reformatting code according to guidelines defined at

http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
This commit is contained in:
techdragon.nguyen@gmail.com
2010-11-16 00:55:16 +00:00
parent c79fdcbf50
commit acd7bb1aa4
103 changed files with 38044 additions and 31222 deletions

View File

@@ -5,270 +5,336 @@
#include "Targetable.h"
#include "WEvent.h"
MTGAbility* ActionLayer::getAbility(int type){
for (int i = 1; i < mCount; i++){
MTGAbility * a = ((MTGAbility *)mObjects[i]);
if (a->aType == type){
return a;
}
}
return NULL;
MTGAbility* ActionLayer::getAbility(int type)
{
for (int i = 1; i < mCount; i++)
{
MTGAbility * a = ((MTGAbility *) mObjects[i]);
if (a->aType == type)
{
return a;
}
}
return NULL;
}
int ActionLayer::moveToGarbage(ActionElement * e){
int i = getIndexOf(e);
if (i != -1){
if (isWaitingForAnswer() == e) setCurrentWaitingAction(NULL);
e->destroy();
mObjects.erase(mObjects.begin()+i);
mCount--;
garbage.push_back(e);
int ActionLayer::moveToGarbage(ActionElement * e)
{
int i = getIndexOf(e);
if (i != -1)
{
if (isWaitingForAnswer() == e)
setCurrentWaitingAction(NULL);
e->destroy();
mObjects.erase(mObjects.begin() + i);
mCount--;
garbage.push_back(e);
return 1;
}
return 0;
}
int ActionLayer::cleanGarbage()
{
for (size_t i = 0; i < garbage.size(); ++i)
{
delete (garbage[i]);
}
garbage.clear();
return 1;
}
return 0;
}
int ActionLayer::cleanGarbage(){
for (size_t i = 0; i < garbage.size(); ++i){
delete(garbage[i]);
}
garbage.clear();
return 1;
int ActionLayer::reactToClick(ActionElement * ability, MTGCardInstance * card)
{
int result = ability->reactToClick(card);
if (result)
stuffHappened = 1;
return result;
}
int ActionLayer::reactToClick(ActionElement * ability, MTGCardInstance * card){
int result = ability->reactToClick(card);
if (result) stuffHappened = 1;
return result;
int ActionLayer::reactToTargetClick(ActionElement* ability, Targetable * card)
{
int result = ability->reactToTargetClick(card);
if (result)
stuffHappened = 1;
return result;
}
int ActionLayer::reactToTargetClick(ActionElement* ability, Targetable * card){
int result = ability->reactToTargetClick(card);
if (result) stuffHappened = 1;
return result;
}
bool ActionLayer::CheckUserInput(JButton key){
GameObserver * g = GameObserver::GetInstance();
if (g->waitForExtraPayment && key == JGE_BTN_SEC){
g->waitForExtraPayment = NULL;
return 1;
}
if (menuObject){
bool ActionLayer::CheckUserInput(JButton key)
{
GameObserver * g = GameObserver::GetInstance();
if (g->waitForExtraPayment && key == JGE_BTN_SEC)
{
g->waitForExtraPayment = NULL;
return 1;
}
if (menuObject)
{
return false;
}
for (int i = 0; i < mCount; i++)
{
if (mObjects[i] != NULL)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
if (currentAction->CheckUserInput(key))
return true;
}
}
return false;
}
for (int i=0;i<mCount;i++){
if (mObjects[i]!=NULL){
ActionElement * currentAction = (ActionElement *)mObjects[i];
if (currentAction->CheckUserInput(key)) return true;
}
}
return false;
}
void ActionLayer::Update(float dt){
stuffHappened = 0;
if (menuObject){
abilitiesMenu->Update(dt);
return;
}
modal = 0;
GameObserver* game = GameObserver::GetInstance();
for (int i=mCount -1 ;i>=0;i--){
if (mObjects[i]!= NULL){
ActionElement * currentAction = (ActionElement *)mObjects[i];
if (currentAction->testDestroy())
game->removeObserver(currentAction);
void ActionLayer::Update(float dt)
{
stuffHappened = 0;
if (menuObject)
{
abilitiesMenu->Update(dt);
return;
}
}
int newPhase = game->getCurrentGamePhase();
for (int i=0;i<mCount;i++){
if (mObjects[i]!=NULL){
ActionElement * currentAction = (ActionElement *)mObjects[i];
currentAction->newPhase = newPhase;
currentAction->Update(dt);
currentAction->currentPhase = newPhase;
modal = 0;
GameObserver* game = GameObserver::GetInstance();
for (int i = mCount - 1; i >= 0; i--)
{
if (mObjects[i] != NULL)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
if (currentAction->testDestroy())
game->removeObserver(currentAction);
}
}
int newPhase = game->getCurrentGamePhase();
for (int i = 0; i < mCount; i++)
{
if (mObjects[i] != NULL)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
currentAction->newPhase = newPhase;
currentAction->Update(dt);
currentAction->currentPhase = newPhase;
}
}
}
if (cantCancel){
if (cantCancel)
{
ActionElement * ae = isWaitingForAnswer();
if (ae && !ae->tc->validTargetsExist())
{
cantCancel = 0;
cancelCurrentAction();
}
}
}
void ActionLayer::Render()
{
if (menuObject)
{
abilitiesMenu->Render();
return;
}
for (int i = 0; i < mCount; i++)
{
if (mObjects[i] != NULL)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
currentAction->Render();
}
}
}
void ActionLayer::setCurrentWaitingAction(ActionElement * ae)
{
assert(!ae || !currentWaitingAction);//this assert causes crashes when may abilities overlap each other on ai. this conidiation is preexsiting.
