//魔弹传递
void BackgroundEngine::missilePass(bool rightOrder,int dst,int src,bool* passed,int missilePoint)
{
    int i;
    PlayerEntity* srcPlayer = getPlayerByID(src);
    PlayerEntity* dstPlayer = getPlayerByID(dst);
    PlayerEntity* next = dstPlayer;
    passed[srcPlayer->getSeatNum()] = true;

    for(i = 0;i < this->playerList.size();i++)
    {
        if(!*(passed+i) && (i != dstPlayer->getSeatNum()))
            break;
    }
    if(i == this->playerList.size())
    {
        for(int j = 0;j < this->playerList.size();j++)
            *(passed + j) = false;
    }

    if(rightOrder)
    {   
        while((next->getColor() == dstPlayer->getColor()) || *(passed + next->getSeatNum()))
            next = next->getNext();

        coder.askForMissile(dst,src,missilePoint,next->getID());
    }
    else
    {
        while((next->getColor() == dstPlayer->getColor()) || passed[next->getSeatNum()])
            next = this->getFront(next);

        coder.askForMissile(dst,src,missilePoint,next->getID());
    }
}
//【充盈】
int MoQiang::ChongYing(Action* action)
{

   //检查客户端返回的是否为魔法牌&&雷系牌
	  int cardID = action->card_ids(0);
	  CardEntity* card = getCardByID(cardID);
		if( card->getType() != TYPE_MAGIC&&card->getElement()!=ELEMENT_THUNDER ){
			return GE_SUCCESS;
		}
		cardCount=0;
		used_ChongYing=true;
		SkillMsg skill_msg;
	   //丢弃魔法牌&&雷系牌
		Coder::skillNotice(id, id, CHONG_YING, skill_msg);
		engine->sendMessage(-1, MSG_SKILL, skill_msg);
		CardMsg show_card;
		Coder::showCardNotice(id, 1, cardID, show_card);
		engine->sendMessage(-1, MSG_CARD, show_card);

		//所有移牌操作都要用setStateMoveXXXX,ToHand的话要填好HARM,就算不是伤害
	PlayerEntity* it = this->getPre();
	HARM chongying;
	chongying.cause =CHONG_YING;
	chongying.point = 1;
	chongying.srcID = id;
	chongying.type = HARM_NONE;

	HARM chongying_discard;
	chongying_discard.cause =CHONG_YING_DISCARD;
	chongying_discard.point = 1;
	chongying_discard.srcID = id;
	chongying_discard.type = HARM_NONE;
	
	//先进后出,所以逆出牌顺序压,最后才是魔枪自己明弃法牌
	while(it != this){
		//bool isShown = false, bool canGiveUp = false
		if(it->getColor()!=color)
		engine->pushGameState(new StateRequestHand(it->getID(),chongying, -1, DECK_DISCARD, true, false)); //不能不弃牌
		else
         engine->pushGameState(new StateRequestHand(it->getID(),chongying_discard, -1, DECK_DISCARD, true, true));

		it = it->getPre();
	}
	engine->pushGameState(new StateRequestHand(this->getID(),chongying_discard, -1, DECK_DISCARD, true, true));
	engine->setStateMoveOneCardNotToHand(id, DECK_HAND, -1, DECK_DISCARD, cardID, id, CHONG_YING, true);

	addAction(ACTION_ATTACK,CHONG_YING);
	return GE_URGENT;
}
//魔弹处理
void BackgroundEngine::missileProcess(CardEntity* card,int src,int dst)
{
    bool rightOrder;
    BatInfor reply;
    PlayerEntity* nextOpponent;

    //确定传递方向
    nextOpponent = this->getCurrentPlayer()->getNext();
    while(nextOpponent->getColor() == this->currentPlayer->getColor())
        nextOpponent = nextOpponent->getNext();
    if(nextOpponent->getID() == dst)
        rightOrder = true;
    else
        rightOrder = false;

    bool passed[6];
    for(int i = 0;i < this->playerList.size();i++)
    {
        passed[i] = false;
    }
    int missilePoint = 2;

