Files
wagic/projects/mtg/src/ActionLayer.cpp
wagic.the.homebrew@gmail.com 1ee3c9eccc - revert r3645
- fix memory leak in GenericInstantAbility
2011-05-11 08:06:53 +00:00

380 lines
8.9 KiB
C++

#include "PrecompiledHeader.h"
#include "ActionLayer.h"
#include "GameObserver.h"
#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;
}
int ActionLayer::removeFromGame(ActionElement * e)
{
mReactions.erase(e);
int i = getIndexOf(e);
if (i == -1)
return 0;
if (isWaitingForAnswer() == e)
setCurrentWaitingAction(NULL);
e->destroy();
i = getIndexOf(e); //the destroy event might have changed the contents of mObjects, so we get the index again
if (i == -1)
return 0; //Should not happen, it means we deleted thesame object twice?
mObjects.erase(mObjects.begin() + i);
mCount--;
return 1;
}
int ActionLayer::moveToGarbage(ActionElement * e)
{
if (removeFromGame(e))
{
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;
}
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;
}
bool ActionLayer::CheckUserInput(JButton key)
{
GameObserver * g = GameObserver::GetInstance();
if (g->mExtraPayment && key == JGE_BTN_SEC)
{
g->mExtraPayment = 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;
}
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--)
{
//a dirty hack, there might be cases when the mObject array gets reshaped if an ability removes some of its children abilites
if ((int) mObjects.size() <= i)
{
i = (int) (mObjects.size()) - 1;
if (i<0)
break;
}
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)
{
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)
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;
}
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;
}
//TODO Simplify with only object !!!
int ActionLayer::isReactingToClick(MTGCardInstance * card)
{
int result = 0;
if (isWaitingForAnswer())
return -1;
for (int i = 0; i < mCount; i++)
{
ActionElement * currentAction = (ActionElement *) mObjects[i];
if (currentAction->isReactingToClick(card))
{
++result;
mReactions.insert(currentAction);
}
}
return result;
}
int ActionLayer::reactToClick(MTGCardInstance * card)
{
int result = 0;
ActionElement * ae = isWaitingForAnswer();
if (ae)
return reactToClick(ae, card);
std::set<ActionElement*>::const_iterator iter = mReactions.begin();
std::set<ActionElement*>::const_iterator end = mReactions.end();
for (; iter !=end; ++iter)
{
result += reactToClick(*iter, card);
if (result)
break;
}
#ifdef WIN32
// if we hit this, then something strange has happened with the click logic - reactToClick()
// should never be called if isReactingToClick() previously didn't have an object return true
assert(!mReactions.empty());
#endif
mReactions.clear();
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());
}
}
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 >= 0 && controlid < static_cast<int>(mObjects.size()))
{
ActionElement * currentAction = (ActionElement *) mObjects[controlid];
currentAction->reactToTargetClick(menuObject);
menuObject = 0;
}
else if (controlid == kCancelMenuID)
{
GameObserver::GetInstance()->mLayers->stackLayer()->endOfInterruption();
menuObject = 0;
}
else
{
// fallthrough case. We have an id we don't recognize - do nothing, don't clear the menu!
//assert(false);
}
}
ActionLayer::ActionLayer()
{
menuObject = NULL;
abilitiesMenu = NULL;
stuffHappened = 0;
currentWaitingAction = NULL;
cantCancel = 0;
}
ActionLayer::~ActionLayer()
{
while(mObjects.size())
moveToGarbage((ActionElement *) mObjects[mObjects.size() - 1]);
SAFE_DELETE(abilitiesMenu);
cleanGarbage();
}