currentWaitingAction = ae;
if (!ae)
cantCancel = 0;
}
TargetChooser * ActionLayer::getCurrentTargetChooser()
{
if (currentWaitingAction && currentWaitingAction->waitingForAnswer)
return currentWaitingAction->tc;
return NULL;
}
int ActionLayer::cancelCurrentAction()
{
ActionElement * ae = isWaitingForAnswer();
if (ae && !ae->tc->validTargetsExist()) {
cantCancel = 0;
cancelCurrentAction();
if (!ae)
return 0;
if (cantCancel && ae->tc->validTargetsExist())
return 0;
ae->waitingForAnswer = 0; //TODO MOVE THIS IN ActionElement
setCurrentWaitingAction(NULL);
return 1;
}
ActionElement * ActionLayer::isWaitingForAnswer()
{
if (currentWaitingAction && currentWaitingAction->waitingForAnswer)
return currentWaitingAction;
return NULL;
}
int ActionLayer::stillInUse(MTGCardInstance * card)
{
for (int i = 0; i < mCount; i++)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
if (currentAction->stillInUse(card))
return 1;
}
}
return 0;
}
void ActionLayer::Render (){
if (menuObject){
abilitiesMenu->Render();
return;
}
for (int i=0;i<mCount;i++){
if (mObjects[i]!=NULL){
ActionElement * currentAction = (ActionElement *)mObjects[i];
currentAction->Render();
int ActionLayer::receiveEventPlus(WEvent * event)
{
int result = 0;
for (int i = 0; i < mCount; i++)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
result += currentAction->receiveEvent(event);
}
}
return 0;
}
int ActionLayer::isReactingToTargetClick(Targetable * card)
{
int result = 0;
void ActionLayer::setCurrentWaitingAction(ActionElement * ae){
assert(!ae || !currentWaitingAction);//this assert causes crashes when may abilities overlap each other on ai. this conidiation is preexsiting.
currentWaitingAction = ae;
if (!ae) cantCancel = 0;
if (isWaitingForAnswer())
return -1;
for (int i = 0; i < mCount; i++)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
result += currentAction->isReactingToTargetClick(card);
}
return result;
}
TargetChooser * ActionLayer::getCurrentTargetChooser(){
if (currentWaitingAction && currentWaitingAction->waitingForAnswer)
return currentWaitingAction->tc;
return NULL;
}
int ActionLayer::reactToTargetClick(Targetable * card)
{
int result = 0;
int ActionLayer::cancelCurrentAction(){
ActionElement * ae = isWaitingForAnswer();
if (!ae) return 0;
if (cantCancel && ae->tc->validTargetsExist()) return 0;
ae->waitingForAnswer = 0; //TODO MOVE THIS IN ActionElement
setCurrentWaitingAction(NULL);
return 1;
}
ActionElement * ae = isWaitingForAnswer();
if (ae)
return reactToTargetClick(ae, card);
ActionElement * ActionLayer::isWaitingForAnswer(){
if (currentWaitingAction && currentWaitingAction->waitingForAnswer)
return currentWaitingAction;
return NULL;
}
int ActionLayer::stillInUse(MTGCardInstance * card){
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
if(currentAction->stillInUse(card)) return 1;
}
return 0;
}
int ActionLayer::receiveEventPlus(WEvent * event){
int result = 0;
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += currentAction->receiveEvent(event);
}
return 0;
}
int ActionLayer::isReactingToTargetClick(Targetable * card){
int result = 0;
if (isWaitingForAnswer()) return -1;
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += currentAction->isReactingToTargetClick(card);
}
return result;
}
int ActionLayer::reactToTargetClick(Targetable * card){
int result = 0;
ActionElement * ae = isWaitingForAnswer();
if (ae) return reactToTargetClick(ae,card);
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += currentAction->reactToTargetClick(card);
}
return result;
for (int i = 0; i < mCount; i++)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
result += currentAction->reactToTargetClick(card);
}
return result;
}
//TODO Simplify with only object !!!