    QList<CardEntity*> cards;


    do
    {
        cards.clear();
        //魔弹传递到下家
        missilePass(rightOrder,dst,src,passed,missilePoint);

        //读取用户回复
        reply = messageBuffer::readBatInfor();

        if(reply.reply == 0)
        {
            //继续传递
            src = dst;
            dst = reply.dstID;
            missilePoint++;
            cards << getCardByID(reply.CardID);
            this->useCard(cards,getPlayerByID(src),getPlayerByID(dst),false);
            continue;
        }
        else if(reply.reply == 1)
        {
            //圣光
            cards << getCardByID(reply.CardID);
            this->useCard(cards,getPlayerByID(dst));
            break;
        }
        else if(reply.reply == 2)
        {
            //无应对
            PlayerEntity* dstPlayer = getPlayerByID(dst);
            bool shieldBlocked = false;
            //检查圣盾
            for(int i = 0;i < dstPlayer->getBasicEffect().size();i++)
            {
                if(dstPlayer->getBasicEffect()[i]->getMagicName() == SHIELDCARD||dstPlayer->getBasicEffect().at(i)->getSpecialityList().contains(tr("天使之墙")))
                {
                    coder.shieldNotic(dst);
                    dstPlayer->removeBasicEffect(dstPlayer->getBasicEffect()[i]);
                    shieldBlocked = true;
                    break;
                }
            }
            if(shieldBlocked)
                break;
            Harm missileHurt;
            missileHurt.harmPoint = missilePoint;
            missileHurt.type = MAGIC;
            //无圣盾,造成伤害
            this->timeLine3(missileHurt,getPlayerByID(src),dstPlayer,"魔弹");
            break;
        }
        else if(reply.reply == 802)
        {
            //继续传递
            src = dst;
            dst = reply.dstID;
            missilePoint++;
            cards << getCardByID(reply.CardID);
            useCard(cards,getPlayerByID(src),getPlayerByID(dst));
            coder.notice("魔导师发动【魔弹融合】");
            continue;
        }

    }while(1);

}
int ShenGuan::v_magic_skill(Action *action)
{
	int actionID = action->action_id();
	int cardID;
	int playerID = action->src_id();
	CardEntity* card;
	PlayerEntity* dst;

	if(playerID != id){
		return GE_INVALID_PLAYERID;
	}
	switch(actionID)
	{
	case SHEN_SHENG_QI_FU:
		if(action->card_ids_size() != 2)
		{
			return GE_INVALID_ACTION;
		}
		for(int i =0;i<action->card_ids_size();i++)
		{
			cardID = action->card_ids(i);
			card = getCardByID(cardID);
			if(TYPE_MAGIC != card->getType() || GE_SUCCESS != checkOneHandCard(cardID))
			{
				return GE_INVALID_ACTION;
			}
		}
		break;
	case SHUI_ZHI_SHEN_LI:
		
		cardID = action->card_ids(0);
		card = getCardByID(cardID);
		dst = engine->getPlayerEntity(action->dst_ids(0));
		if(GE_SUCCESS != checkOneHandCard(cardID) || card->getElement() != ELEMENT_WATER || color != dst->getColor() || action->dst_ids_size() != 1){
			return GE_INVALID_ACTION;
		}
		break;
	case SHEN_SHENG_LING_YU:
		dst = engine->getPlayerEntity(action->dst_ids(0));
		if(this->getHandCardNum()>2){
			if (action->card_ids_size()!=2){
				return GE_INVALID_ACTION;
			}
		}
		else if( getHandCardNum() != action->card_ids_size()){
			return GE_INVALID_ACTION;
		}
		if(action->args(0) == 1){
			if (getEnergy() < 1 || crossNum < 1){
				return GE_INVALID_ACTION;
			}
		}
		else if(getEnergy() < 1 || dst->getColor() != color){
			return GE_INVALID_ACTION;
		}
		break;
	default:
		return GE_INVALID_ACTION;
	}
	return GE_SUCCESS;
}