/* The Action Stack contains all information for Game Events that can be interrupted (Interruptible) */ #include "PrecompiledHeader.h" #include "ActionStack.h" #include "CardGui.h" #include "CardSelectorSingleton.h" #include "Damage.h" #include "GameObserver.h" #include "GameOptions.h" #include "ManaCost.h" #include "MTGAbility.h" #include "TargetChooser.h" #include "Translate.h" #include "WResourceManager.h" #include /* NextGamePhase requested by user */ int NextGamePhase::resolve() { GameObserver::GetInstance()->nextGamePhase(); return 1; } const string NextGamePhase::getDisplayName() const { std::ostringstream stream; stream << "NextGamePhase. (Current phase is: " << PhaseRing::phaseName(GameObserver::GetInstance()->getCurrentGamePhase()) << ")"; return stream.str(); } void NextGamePhase::Render() { GameObserver * g = GameObserver::GetInstance(); int nextPhase = (g->getCurrentGamePhase() + 1) % Constants::MTG_PHASE_CLEANUP; WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT); mFont->SetBase(0); mFont->SetScale(DEFAULT_MAIN_FONT_SCALE); char buffer[200]; int playerId = 1; if (g->currentActionPlayer == GameObserver::GetInstance()->players[1]) playerId = 2; sprintf(buffer, "%s %i : -> %s", _("Player").c_str(), playerId, _(PhaseRing::phaseName(nextPhase)).c_str()); mFont->DrawString(buffer, x + 30, y, JGETEXT_LEFT); } NextGamePhase::NextGamePhase(int id) : Interruptible(id) { mHeight = 40; type = ACTION_NEXTGAMEPHASE; } ostream& NextGamePhase::toString(ostream& out) const { out << "NextGamePhase ::: "; return out; } const string Interruptible::getDisplayName() const { return typeid(*this).name(); } void Interruptible::Render(MTGCardInstance * source, JQuad * targetQuad, string alt1, string alt2, string action, bool bigQuad) { WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT); mFont->SetColor(ARGB(255,255,255,255)); mFont->SetScale(DEFAULT_MAIN_FONT_SCALE); mFont->DrawString(_(action).c_str(), x + 30, y, JGETEXT_LEFT); JRenderer * renderer = JRenderer::GetInstance(); JQuad * quad = WResourceManager::Instance()->RetrieveCard(source, CACHE_THUMB); if (!quad) quad = CardGui::AlternateThumbQuad(source); if (quad) { quad->SetColor(ARGB(255,255,255,255)); float scale = mHeight / quad->mHeight; renderer->RenderQuad(quad, x + 10 * scale, y + 15 * scale, 0, scale, scale); } else if (alt1.size()) { mFont->DrawString(_(alt1).c_str(), x, y - 15); } if (bigQuad) { Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220); CardGui::DrawCard(source, pos, CardSelectorSingleton::Instance()->GetDrawMode()); } if (targetQuad) { float backupX = targetQuad->mHotSpotX; float backupY = targetQuad->mHotSpotY; targetQuad->SetColor(ARGB(255,255,255,255)); targetQuad->SetHotSpot(targetQuad->mWidth / 2, targetQuad->mHeight / 2); float scale = mHeight / targetQuad->mHeight; renderer->RenderQuad(targetQuad, x + 150, y + 15 * scale, 0, scale, scale); targetQuad->SetHotSpot(backupX, backupY); } else if (alt2.size()) { mFont->DrawString(_(alt2).c_str(), x + 120, y); } } /* Ability */ int StackAbility::resolve() { return (ability->resolve()); } void StackAbility::Render() { string action = ability->getMenuText(); MTGCardInstance * source = ability->source; string alt1 = source->getName(); Targetable * _target = ability->target; if (ability->tc) { Targetable * t = ability->tc->getNextTarget(); if (t) _target = t; } Damageable * target = NULL; if (_target != ability->source && (_target->typeAsTarget() == TARGET_CARD || _target->typeAsTarget() == TARGET_PLAYER)) { target = (Damageable *) _target; } JQuad * quad = NULL; string alt2 = ""; if (target) { quad = target->getIcon(); if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE) { alt2 = ((MTGCardInstance *) target)->name; } } Interruptible::Render(source, quad, alt1, alt2, action); } StackAbility::StackAbility(int id, MTGAbility * _ability) : Interruptible(id), ability(_ability) { type = ACTION_ABILITY; } ostream& StackAbility::toString(ostream& out) const { out << "StackAbility ::: ability : " << ability; return