- Updated alternate render - Display hybrid mana cost on alternate Render - Display big card in graveyard - gray out alternate render when targetChooser is active - Non-copyrighted avatars for the AI. They suck...
776 lines
21 KiB
C++
776 lines
21 KiB
C++
/*
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The Action Stack contains all information for Game Events that can be interrupted (Interruptible)
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*/
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#include "../include/config.h"
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#include "../include/ActionStack.h"
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#include "../include/MTGAbility.h"
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#include "../include/GameObserver.h"
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#include "../include/Damage.h"
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#include "../include/ManaCost.h"
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#include "../include/GameOptions.h"
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/*
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NextGamePhase requested by user
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*/
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int NextGamePhase::resolve(){
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GameObserver::GetInstance()->nextGamePhase();
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return 1;
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}
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void NextGamePhase::Render(){
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int nextPhase = (GameObserver::GetInstance()->getCurrentGamePhase() + 1) % Constants::MTG_PHASE_CLEANUP;
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JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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char buffer[200];
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int playerId = 1;
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if (GameObserver::GetInstance()->currentActionPlayer == GameObserver::GetInstance()->players[1]) playerId = 2;
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sprintf(buffer, "Player %i : -> %s", playerId, Constants::MTGPhaseNames[nextPhase]);
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mFont->DrawString(buffer, x + 20 , y, JGETEXT_LEFT);
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}
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NextGamePhase::NextGamePhase(int id): Interruptible(id){
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mHeight = 40;
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type = ACTION_NEXTGAMEPHASE;
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}
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/* Ability */
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int StackAbility::resolve(){
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return (ability->resolve());
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}
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void StackAbility::Render(){
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JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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char buffer[200];
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sprintf(buffer, "%s", ability->getMenuText());
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mFont->DrawString(buffer, x + 20 , y, JGETEXT_LEFT);
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JRenderer * renderer = JRenderer::GetInstance();
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JQuad * quad = ability->source->getThumb();
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if (quad){
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quad->SetColor(ARGB(255,255,255,255));
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x , y , 0,scale,scale);
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}else{
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//TODO
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}
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}
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StackAbility::StackAbility(int id,MTGAbility * _ability): Interruptible(id),ability(_ability){
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type=ACTION_ABILITY;
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}
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/* Spell Cast */
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Spell::Spell(MTGCardInstance * _source): Interruptible(0), TargetsList(){
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source = _source;
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mHeight= 40;
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type = ACTION_SPELL;
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cost = NEW ManaCost();
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}
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Spell::Spell(int id, MTGCardInstance * _source, Targetable * _targets[], int nb_targets, ManaCost * _cost): Interruptible(id), TargetsList(_targets, nb_targets),cost(_cost){
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source = _source;
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mHeight = 40;
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type = ACTION_SPELL;
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}
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Spell::~Spell(){
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SAFE_DELETE(cost);
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}
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int Spell::resolve(){
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GameObserver * game = GameObserver::GetInstance();
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//TODO Remove target if it's not targettable anymore
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source->controller()->game->putInPlay(source);
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//Play SFX
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if (GameOptions::GetInstance()->values[OPTIONS_SFXVOLUME] > 0){
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JSample * sample = source->getSample();
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if (sample){
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JSoundSystem::GetInstance()->PlaySample(sample);
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}
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}
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AbilityFactory af;
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af.addAbilities(game->mLayers->actionLayer()->getMaxId(), this);
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return 1;
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}
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void Spell::Render(){
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JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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char buffer[200];
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sprintf(buffer, "%s", source->getName());
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mFont->DrawString(buffer, x + 20 , y, JGETEXT_LEFT);
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JRenderer * renderer = JRenderer::GetInstance();
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JQuad * quad = source->getThumb();
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if (quad){
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quad->SetColor(ARGB(255,255,255,255));
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float scale = mHeight / quad->mHeight;
