- display the thumbnail as a "shadow" over the text version of the card if the big picture is not available
- fixed a bug with circles of protection, although graphically it is difficult to understand what's going on when using those cards
- fixed a bug with a card in Ice age
This commit is contained in:
wagic.the.homebrew
2008-12-06 12:41:23 +00:00
parent 2aefd38581
commit b89c4522de
11 changed files with 209 additions and 75 deletions

View File

@@ -397,14 +397,18 @@ void ActionStack::repackDamageStacks(){
if (action->type == ACTION_DAMAGE){
Damage * damage = (Damage *) action;
for (int j = 0; j < mCount; j++){
Interruptible * action2 = ((Interruptible *)mObjects[j]);
if (action->type == ACTION_DAMAGES){
DamageStack * ds = (DamageStack *) action2;
for (int k = 0; k< ds->mCount; k++){
Damage * dsdamage = ((Damage *)ds->mObjects[k]);
if (dsdamage==damage) Remove(damage);
}
}
Interruptible * action2 = ((Interruptible *)mObjects[j]);
if (action2->type == ACTION_DAMAGES){
DamageStack * ds = (DamageStack *) action2;
for (int k = 0; k< ds->mCount; k++){
Damage * dsdamage = ((Damage *)ds->mObjects[k]);
if (dsdamage==damage){
//Remove(damage);
mObjects[i] = mObjects[mCount-1];
mCount--;
}
}
}
}
}
}
@@ -510,62 +514,62 @@ bool ActionStack::CheckUserInput(u32 key){
if (mode == ACTIONSTACK_STANDARD){
if (askIfWishesToInterrupt){
if (PSP_CTRL_CROSS == key){
setIsInterrupting(askIfWishesToInterrupt);
return true;
setIsInterrupting(askIfWishesToInterrupt);
return true;
}else if ((PSP_CTRL_CIRCLE == key) || (PSP_CTRL_RTRIGGER == key) ){
cancelInterruptOffer();
return true;
cancelInterruptOffer();
return true;
}else if ((PSP_CTRL_SQUARE == key)){
cancelInterruptOffer(2);
return true;
cancelInterruptOffer(2);
return true;
}
return true;
}else if (game->isInterrupting){
if (PSP_CTRL_CROSS == key){
endOfInterruption();
return true;
endOfInterruption();
return true;
}
}
}else if (mode == ACTIONSTACK_TARGET){
if (modal){
if (PSP_CTRL_UP == key){
if( mObjects[mCurr]){
int n = getPreviousIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1);
if (n != -1 && n != mCurr && mObjects[mCurr]->Leaving(PSP_CTRL_UP))
{
mCurr = n;
mObjects[mCurr]->Entering();
if( mObjects[mCurr]){
int n = getPreviousIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1);
if (n != -1 && n != mCurr && mObjects[mCurr]->Leaving(PSP_CTRL_UP)){
mCurr = n;
mObjects[mCurr]->Entering();
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "Stack UP TO mCurr = %i\n", mCurr);
OutputDebugString(buf);
char buf[4096];
sprintf(buf, "Stack UP TO mCurr = %i\n", mCurr);
OutputDebugString(buf);
#endif
}
}
return true;
}
}
return true;
}else if (PSP_CTRL_DOWN == key){
if( mObjects[mCurr]){
int n = getNextIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1);
if (n!= -1 && n != mCurr && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN))
{
mCurr = n;
mObjects[mCurr]->Entering();
if( mObjects[mCurr]){
int n = getNextIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1);
if (n!= -1 && n != mCurr && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN)){
mCurr = n;
mObjects[mCurr]->Entering();
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "Stack DOWN TO mCurr = %i\n", mCurr);
OutputDebugString(buf);
char buf[4096];
sprintf(buf, "Stack DOWN TO mCurr = %i\n", mCurr);
OutputDebugString(buf);
#endif
}
}
return true;
}
}
return true;
}else if (PSP_CTRL_CIRCLE == key){
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "Stack CLIKED mCurr = %i\n", mCurr);
OutputDebugString(buf);
char buf[4096];
sprintf(buf, "Stack CLIKED mCurr = %i\n", mCurr);
OutputDebugString(buf);
#endif
game->stackObjectClicked(((Interruptible *) mObjects[mCurr]));
return true;
game->stackObjectClicked(((Interruptible *) mObjects[mCurr]));
return true;
}
return true; //Steal the input to other layers if we're visible
}
if (PSP_CTRL_TRIANGLE == key){
if (modal) {modal = 0;} else {modal = 1;}
@@ -703,3 +707,65 @@ void ActionStack::Render(){
}
}
}
#if defined (WIN32) || defined (LINUX)
void Interruptible::Dump(){
string stype, sstate, sdisplay = "";
switch (type){
case ACTION_SPELL:
stype = "spell";
break;
case ACTION_DAMAGE:
stype = "damage";
break;
case ACTION_DAMAGES:
stype = "damages";
break;
case ACTION_NEXTGAMEPHASE:
stype = "next phase";
break;
case ACTION_DRAW:
stype = "draw";
break;
case ACTION_PUTINGRAVEYARD:
stype = "put in graveyard";
break;
case ACTION_ABILITY:
stype = "ability";
break;
default:
stype = "unknown";
break;
}
switch(state){
case NOT_RESOLVED:
sstate = "not resolved";
break;
case RESOLVED_OK:
sstate = "resolved";
break;
case RESOLVED_NOK:
sstate = "fizzled";
break;
default:
sstate = "unknown";
break;
}
char buf[4096];
sprintf(buf, " type %s(%i) - state %s(%i) - display %i\n", stype.c_str(), type, sstate.c_str(),state, display);
OutputDebugString(buf);
}
void ActionStack::Dump(){
OutputDebugString("=====\nDumping Action Stack=====\n");
for (int i=0;i<mCount ;i++){
Interruptible * current = (Interruptible *)mObjects[i];
current->Dump();
}
}
#endif