACK : return p->game->stack;
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case OWNER_STACK: return target->owner->game->stack;
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default:
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return NULL;
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}
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}
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int MTGGameZone::zoneStringToId(string zoneName){
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const char * strings[] = {
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"mygraveyard",
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"opponentgraveyard",
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"targetownergraveyard",
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"targetcontrollergraveyard",
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"ownergraveyard",
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"graveyard",
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"myinplay",
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"opponentinplay",
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"targetownerinplay",
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"targetcontrollerinplay",
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"ownerinplay",
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"inplay",
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"mybattlefield",
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"opponentbattlefield",
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"targetownerbattlefield",
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"targetcontrollerbattlefield",
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"ownerbattlefield",
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"battlefield",
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"myhand",
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"opponenthand",
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"targetownerhand",
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"targetcontrollerhand",
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"ownerhand",
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"hand",
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"mylibrary",
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"opponentlibrary",
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"targetownerlibrary",
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"targetcontrollerlibrary",
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"ownerlibrary",
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"library",
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"myremovedfromgame",
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"opponentremovedfromgame",
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"targetownerremovedfromgame",
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"targetcontrollerremovedfromgame",
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"ownerremovedfromgame",
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"removedfromgame",
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"myexile",
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"opponentexile",
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"targetownerexile",
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|
"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);
|
|
}
|