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renderer->RenderQuad(quad, x , y , 0,scale,scale);
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}else{
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//TODO
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}
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Damageable * target = getNextDamageableTarget();
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if (target){
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quad = target->getIcon();
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if (quad){
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quad->SetColor(ARGB(255,255,255,255));
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x + 150 , y , 0,scale,scale);
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}
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}
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}
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/* Put a card in graveyard */
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PutInGraveyard::PutInGraveyard(int id, MTGCardInstance * _card):Interruptible(id){
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card = _card;
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removeFromGame = 0;
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type = ACTION_PUTINGRAVEYARD;
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}
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int PutInGraveyard::resolve(){
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GameObserver * g = GameObserver::GetInstance();
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MTGGameZone * zone = card->getCurrentZone();
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if (zone == g->players[0]->game->inPlay || zone == g->players[1]->game->inPlay){
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card->owner->game->putInZone(card,zone,card->owner->game->graveyard);
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return 1;
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}
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return 0;
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}
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void PutInGraveyard::Render(){
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JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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if (!removeFromGame){
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mFont->DrawString("goes to graveyard", x + 20 , y, JGETEXT_LEFT);
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}else{
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mFont->DrawString("is removed from game", x + 20 , y, JGETEXT_LEFT);
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}
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JRenderer * renderer = JRenderer::GetInstance();
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JQuad * quad = card->getThumb();
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if (quad){
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quad->SetColor(ARGB(255,255,255,255));
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float scale = 30 / quad->mHeight;
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renderer->RenderQuad(quad, x , y , 0,scale,scale);
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}else{
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//TODO
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}
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}
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/* Draw a Card */
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DrawAction::DrawAction(int id, Player * _player, int _nbcards):Interruptible(id), nbcards(_nbcards), player(_player){
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}
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int DrawAction::resolve(){
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for (int i = 0 ; i < nbcards ; i++){
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player->game->drawFromLibrary();
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}
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return 1;
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}
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void DrawAction::Render(){
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JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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char buffer[200];
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int playerId = 1;
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if (player == GameObserver::GetInstance()->players[1]) playerId = 2;
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sprintf(buffer, "Player %i draws %i card", playerId, nbcards);
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mFont->DrawString(buffer, x + 20 , y, JGETEXT_LEFT);
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}
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/* The Action Stack itself */
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int ActionStack::addPutInGraveyard(MTGCardInstance * card){
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PutInGraveyard * death = NEW PutInGraveyard(mCount,card);
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addAction(death);
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return 1;
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}
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int ActionStack::addAbility(MTGAbility * ability){
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StackAbility * stackAbility = NEW StackAbility(mCount,ability);
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addAction(stackAbility);
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return 1;
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}
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int ActionStack::addDraw(Player * player, int nb_cards){
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DrawAction * draw = NEW DrawAction(mCount,player, nb_cards);
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addAction(draw);
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return 1;
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}
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int ActionStack::addDamage(MTGCardInstance * _source, Damageable * _target, int _damage){
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Damage * damage = NEW Damage(mCount, _source, _target, _damage);
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addAction(damage);
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return 1;
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}
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int ActionStack::AddNextGamePhase(){
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if (getNext(NULL,NOT_RESOLVED)) return 0;
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NextGamePhase * next = NEW NextGamePhase(mCount);
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addAction(next);
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int playerId = 0;
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if (game->currentActionPlayer == game->players[1]) playerId = 1;
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interruptDecision[playerId] = 1;
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return 1;
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}
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int ActionStack::setIsInterrupting(Player * player){
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if (player == game->players[0]){
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interruptDecision[0] = -1;
