TSAGE: R2R - change a use of checkAntiDelayCard() for consistency

This commit is contained in:
Strangerke 2013-12-24 18:31:09 +01:00
parent 28955963d4
commit 2f5e15d2e0

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@ -3374,7 +3374,8 @@ void Scene1337::Action4::signal() {
switch (_actionIndex++) {
case 0:
if ((scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._cardId == 0) && (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if ( (scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._cardId == 0)
&& (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if (scene->_cardsAvailableNumb < 0)
scene->shuffleCards();
scene->_animatedCard._card.setPosition(Common::Point(162, 95), 0);
@ -3396,8 +3397,8 @@ void Scene1337::Action4::signal() {
}
break;
case 1:
if ( ( scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card1Pos.x)
&& ( scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card1Pos.y) ) {
if ( (scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card1Pos.x)
&& (scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card1Pos.y) ) {
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card.postInit();
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._card.setVisage(1332);
@ -3411,7 +3412,8 @@ void Scene1337::Action4::signal() {
scene->setAnimationInfo(&scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]);
scene->_animatedCard._card.hide();
if ((scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._cardId == 0) && (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if ( (scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[0]._cardId == 0)
&& (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if (scene->_cardsAvailableNumb < 0)
scene->shuffleCards();
scene->_animatedCard._card.setPosition(Common::Point(162, 95));
@ -3431,8 +3433,8 @@ void Scene1337::Action4::signal() {
signal();
break;
case 2:
if ( ( scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card2Pos.x)
&& ( scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card2Pos.y) ) {
if ( (scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card2Pos.x)
&& (scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card2Pos.y) ) {
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card.postInit();
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]._card.setVisage(1332);
@ -3446,7 +3448,8 @@ void Scene1337::Action4::signal() {
scene->setAnimationInfo(&scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[1]);
scene->_animatedCard._card.hide();
if ((scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._cardId == 0) && (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if ( (scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._cardId == 0)
&& (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if (scene->_cardsAvailableNumb < 0)
scene->shuffleCards();
scene->_animatedCard._card.setPosition(Common::Point(162, 95));
@ -3466,8 +3469,8 @@ void Scene1337::Action4::signal() {
signal();
break;
case 3:
if ( ( scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card3Pos.x)
&& ( scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card3Pos.y) ) {
if ( (scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card3Pos.x)
&& (scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card3Pos.y) ) {
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card.postInit();
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]._card.setVisage(1332);
@ -3481,7 +3484,8 @@ void Scene1337::Action4::signal() {
scene->setAnimationInfo(&scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[2]);
scene->_animatedCard._card.hide();
if ((scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._cardId == 0) && (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if ( (scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._cardId == 0)
&& (!scene->isStationCard(scene->_gameBoardSide[scene->_currentPlayerNumb]._delayCard._cardId))) {
if (scene->_cardsAvailableNumb < 0)
scene->shuffleCards();
scene->_animatedCard._card.setPosition(Common::Point(162, 95));
@ -3501,8 +3505,8 @@ void Scene1337::Action4::signal() {
signal();
break;
case 4:
if ( ( scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card4Pos.x)
&& ( scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card4Pos.y) ) {
if ( (scene->_animatedCard._card._position.x == scene->_gameBoardSide[scene->_currentPlayerNumb]._card4Pos.x)
&& (scene->_animatedCard._card._position.y == scene->_gameBoardSide[scene->_currentPlayerNumb]._card4Pos.y) ) {
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card.postInit();
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card._moveDiff = Common::Point(30, 30);
scene->_gameBoardSide[scene->_currentPlayerNumb]._handCard[3]._card.setVisage(1332);
@ -5798,7 +5802,8 @@ void Scene1337::handlePlayer0() {
for (int i = 0; i <= 3; i++) {
if ((getStationCardId(_gameBoardSide[0]._handCard[i]._cardId) != -1)
&& (_gameBoardSide[2]._delayCard._cardId == 0) && isAttackPossible(2, _gameBoardSide[0]._handCard[i]._cardId)) {
&& (_gameBoardSide[2]._delayCard._cardId == 0)
&& isAttackPossible(2, _gameBoardSide[0]._handCard[i]._cardId)) {
playDelayCard(&_gameBoardSide[0]._handCard[i], &_gameBoardSide[2]._delayCard);
return;
}
@ -6361,7 +6366,10 @@ void Scene1337::handlePlayer2() {
// Check anti-delay card
if (_gameBoardSide[2]._delayCard.isIn(Common::Point(_selectedCard._stationPos.x + 12, _selectedCard._stationPos.y + 12))) {
actionDisplay(1330, 42, 159, 10, 1, 200, 0, 7, 0, 154, 154);
} else if (!checkAntiDelayCard(_gameBoardSide[2]._delayCard._cardId, _selectedCard._cardId)) {
} else if (checkAntiDelayCard(_gameBoardSide[2]._delayCard._cardId, _selectedCard._cardId)) {
playAntiDelayCard(&_selectedCard, &_gameBoardSide[2]._delayCard);
return;
} else {
if (_gameBoardSide[2]._delayCard._cardId != 0) {
switch (_gameBoardSide[2]._delayCard._cardId) {
case 11:
@ -6382,9 +6390,6 @@ void Scene1337::handlePlayer2() {
} else {
actionDisplay(1330, 41, 159, 10, 1, 200, 0, 7, 0, 154, 154);
}
} else {
playAntiDelayCard(&_selectedCard, &_gameBoardSide[2]._delayCard);
return;
}
} else if ((getStationCardId(_selectedCard._cardId) == -1) && (isDelayCard(_selectedCard._cardId) == -1)) {
if (_selectedCard._cardId == 13) {