int ActionLayer::isReactingToClick(MTGCardInstance * card){
int result = 0;
int ActionLayer::isReactingToClick(MTGCardInstance * card)
{
int result = 0;
if (isWaitingForAnswer()) return -1;
if (isWaitingForAnswer())
return -1;
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += currentAction->isReactingToClick(card);
}
return result;
}
int ActionLayer::reactToClick(MTGCardInstance * card){
int result = 0;
ActionElement * ae = isWaitingForAnswer();
if (ae) return reactToClick(ae,card);
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += reactToClick(currentAction,card);
if (result) return result;
}
return result;
}
void ActionLayer::setMenuObject(Targetable * object, bool must){
if (!object){
DebugTrace("FATAL: ActionLayer::setMenuObject");
return;
}
menuObject = object;
SAFE_DELETE(abilitiesMenu);
abilitiesMenu = NEW SimpleMenu(10, this, Fonts::MAIN_FONT, 100, 100,object->getDisplayName().c_str());
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
if (currentAction->isReactingToTargetClick(object)){
abilitiesMenu->Add(i,currentAction->getMenuText());
for (int i = 0; i < mCount; i++)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
result += currentAction->isReactingToClick(card);
}
}
if (!must) abilitiesMenu->Add(kCancelMenuID, "Cancel");
else cantCancel = 1;
modal = 1;
return result;
}
void ActionLayer::doReactTo(int menuIndex){
int ActionLayer::reactToClick(MTGCardInstance * card)
{
int result = 0;
if (menuObject){
int controlid = abilitiesMenu->mObjects[menuIndex]->GetId();
DebugTrace("ActionLayer::doReactTo " << controlid);
ButtonPressed(0,controlid);
}
ActionElement * ae = isWaitingForAnswer();
if (ae)
return reactToClick(ae, card);
for (int i = 0; i < mCount; i++)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
result += reactToClick(currentAction, card);
if (result)
return result;
}
return result;
}
void ActionLayer::ButtonPressed(int controllerid, int controlid){
if (controlid != -1){
ActionElement * currentAction = (ActionElement *)mObjects[controlid];
currentAction->reactToTargetClick(menuObject);
}else{
GameObserver::GetInstance()->mLayers->stackLayer()->endOfInterruption();
}
menuObject = 0;
void ActionLayer::setMenuObject(Targetable * object, bool must)
{
if (!object)
{
DebugTrace("FATAL: ActionLayer::setMenuObject");
return;
}
menuObject = object;
SAFE_DELETE(abilitiesMenu);
abilitiesMenu = NEW SimpleMenu(10, this, Fonts::MAIN_FONT, 100, 100, object->getDisplayName().c_str());
for (int i = 0; i < mCount; i++)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
if (currentAction->isReactingToTargetClick(object))
{
abilitiesMenu->Add(i, currentAction->getMenuText());
}
}
if (!must)
abilitiesMenu->Add(kCancelMenuID, "Cancel");
else
cantCancel = 1;
modal = 1;
}
void ActionLayer::doReactTo(int menuIndex)
{
if (menuObject)
{
int controlid = abilitiesMenu->mObjects[menuIndex]->GetId();
DebugTrace("ActionLayer::doReactTo " << controlid);
ButtonPressed(0, controlid);
}
}
void ActionLayer::ButtonPressed(int controllerid, int controlid)
{
if (controlid != -1)
{
ActionElement * currentAction = (ActionElement *) mObjects[controlid];
currentAction->reactToTargetClick(menuObject);
}
else
{
GameObserver::GetInstance()->mLayers->stackLayer()->endOfInterruption();
}
menuObject = 0;
}
ActionLayer::ActionLayer(){
menuObject = NULL;
abilitiesMenu = NULL;
stuffHappened = 0;
currentWaitingAction = NULL;
cantCancel = 0;
ActionLayer::ActionLayer()
{
menuObject = NULL;
abilitiesMenu = NULL;
stuffHappened = 0;
currentWaitingAction = NULL;
cantCancel = 0;
}
ActionLayer::~ActionLayer(){
for (int i=mCount-1;i>=0;i--){
moveToGarbage((ActionElement *)mObjects[i]);
}
SAFE_DELETE(abilitiesMenu);
cleanGarbage();
ActionLayer::~ActionLayer()
{
for (int i = mCount - 1; i >= 0; i--)
{
moveToGarbage((ActionElement *) mObjects[i]);
}
SAFE_DELETE(abilitiesMenu);
cleanGarbage();
}