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}else{
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interruptDecision[1] = -1;
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}
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game->isInterrupting = player;
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askIfWishesToInterrupt = NULL;
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return 1;
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}
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int ActionStack::addAction(Interruptible * action){
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for (int i=0; i<2; i++){
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interruptDecision[i] = 0;
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}
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Add(action);
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return 1;
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}
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int ActionStack::addSpell(MTGCardInstance * _source, Targetable * _targets[], int _nbtargets, ManaCost * mana){
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#if defined (WIN32) || defined (LINUX)
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char buf[4096], *p = buf;
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sprintf(buf, "Add spell\n");
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OutputDebugString(buf);
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#endif
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Spell * spell = NEW Spell(mCount,_source,_targets,_nbtargets, mana);
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return addAction(spell);
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}
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Interruptible * ActionStack::_(int id){
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if (id < 0) id = mCount + id;
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if (id > mCount -1) return NULL;
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return (Interruptible *)mObjects[id];
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}
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ActionStack::ActionStack(int id, GameObserver* _game):GuiLayer(id, _game){
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for (int i=0; i<2; i++){
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interruptDecision[i] = 0;
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}
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askIfWishesToInterrupt = NULL;
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timer = -1;
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currentState = -1;
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mode = ACTIONSTACK_STANDARD;
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checked = 0;
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}
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int ActionStack::has(Interruptible * action){
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for (int i = 0; i < mCount ; i++){
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if (mObjects[i] == action) return 1;
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}
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return 0;
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}
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int ActionStack::resolve(){
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Interruptible * action = getLatest(NOT_RESOLVED);
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if (!action)
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return 0;
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if (action->resolve()){
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action->state = RESOLVED_OK;
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}else{
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action->state = RESOLVED_NOK;
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}
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if (action->type == ACTION_DAMAGE) ((Damage * )action)->target->afterDamage();
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if (action->type == ACTION_DAMAGES){
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DamageStack * ds = (DamageStack *) action;
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for (int i = 0; i < ds->mCount; i++){
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Damage * damage = ((Damage *) ds->mObjects[i]);
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damage->state = ds->state;
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}
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unpackDamageStack(ds);
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ds->mCount = 0;
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}
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if (!getNext(NULL,NOT_RESOLVED)){
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for (int i = 0; i< 2 ; i++){
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interruptDecision[i] = 0;
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}
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}else{
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for (int i = 0; i< 2 ; i++){
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if (interruptDecision[i] != 2) interruptDecision[i] = 0;
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}
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}
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return 1;
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}
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Interruptible * ActionStack::getPrevious(Interruptible * next, int type, int state, int display){
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int n = getPreviousIndex( next, type, state, display);
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if (n==-1) return NULL;
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return ((Interruptible *) mObjects[n]);
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}
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int ActionStack::getPreviousIndex(Interruptible * next, int type, int state, int display){
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int found = 0;
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if (!next) found = 1;
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for (int i = mCount -1; i >= 0 ; i--){
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Interruptible * current = (Interruptible *)mObjects[i];
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if (found && (type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1 || current->display == display)){
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return i;
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}
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if (current == next) found = 1;
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}
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if (!found) return getPreviousIndex(NULL,type, state, display);
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return -1;
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}
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int ActionStack::count( int type, int state, int display){
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int result = 0;
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for (int i = 0; i < mCount ; i++){
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Interruptible * current = (Interruptible *)mObjects[i];
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if((type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1 || current->display == display)){
