Files
wagic/projects/mtg/src/DuelLayers.cpp
Xawotihs@gmail.com f45c8e1d41 Just won my first Wagic network game :)
In details:
- I removed my player swap idea, it caused tons of issues with randoms
- instead I simply keep both peer on the exact same game and added one single parameter allowing to configure the view on the game. So, each peer is rendering the same game (gameObserver class) from a different player point of view (DuelLayers and related classes).
- a lot of gui stuff are missing to prevent user forbidden interactions but it works fine on Windows
2013-01-26 16:42:16 +00:00

226 lines
5.7 KiB
C++

#include "PrecompiledHeader.h"
#include "MTGRules.h"
#include "CardSelector.h"
#include "GuiCombat.h"
#include "GuiBackground.h"
#include "GuiFrame.h"
#include "GuiPhaseBar.h"
#include "GuiAvatars.h"
#include "GuiHand.h"
#include "GuiPlay.h"
#include "GuiMana.h"
#include "Trash.h"
#include "DuelLayers.h"
void DuelLayers::CheckUserInput(int isAI)
{
JButton key;
int x, y;
JGE* jge = observer->getInput();
if(!jge) return;
while ((key = jge->ReadButton()) || jge->GetLeftClickCoordinates(x, y))
{
if ((!isAI) && ((0 != key) || jge->GetLeftClickCoordinates(x, y)))
{
if (stack->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
if (combat->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
if (avatars->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break; //avatars need to check their input before action (CTRL_CROSS)
}
if (action->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
if (hand->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
if (mCardSelector->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
}
jge->LeftClickedProcessed();
}
}
void DuelLayers::Update(float dt, Player * currentPlayer)
{
for (int i = 0; i < nbitems; ++i)
objects[i]->Update(dt);
int isAI = currentPlayer->isAI();
if (isAI && !currentPlayer->getObserver()->isLoading())
currentPlayer->Act(dt);
CheckUserInput(isAI);
}
ActionStack * DuelLayers::stackLayer()
{
return stack;
}
GuiCombat * DuelLayers::combatLayer()
{
return combat;
}
ActionLayer * DuelLayers::actionLayer()
{
return action;
}
GuiAvatars * DuelLayers::GetAvatars()
{
return avatars;
}
DuelLayers::DuelLayers(GameObserver* go, int playerViewIndex) :
nbitems(0), mPlayerViewIndex(playerViewIndex)
{
observer = go;
observer->mLayers = this;
mCardSelector = NEW CardSelector(go, this);
//1 Action Layer
action = NEW ActionLayer(go);
action->Add(phaseHandler = NEW MTGGamePhase(go, action->getMaxId())); //Phases handler
action->Add(NEW OtherAbilitiesEventReceiver(go, -1)); //autohand, etc... handler
//Other display elements
action->Add(NEW HUDDisplay(go, -1));
Add(NEW GuiMana(20, 20, getRenderedPlayerOpponent()));
Add(NEW GuiMana(440, 20, getRenderedPlayer()));
Add(stack = NEW ActionStack(go));
Add(combat = NEW GuiCombat(go));
Add(action);
Add(mCardSelector);
Add(hand = NEW GuiHandSelf(go, getRenderedPlayer()->game->hand));
Add(avatars = NEW GuiAvatars(this));
Add(NEW GuiHandOpponent(go, getRenderedPlayerOpponent()->game->hand));
Add(NEW GuiPlay(this));
Add(NEW GuiPhaseBar(this));
Add(NEW GuiFrame(go));
Add(NEW GuiBackground(go));
}
DuelLayers::~DuelLayers()
{
int _nbitems = nbitems;
nbitems = 0;
for (int i = 0; i < _nbitems; ++i)
{
if (objects[i] != mCardSelector)
{
SAFE_DELETE(objects[i]);
objects[i] = NULL;
}
}
for (size_t i = 0; i < waiters.size(); ++i)
delete (waiters[i]);
observer->mTrash->cleanup();
SAFE_DELETE(mCardSelector);
}
void DuelLayers::Add(GuiLayer * layer)
{
objects.push_back(layer);
nbitems++;
}
void DuelLayers::Remove()
{
--nbitems;
}
void DuelLayers::Render()
{
bool focusMakesItThrough = true;
for (int i = 0; i < nbitems; ++i)
{
objects[i]->hasFocus = focusMakesItThrough;
if (objects[i]->modal)
focusMakesItThrough = false;
}
for (int i = nbitems - 1; i >= 0; --i)
objects[i]->Render();
}
int DuelLayers::receiveEvent(WEvent * e)
{
#if 0
#define PRINT_IF(type) { type *foo = dynamic_cast<type*>(e); if (foo) cout << "Is a " #type " " << *foo << endl; }
cout << "Received event " << e << " ";
PRINT_IF(WEventZoneChange);
PRINT_IF(WEventDamage);
PRINT_IF(WEventPhaseChange);
PRINT_IF(WEventCardUpdate);
PRINT_IF(WEventCardTap);
PRINT_IF(WEventCreatureAttacker);
PRINT_IF(WEventCreatureBlocker);
PRINT_IF(WEventCreatureBlockerRank);
PRINT_IF(WEventCombatStepChange);
PRINT_IF(WEventEngageMana);
PRINT_IF(WEventConsumeMana);
PRINT_IF(WEventEmptyManaPool);
#endif
int used = 0;
for (int i = 0; i < nbitems; ++i)
used |= objects[i]->receiveEventPlus(e);
if (!used)
{
Pos* p;
if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
{
MTGCardInstance* card = event->card;
if (card->view)
waiters.push_back(p = NEW Pos(*(card->view)));
else
waiters.push_back(p = NEW Pos(0, 0, 0, 0, 255));
const Pos* ref = card->view;
while (card)
{
if (ref == card->view)
card->view = p;
card = card->next;
}
}
}
for (int i = 0; i < nbitems; ++i)
objects[i]->receiveEventMinus(e);
if (WEventPhaseChange *event = dynamic_cast<WEventPhaseChange*>(e))
if (MTG_PHASE_BEFORE_BEGIN == event->to->id)
observer->mTrash->cleanup();
return 1;
}
float DuelLayers::RightBoundary()
{
return MIN (hand->LeftBoundary(), avatars->LeftBoundarySelf());
}
Player* DuelLayers::getRenderedPlayer()
{
return observer->players[mPlayerViewIndex];
};
Player* DuelLayers::getRenderedPlayerOpponent()
{
return observer->players[mPlayerViewIndex]->opponent();
};