out; } const string StackAbility::getDisplayName() const { std::ostringstream stream; stream << "StackAbility. (Source: " << ability->source->getDisplayName() << ")"; return stream.str(); } /* Spell Cast */ Spell::Spell(MTGCardInstance * _source) : Interruptible(0) { source = _source; mHeight = 40; type = ACTION_SPELL; cost = NEW ManaCost(); tc = NULL; from = _source->getCurrentZone(); } Spell::Spell(int id, MTGCardInstance * _source, TargetChooser * tc, ManaCost * _cost, int payResult) : Interruptible(id), tc(tc), cost(_cost), payResult(payResult) { source = _source; mHeight = 40; type = ACTION_SPELL; from = _source->getCurrentZone(); } int Spell::computeX(MTGCardInstance * card) { ManaCost * c = cost->Diff(card->getManaCost()); int x = c->getCost(Constants::MTG_NB_COLORS); delete c; return x; } int Spell::computeXX(MTGCardInstance * card) { ManaCost * c = cost->Diff(card->getManaCost()); int xx = c->getCost(Constants::MTG_NB_COLORS) / 2; delete c; return xx; } bool Spell::FullfilledAlternateCost(const int &costType) { bool hasFullfilledAlternateCost = false; switch (costType) { case ManaCost::MANA_PAID_WITH_KICKER: hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_KICKER); break; case ManaCost::MANA_PAID_WITH_ALTERNATIVE: hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_ALTERNATIVE); break; case ManaCost::MANA_PAID_WITH_BUYBACK: hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_BUYBACK); break; case ManaCost::MANA_PAID_WITH_FLASHBACK: hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_FLASHBACK); break; case ManaCost::MANA_PAID_WITH_RETRACE: hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_RETRACE); break; } return hasFullfilledAlternateCost; } const string Spell::getDisplayName() const { return source->getName(); } Spell::~Spell() { SAFE_DELETE(cost); SAFE_DELETE(tc); } int Spell::resolve() { GameObserver * game = GameObserver::GetInstance(); if (!source->hasType("instant") && !source->hasType("sorcery")) { Player * p = source->controller(); source = p->game->putInZone(source, from, p->game->battlefield); from = p->game->battlefield; } //Play SFX if (options[Options::SFXVOLUME].number > 0) { JSample * sample = source->getSample(); if (sample) { JSoundSystem::GetInstance()->PlaySample(sample); } } AbilityFactory af; af.addAbilities(game->mLayers->actionLayer()->getMaxId(), this); return 1; } MTGCardInstance * Spell::getNextCardTarget(MTGCardInstance * previous) { if (!tc) return NULL; return tc->getNextCardTarget(previous); } Player * Spell::getNextPlayerTarget(Player * previous) { if (!tc) return NULL; return tc->getNextPlayerTarget(previous); } Damageable * Spell::getNextDamageableTarget(Damageable * previous) { if (!tc) return NULL; return tc->getNextDamageableTarget(previous); } Interruptible * Spell::getNextInterruptible(Interruptible * previous, int type) { if (!tc) return NULL; return tc->getNextInterruptible(previous, type); } Spell * Spell::getNextSpellTarget(Spell * previous) { if (!tc) return NULL; return tc->getNextSpellTarget(previous); } Damage * Spell::getNextDamageTarget(Damage * previous) { if (!tc) return NULL; return tc->getNextDamageTarget(previous); } Targetable * Spell::getNextTarget(Targetable * previous, int type) { if (!tc) return NULL; return tc->getNextTarget(previous, type); } int Spell::getNbTargets() { if (!tc) return 0; return tc->cursor; } void Spell::Render() { string action = source->getName(); string alt1 = ""; JQuad * quad = NULL; string alt2 = ""; Damageable * target = getNextDamageableTarget(); if (target) { quad = target->getIcon(); if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE) { alt2 = ((MTGCardInstance *) target)->name; } } Interruptible::Render(source, quad, alt1, alt2, action, true); } ostream& Spell::toString(ostream& out) const { out << "Spell ::: cost : " << cost; return out; } /* Put a card in graveyard */ PutInGraveyard::PutInGraveyard(int id, MTGCardInstance * _card) : Interruptible(id) { card = _card; removeFromGame = 0; type = ACTION_PUTINGRAVEYARD; } int