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result++;
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}
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}
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return result;
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}
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Interruptible * ActionStack::getNext(Interruptible * previous, int type, int state, int display){
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int n = getNextIndex( previous, type, state, display);
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if (n==-1) return NULL;
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return ((Interruptible *) mObjects[n]);
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}
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int ActionStack::getNextIndex(Interruptible * previous, int type, int state, int display){
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int found = 0;
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if (!previous) found = 1;
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for (int i = 0; i < mCount ; i++){
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Interruptible * current = (Interruptible *)mObjects[i];
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if (found && (type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1 || current->display == display)){
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return i;
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}
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if (current == previous) found = 1;
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}
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if (!found) return getNextIndex(NULL,type, state, display);
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return -1;
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}
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Interruptible * ActionStack::getLatest(int state){
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for (int i = mCount-1; i >=0; i--){
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Interruptible * action = ((Interruptible *)mObjects[i]);
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if (action->state == state) return action;
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}
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return NULL;
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}
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void ActionStack::unpackDamageStack(DamageStack * ds){
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for (int j = 0; j < ds->mCount; j++){
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Damage * damage = ((Damage *)ds->mObjects[j]);
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Add(damage);
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}
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}
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void ActionStack::unpackDamageStacks(){
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for (int i = mCount-1; i >=0; i--){
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Interruptible * action = ((Interruptible *)mObjects[i]);
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if (action->type == ACTION_DAMAGES){
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DamageStack * ds = (DamageStack *) action;
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unpackDamageStack(ds);
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}
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}
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}
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void ActionStack::repackDamageStacks(){
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for (int i = mCount-1; i >=0; i--){
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Interruptible * action = ((Interruptible *)mObjects[i]);
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if (action->type == ACTION_DAMAGE){
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Damage * damage = (Damage *) action;
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for (int j = 0; j < mCount; j++){
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Interruptible * action2 = ((Interruptible *)mObjects[j]);
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if (action2->type == ACTION_DAMAGES){
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DamageStack * ds = (DamageStack *) action2;
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for (int k = 0; k< ds->mCount; k++){
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Damage * dsdamage = ((Damage *)ds->mObjects[k]);
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if (dsdamage==damage){
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//Remove(damage);
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mObjects[i] = mObjects[mCount-1];
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mCount--;
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}
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}
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}
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}
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}
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}
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}
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void ActionStack::Update(float dt){
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askIfWishesToInterrupt = NULL;
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//modal = 0;
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GameObserver * game = GameObserver::GetInstance();
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TargetChooser * tc = game->getCurrentTargetChooser();
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int newState = game->getCurrentGamePhase();
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currentState = newState;
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//Select Stack's display mode
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if (mode==ACTIONSTACK_STANDARD && tc && !checked){
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checked = 1;
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unpackDamageStacks();
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for (int i = 0; i < mCount ; i++){
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Interruptible * current = (Interruptible *)mObjects[i];
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if (tc->canTarget(current)){
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if (mObjects[mCurr]) mObjects[mCurr]->Leaving(PSP_CTRL_UP);
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current->display = 1;
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mCurr = i;
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mObjects[mCurr]->Entering();
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mode=ACTIONSTACK_TARGET;
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modal = 1;
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}else{
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current->display = 0;
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}
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}
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if (mode != ACTIONSTACK_TARGET){
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repackDamageStacks();
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}
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}else if (mode==ACTIONSTACK_TARGET && !tc){
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mode = ACTIONSTACK_STANDARD;
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checked = 0;