PutInGraveyard::resolve() { GameObserver * g = GameObserver::GetInstance(); MTGGameZone * zone = card->getCurrentZone(); if (zone == g->players[0]->game->inPlay || zone == g->players[1]->game->inPlay) { card->owner->game->putInZone(card, zone, card->owner->game->graveyard); return 1; } return 0; } void PutInGraveyard::Render() { WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT); mFont->SetBase(0); mFont->SetScale(DEFAULT_MAIN_FONT_SCALE); if (!removeFromGame) { mFont->DrawString(_("goes to graveyard").c_str(), x + 30, y, JGETEXT_LEFT); } else { mFont->DrawString(_("is exiled").c_str(), x + 30, y, JGETEXT_LEFT); } JRenderer * renderer = JRenderer::GetInstance(); JQuad * quad = WResourceManager::Instance()->RetrieveCard(card, CACHE_THUMB); if (quad) { quad->SetColor(ARGB(255,255,255,255)); float scale = 30 / quad->mHeight; renderer->RenderQuad(quad, x, y, 0, scale, scale); } else { mFont->DrawString(_(card->name).c_str(), x, y - 15); } } ostream& PutInGraveyard::toString(ostream& out) const { out << "PutInGraveyard ::: removeFromGame : " << removeFromGame; return out; } /* Draw a Card */ DrawAction::DrawAction(int id, Player * _player, int _nbcards) : Interruptible(id), nbcards(_nbcards), player(_player) { } int DrawAction::resolve() { for (int i = 0; i < nbcards; i++) { player->game->drawFromLibrary(); } return 1; } void DrawAction::Render() { WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT); mFont->SetBase(0); mFont->SetScale(DEFAULT_MAIN_FONT_SCALE); char buffer[200]; int playerId = 1; if (player == GameObserver::GetInstance()->players[1]) playerId = 2; sprintf(buffer, _("Player %i draws %i card").c_str(), playerId, nbcards); mFont->DrawString(buffer, x + 20, y, JGETEXT_LEFT); } ostream& DrawAction::toString(ostream& out) const { out << "DrawAction ::: nbcards : " << nbcards << " ; player : " << player; return out; } /* The Action Stack itself */ int ActionStack::addPutInGraveyard(MTGCardInstance * card) { PutInGraveyard * death = NEW PutInGraveyard(mCount, card); addAction(death); return 1; } int ActionStack::addAbility(MTGAbility * ability) { StackAbility * stackAbility = NEW StackAbility(mCount, ability); int result = addAction(stackAbility); if (!game->players[0]->isAI() && ability->source->controller() == game->players[0] && 0 == options[Options::INTERRUPTMYABILITIES].number) interruptDecision[0] = DONT_INTERRUPT; return result; } int ActionStack::addDraw(Player * player, int nb_cards) { DrawAction * draw = NEW DrawAction(mCount, player, nb_cards); addAction(draw); GameObserver *g = GameObserver::GetInstance(); WEvent * e = NEW WEventcardDraw(player, nb_cards); g->receiveEvent(e); return 1; } int ActionStack::addDamage(MTGCardInstance * _source, Damageable * _target, int _damage) { Damage * damage = NEW Damage(_source, _target, _damage); addAction(damage); return 1; } int ActionStack::AddNextGamePhase() { if (getNext(NULL, NOT_RESOLVED)) return 0; NextGamePhase * next = NEW NextGamePhase(mCount); addAction(next); int playerId = 0; game->currentActionPlayer = game->GetInstance()->currentActionPlayer; if (game->currentActionPlayer == game->players[1]) { playerId = 1; } interruptDecision[playerId] = 1; return 1; } int ActionStack::AddNextCombatStep() { if (getNext(NULL, NOT_RESOLVED)) return 0; NextGamePhase * next = NEW NextGamePhase(mCount); addAction(next); return 1; } int ActionStack::setIsInterrupting(Player * player) { if (player == game->players[0]) { interruptDecision[0] = -1; } else { interruptDecision[1] = -1; } game->isInterrupting = player; askIfWishesToInterrupt = NULL; return 1; } int ActionStack::addAction(Interruptible * action) { for (int i = 0; i < 2; i++) { interruptDecision[i] = 0; } Add(action); DebugTrace("Action added to stack: " << action->getDisplayName()); return 1; } Spell * ActionStack::addSpell(MTGCardInstance * _source, TargetChooser * tc, ManaCost * mana, int payResult, int storm) { DebugTrace("ACTIONSTACK Add spell"); if (storm > 0) { mana = NULL; } if (mana < 0) { mana = 0; } Spell * spell = NEW Spell(mCount, _source, tc, mana, payResult); addAction(spell); if (!game->players[0]->isAI() && _source->controller() == game->players[0] && 0 == options[Options::INTERRUPTMYSPELLS].number) interruptDecision[0] = DONT_INTERRUPT; return spell; } Interruptible * ActionStack::getAt(int id) { if (id < 0) id = mCount + id; if (id > mCount - 1) return NULL; return (Interruptible *) mObjects[id]; } ActionStack::ActionStack(GameObserver* game) : game(game) { for (int i = 0; i < 2; i++) interruptDecision[i] = 0; askIfWishesToInterrupt = NULL; timer = -1; currentState = -1; mode = ACTIONSTACK_STANDARD; checked = 0; } int ActionStack::has(MTGAbility * ability) { for (int i = 0; i < mCount; i++) { if (((Interruptible *) mObjects[i])->type == ACTION_ABILITY) { StackAbility * action = ((StackAbility *) mObjects[i]); if (action->state == NOT_RESOLVED && action->ability == ability) return 1; } } return 0; } int ActionStack::has(Interruptible * action) { for (int i = 0; i < mCount; i++) { if (mObjects[i] == action) return 1; } return 0; } int ActionStack::resolve() { Interruptible * action = getLatest(NOT_RESOLVED); if (!action) return 0; DebugTrace("Resolving Action on stack: " << action->getDisplayName()); if (action->resolve()) { action->state = RESOLVED_OK; } else { action->state = RESOLVED_NOK; } if (action->type == ACTION_DAMAGE) ((Damage *) action)->target->afterDamage(); if (!getNext(NULL, NOT_RESOLVED)) { for (int i = 0; i < 2; i++) { interruptDecision[i] = 0; } } else { for (int i = 0; i < 2; i++) { if (interruptDecision[i] != 2) interruptDecision[i] = 0; } } return 1; } Interruptible * ActionStack::getPrevious(Interruptible * next, int type, int state, int display) { int n = getPreviousIndex(next, type, state, display); if (n == -1) return NULL; return ((Interruptible *) mObjects[n]); } int ActionStack::getPreviousIndex(Interruptible * next, int type, int state, int display) { int found = 0; if (!next) found = 1; for (int i = mCount - 1; i >= 0; i--) { Interruptible * current = (Interruptible *) mObjects[i]; if (found && (type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1 || current->display == display)) { return i; } if (current == next) found = 1; } if (!found) return getPreviousIndex(NULL, type, state, display); return -1; } int ActionStack::count(int type, int state, int display) { int result = 0; for (int i = 0; i < mCount; i++) { Interruptible * current = (Interruptible *) mObjects[i]; if ((type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1 || current->display == display)) { result++; } } return result; } Interruptible * ActionStack::getNext(Interruptible * previous, int type, int state, int display) { int n = getNextIndex(previous, type, state, display); if (n == -1) return NULL; return ((Interruptible *) mObjects[n]); } int ActionStack::getNextIndex(Interruptible * previous, int type, int state, int display) { int found = 0; if (!previous) found = 1; for (int i = 0; i < mCount; i++) { Interruptible * current = (Interruptible *) mObjects[i]; if (found && (type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1 || current->display == display)) { return i; } if (current == previous) found = 1; } if (!found) return getNextIndex(NULL, type, state, display); return -1; } Interruptible * ActionStack::getLatest(int state) { for (int i = mCount - 1; i >= 0; i--) { Interruptible * action = ((Interruptible *) mObjects[i]); if (action->state == state) return action; } return NULL; } int ActionStack::receiveEventPlus(WEvent * event) { int result = 0; for (int i = 0; i < mCount; ++i) { Interruptible * current = (Interruptible *) mObjects[i]; result += current->receiveEvent(event); } return result; } void ActionStack::Update(float dt) { askIfWishesToInterrupt = NULL; //modal = 0; GameObserver * game = GameObserver::GetInstance(); TargetChooser * tc = game->getCurrentTargetChooser(); int newState = game->getCurrentGamePhase(); currentState = newState; if (!tc) checked = 0; //Select Stack's display mode if (mode == ACTIONSTACK_STANDARD && tc && !checked) { checked = 1; for (int i = 0; i < mCount; i++) { Interruptible * current = (Interruptible *) mObjects[i]; if (tc->canTarget(current)) { if (mCurr < (int) mObjects.size() && mObjects[mCurr]) mObjects[mCurr]->Leaving(JGE_BTN_UP); current->display = 1; mCurr = i; mObjects[mCurr]->Entering(); mode = ACTIONSTACK_TARGET; modal = 1; } else { current->display = 0; } } if (mode != ACTIONSTACK_TARGET) { } } else if (mode == ACTIONSTACK_TARGET && !tc) { mode = ACTIONSTACK_STANDARD; checked = 0; } if (mode == ACTIONSTACK_STANDARD) { modal = 0; if (getLatest(NOT_RESOLVED)) { int currentPlayerId = 0; int otherPlayerId = 1; if (game->currentlyActing() != game->players[0]) { currentPlayerId = 1; otherPlayerId = 0; } if (interruptDecision[currentPlayerId] == NOT_DECIDED) { askIfWishesToInterrupt = game->players[currentPlayerId]; game->isInterrupting = game->players[currentPlayerId]; modal = 1; } else if (interruptDecision[currentPlayerId] == INTERRUPT) { game->isInterrupting = game->players[currentPlayerId]; } else { if (interruptDecision[otherPlayerId] == NOT_DECIDED) { askIfWishesToInterrupt = game->players[otherPlayerId]; game->isInterrupting = game->players[otherPlayerId]; modal = 1; } else if (interruptDecision[otherPlayerId] == INTERRUPT) { game->isInterrupting = game->players[otherPlayerId]; } else { resolve(); } } } } else if (mode == ACTIONSTACK_TARGET) { GuiLayer::Update(dt); } if (askIfWishesToInterrupt) { // WALDORF - added code to use a game option setting to determine how // long the Interrupt timer should be. If it is set to zero (0), the // game will wait for ever for the user to make a selection. if (options[Options::INTERRUPT_SECONDS].number > 0) { if (timer < 0) timer = options[Options::INTERRUPT_SECONDS].number; timer -= dt; if (timer < 0) cancelInterruptOffer(); } } } void ActionStack::cancelInterruptOffer(int cancelMode) { if (game->isInterrupting == game->players[0]) { interruptDecision[0] = cancelMode; } else { interruptDecision[1] = cancelMode; } askIfWishesToInterrupt = NULL; game->isInterrupting = NULL; timer = -1; } void ActionStack::endOfInterruption() { if (game->isInterrupting == game->players[0]) { interruptDecision[0] = 0; } else { interruptDecision[1] = 0; } game->isInterrupting = NULL; } bool ActionStack::CheckUserInput(JButton key) { JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV); if (mode == ACTIONSTACK_STANDARD) { if (askIfWishesToInterrupt) { if (JGE_BTN_SEC == key) { setIsInterrupting(askIfWishesToInterrupt); return true; } else if ((JGE_BTN_OK == key) || (trigger == key)) { cancelInterruptOffer(); return true; } else if ((JGE_BTN_PRI == key)) { cancelInterruptOffer(2); return true; } return true; } else if (game->isInterrupting) { if (JGE_BTN_SEC == key) { endOfInterruption(); return true; } } } else if (mode == ACTIONSTACK_TARGET) { if (modal) { if (JGE_BTN_UP == key) { if (mObjects[mCurr]) { int n = getPreviousIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1); if (n != -1 && n != mCurr && mObjects[mCurr]->Leaving(JGE_BTN_UP)) { mCurr = n; mObjects[mCurr]->Entering(); DebugTrace ("ACTIONSTACK UP TO mCurr = " << mCurr); } } return true; } else if (JGE_BTN_DOWN == key) { if( mObjects[mCurr]) { int n = getNextIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1); if (n!= -1 && n != mCurr && mObjects[mCurr]->Leaving(JGE_BTN_DOWN)) { mCurr = n; mObjects[mCurr]->Entering(); DebugTrace("ACTIONSTACK DOWN TO mCurr " << mCurr); } } return true; } else if (JGE_BTN_OK == key) { DebugTrace("ACTIONSTACK CLICKED mCurr = " << mCurr); game->stackObjectClicked(((Interruptible *) mObjects[mCurr])); return true; } return true; //Steal the input to other layers if we're visible } if (JGE_BTN_CANCEL == key) { if (modal) modal = 0; else modal = 1; return true; } } return false; } //Cleans history of last turn int ActionStack::garbageCollect() { std::vector::iterator iter = mObjects.begin(); while (iter != mObjects.end()) { Interruptible * current = ((Interruptible *) *iter); if (current->state != NOT_RESOLVED) { iter = mObjects.erase(iter); mCount--; SAFE_DELETE(current); } else ++iter; } return 1; } void ActionStack::Fizzle(Interruptible * action) { if (!action) { DebugTrace("ACTIONSTACK ==ERROR==: action is NULL in ActionStack::Fizzle"); return; } if (action->type == ACTION_SPELL) { Spell * spell = (Spell *) action; spell->source->controller()->game->putInGraveyard(spell->source); } action->state = RESOLVED_NOK; } void ActionStack::Render() { float x0 = 250; float y0 = 30; float width = 200; float height = 90; float currenty = y0 + 5; if (mode == ACTIONSTACK_STANDARD) { if (!askIfWishesToInterrupt || !askIfWishesToInterrupt->displayStack()) return; for (int i = 0; i < mCount; i++) { Interruptible * current = (Interruptible *) mObjects[i]; if (current->state == NOT_RESOLVED) height += current->mHeight; } WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT); mFont->SetBase(0); mFont->SetScale(DEFAULT_MAIN_FONT_SCALE); mFont->SetColor(ARGB(255,255,255,255)); JRenderer * renderer = JRenderer::GetInstance(); //JQuad * back = WResourceManager::Instance()->GetQuad("interrupt"); //float xScale = width / back->mWidth; //float yScale = height / back->mHeight; renderer->FillRoundRect(x0 + 16, y0 + 16, width + 2, height + 2, 10, ARGB(128,0,0,0)); renderer->FillRoundRect(x0 - 5, y0 - 5, width + 2, height + 2, 10, ARGB(200,0,0,0)); //renderer->RenderQuad(back,x0,y0,0,xScale, yScale); renderer->DrawRoundRect(x0 - 5, y0 - 5, width + 2, height + 2, 10, ARGB(255,255,255,255)); for (int i = 0; i < mCount; i++) { Interruptible * current = (Interruptible *) mObjects[i]; if (current && current->state == NOT_RESOLVED) { current->x = x0 + 5; if (i != mCount - 1) { current->y = currenty; currenty += current->mHeight; } else { current->y = currenty + 40; currenty += current->mHeight + 40; } current->Render(); } } char buffer[200]; // WALDORF - changed "interrupt ?" to "Interrupt?". Don't display count down // seconds if the user disables auto progressing interrupts by setting the seconds // value to zero in Options. if (options[Options::INTERRUPT_SECONDS].number == 0) sprintf(buffer, "%s", _("Interrupt?").c_str()); else sprintf(buffer, "%s %i", _("Interrupt?").c_str(), static_cast (timer)); //WALDORF - removed all the unnecessary math. just display the prompt at the // top of the box. mFont->DrawString(buffer, x0 + 5, y0); if (mCount > 1) sprintf(buffer, "%s", _("X Interrupt - 0 No - [] No to All").c_str()); else sprintf(buffer, "%s", _("X Interrupt - 0 No").c_str()); // WALDORF - puts the button legend right under the prompt. the stack // will be displayed below it now. no more need to do wierd currY math. mFont->DrawString(buffer, x0 + 5, y0 + 14); } else if (mode == ACTIONSTACK_TARGET && modal) { for (int i = 0; i < mCount; i++) { Interruptible * current = (Interruptible *) mObjects[i]; if (current->display) height += current->mHeight; } WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT); mFont->SetScale(DEFAULT_MAIN_FONT_SCALE); mFont->SetColor(ARGB(255,255,255,255)); JRenderer * renderer = JRenderer::GetInstance(); renderer->FillRect(x0, y0, width, height, ARGB(200,0,0,0)); renderer->DrawRect(x0 - 1, y0 - 1, width + 2, height + 2, ARGB(255,255,255,255)); for (int i = 0; i < mCount; i++) { Interruptible * current = (Interruptible *) mObjects[i]; if (mObjects[i] != NULL && current->display) { ((Interruptible *) mObjects[i])->x = x0 + 5; if (i != mCount - 1) { ((Interruptible *) mObjects[i])->y = currenty; currenty += ((Interruptible *) mObjects[i])->mHeight; } else { ((Interruptible *) mObjects[i])->y = currenty + 40; currenty += ((Interruptible *) mObjects[i])->mHeight + 40; } mObjects[i]->Render(); } } } } #if defined (WIN32) || defined (LINUX) || defined (IOS) 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; } DebugTrace("type: " << stype << " " << type << " - state: " << sstate << " " << state << " - display: " << display); } void ActionStack::Dump() { DebugTrace("=====\nDumping Action Stack====="); for (int i=0;iDump(); } } #endif