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repackDamageStacks();
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}
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if (mode == ACTIONSTACK_STANDARD){
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modal = 0;
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if (getLatest(NOT_RESOLVED)){
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int currentPlayerId = 0;
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int otherPlayerId = 1;
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if (game->currentPlayer != game->players[0]){
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currentPlayerId = 1;
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otherPlayerId = 0;
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}
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if (interruptDecision[currentPlayerId] == 0){
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askIfWishesToInterrupt = game->players[currentPlayerId];
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game->isInterrupting = game->players[currentPlayerId];
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modal = 1;
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}else if (interruptDecision[currentPlayerId] == -1){
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game->isInterrupting = game->players[currentPlayerId];
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}else{
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if (interruptDecision[otherPlayerId] == 0){
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askIfWishesToInterrupt = game->players[otherPlayerId];
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game->isInterrupting = game->players[otherPlayerId];
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modal = 1;
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}else if (interruptDecision[otherPlayerId] == -1){
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game->isInterrupting = game->players[otherPlayerId];
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}else{
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resolve();
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}
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}
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}
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}else if (mode == ACTIONSTACK_TARGET){
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GuiLayer::Update(dt);
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}
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if (askIfWishesToInterrupt)
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{
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if (timer < 0) timer = 3;
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timer -= dt;
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if (timer < 0){
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cancelInterruptOffer();
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}
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}
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}
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void ActionStack::cancelInterruptOffer(int cancelMode){
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if (askIfWishesToInterrupt == game->players[0]){
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interruptDecision[0] = cancelMode;
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}else{
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interruptDecision[1] = cancelMode;
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}
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askIfWishesToInterrupt = NULL;
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game->isInterrupting = NULL;
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timer = -1;
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}
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void ActionStack::endOfInterruption(){
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if (game->isInterrupting == game->players[0]){
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interruptDecision[0] = 0;
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}else{
|
|
interruptDecision[1] = 0;
|
|
}
|
|
game->isInterrupting = NULL;
|
|
}
|
|
|
|
|
|
bool ActionStack::CheckUserInput(u32 key){
|
|
if (mode == ACTIONSTACK_STANDARD){
|
|
if (askIfWishesToInterrupt){
|
|
if (PSP_CTRL_CROSS == key){
|
|
setIsInterrupting(askIfWishesToInterrupt);
|
|
return true;
|
|
}else if ((PSP_CTRL_CIRCLE == key) || (PSP_CTRL_RTRIGGER == key) ){
|
|
cancelInterruptOffer();
|
|
return true;
|
|
}else if ((PSP_CTRL_SQUARE == key)){
|
|
cancelInterruptOffer(2);
|
|
return true;
|
|
}
|
|
return true;
|
|
}else if (game->isInterrupting){
|
|
if (PSP_CTRL_CROSS == key){
|
|
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 defined (WIN32) || defined (LINUX)
|
|
char buf[4096];
|
|
sprintf(buf, "Stack UP TO mCurr = %i\n", mCurr);
|
|
OutputDebugString(buf);
|
|
#endif
|
|
}
|
|
}
|
|
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 defined (WIN32) || defined (LINUX)
|
|
char buf[4096];
|
|
sprintf(buf, "Stack DOWN TO mCurr = %i\n", mCurr);
|
|
OutputDebugString(buf);
|
|
#endif
|
|
}
|
|
}
|
|
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);
|
|
#endif
|
|
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;}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
int ActionStack::CombatDamages(){
|
|
CombatDamages(1);
|
|
CombatDamages(0);
|
|
return 1;
|
|
}
|
|
|
|
int ActionStack::CombatDamages(int strike){
|
|
DamageStack * damages = NEW DamageStack(mCount,game);
|
|
int damageitems = damages->CombatDamages(strike);
|
|
if (damageitems){
|
|
addAction(damages);
|
|
}else{
|
|
SAFE_DELETE(damages);
|
|
}
|
|
return damageitems;
|
|
}
|
|
|
|
//Cleans history of last turn
|
|
int ActionStack::garbageCollect(){
|
|
for (int i=mCount-1;i>=0; i--){
|
|
Interruptible * current = ((Interruptible *)mObjects[i]);
|
|
if (current->state != NOT_RESOLVED){
|
|
mObjects[i] = mObjects[mCount-1];
|
|
mCount--;
|
|
SAFE_DELETE(current);
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
void ActionStack::Fizzle(Interruptible * action){
|
|
if (action->type == ACTION_SPELL){
|
|
Spell * spell = (Spell *) action;
|
|
spell->source->controller()->game->putInGraveyard(spell->source);
|
|
}
|
|
action->state = RESOLVED_NOK;
|
|
}
|
|
|
|
void ActionStack::Render(){
|
|
int x0 = 250;
|
|
int y0 = 30;
|
|
int width = 200;
|
|
int height = 90;
|
|
int 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;
|
|
}
|
|
|
|
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
|
|
mFont->SetBase(0);
|
|
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
|
|
mFont->SetColor(ARGB(255,255,255,255));
|
|
JRenderer * renderer = JRenderer::GetInstance();
|
|
|
|
//JQuad * back = GameApp::CommonRes->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];
|
|
sprintf(buffer, "interrupt ? %i", static_cast<int>(timer));
|
|
mFont->DrawString(buffer, x0 + 5 , currenty - 40 - ((Interruptible *)mObjects[mCount-1])->mHeight);
|
|
|
|
if (mCount > 1){
|
|
sprintf(buffer, "X Interrupt - 0 No - [] No to All");
|
|
}else{
|
|
sprintf(buffer, "X Interrupt - 0 No");
|
|
}
|
|
mFont->DrawString(buffer, x0 + 5 , currenty);
|
|
}else if (mode == ACTIONSTACK_TARGET && modal){
|
|
for (int i=0;i<mCount ;i++){
|
|
Interruptible * current = (Interruptible *)mObjects[i];
|
|
if (current->display) height += current->mHeight;
|
|
}
|
|
|
|
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
|
|
mFont->SetBase(0);
|
|
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
|
|
|
|
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)
|
|
|
|
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
|