Files
wagic/projects/mtg/src/GuiCombat.cpp
wagic.jeck 2020dce4fd Jeck - unsigned/signed fix, options fixes
* Abstracted out option calls to "f3" behind Constants::OPTION_FONT
 * Added option to disable card image loading.
2009-09-24 23:26:32 +00:00

507 lines
18 KiB
C++

#include <assert.h>
#include "../include/config.h"
#include "../include/GameApp.h"
#include "../include/GuiCombat.h"
#include "../include/AIPlayer.h"
#include "Closest.cpp"
static const float MARGIN = 70;
static const float TOP_LINE = 80;
struct Left : public Exp { static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
{ return ref->y == test->y && ref->x > test->x && test->show; } };
struct Right : public Exp { static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
{ return ref->y == test->y && ref->x < test->x && test->show; } };
JTexture* GuiCombat::ok_tex = NULL;
GuiCombat::GuiCombat(GameObserver* go) : GuiLayer(), go(go), active(false), activeAtk(NULL),
ok(SCREEN_WIDTH - MARGIN, 210, 1, 0, 255),
enemy_avatar(SCREEN_WIDTH - MARGIN, TOP_LINE, 2, 0, 255),
cursor_pos(NONE), step(DAMAGE)
{
if(NULL == ok_tex)
{
ok_tex = resources.RetrieveTexture("Ok.png",RETRIEVE_LOCK);
}
}
GuiCombat::~GuiCombat()
{
if(ok_tex)
resources.Release(ok_tex);
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
{
delete (*it);
}
}
template <typename T>
static inline void repos(typename vector<T*>::iterator begin, typename vector<T*>::iterator end, signed size = -1)
{
for (typename vector<T*>::iterator it = begin; it != end; ++it)
if ((*it)->show) ++size;
float space = (SCREEN_WIDTH - 2*MARGIN) / size;
float pos = MARGIN;
for (typename vector<T*>::iterator it = begin; it != end; ++it)
if ((*it)->show)
{
(*it)->x = pos;
pos += space;
}
}
void GuiCombat::Update(float dt)
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
(*it)->Update(dt);
if (activeAtk)
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
(*q)->Update(dt);
ok.Update(dt);
enemy_avatar.Update(dt);
}
void GuiCombat::remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after)
{
if (after)
{
for (vector<DefenserDamaged*>::iterator q = after->blockers.begin(); q != after->blockers.end(); ++q)
{
(*q)->actX = MARGIN; (*q)->y = TOP_LINE;
(*q)->zoom = 2.2; (*q)->t = 0;
}
repos<DefenserDamaged>(after->blockers.begin(), after->blockers.end(), after->card->has(Constants::TRAMPLE) ? 0 : -1);
enemy_avatar.actX = MARGIN; enemy_avatar.x = SCREEN_WIDTH - MARGIN;
}
}
void GuiCombat::validateDamage()
{
switch (step)
{
case FIRST_STRIKE : resolve(); go->nextCombatStep(); break;
case DAMAGE : resolve(); go->nextGamePhase(); break;
default: cout << "COMBAT : Cannot validate damage in this phase" << endl; break;
}
}
void GuiCombat::autoaffectDamage(AttackerDamaged* attacker, CombatStep step)
{
attacker->clearDamage();
unsigned damage = attacker->card->stepPower(step);
for (vector<DefenserDamaged*>::iterator it = attacker->blockers.begin(); it != attacker->blockers.end(); ++it)
{
(*it)->clearDamage();
unsigned actual_damage = MIN(damage, (unsigned)MAX((*it)->card->toughness, 0));
(*it)->addDamage(actual_damage, attacker);
attacker->addDamage((*it)->card->stepPower(step), *it);
damage -= actual_damage;
}
if (damage > 0 && attacker->blockers.size() > 0 && !attacker->card->has(Constants::TRAMPLE)) attacker->blockers[0]->addDamage(damage, attacker);
}
void GuiCombat::addOne(DefenserDamaged* blocker, CombatStep step)
{
blocker->addDamage(1, activeAtk);
signed damage = activeAtk->card->stepPower(step);
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
{
damage -= (*it)->sumDamages();
if (0 > damage) { (*it)->addDamage(-1, activeAtk); break; }
}
}
void GuiCombat::removeOne(DefenserDamaged* blocker, CombatStep step)
{
blocker->addDamage(-1, activeAtk);
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
if (!(*it)->hasLethalDamage()) { (*it)->addDamage(1, activeAtk); return; }
if (!activeAtk->card->has(Constants::TRAMPLE) && activeAtk->blockers.size() > 0) activeAtk->blockers.back()->addDamage(1, activeAtk);
}
bool GuiCombat::clickOK(){
switch (step)
{
case BLOCKERS : assert(false); return false; // that should not happen
case ORDER : go->nextGamePhase(); return true;
case FIRST_STRIKE : return false;
case DAMAGE : validateDamage(); return true;
case END_FIRST_STRIKE : return false;
case END_DAMAGE : return false; // nothing;
}
return false;
}
bool GuiCombat::CheckUserInput(u32 key)
{
if (NONE == cursor_pos) return false;
DamagerDamaged* oldActive = active;
switch (key)
{
case PSP_CTRL_CIRCLE:
if (BLK == cursor_pos)
{
if (ORDER == step) go->cardClick(active->card); // { activeAtk->card->raiseBlockerRankOrder(active->card); }
else
{
signed damage = activeAtk->card->stepPower(step);
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); *it != active; ++it)
damage -= (*it)->sumDamages();
signed now = active->sumDamages();
damage -= now;
if (damage > 0) addOne(active, step);
else
for (now -= active->card->toughness; now >= 0; --now) removeOne(active, step);
}
}
else if (ATK == cursor_pos)
{
active = activeAtk->blockers.front();
active->zoom = 2.7;
cursor_pos = BLK;
}
else if (OK == cursor_pos)
{
clickOK();
}
break;
case PSP_CTRL_TRIANGLE:
if (BLK == cursor_pos)
{
oldActive->zoom = 2.2;
active = activeAtk;
cursor_pos = ATK;
}
return true;
case PSP_CTRL_LEFT:
switch (cursor_pos)
{
case NONE : break;
case OK :
for (vector<AttackerDamaged*>::reverse_iterator it = attackers.rbegin(); it != attackers.rend(); ++it) if ((*it)->show) { active = *it; break; }
activeAtk = static_cast<AttackerDamaged*>(active);
cursor_pos = ATK;
break;
case ATK :
{
DamagerDamaged* old = active;
active = closest<Left>(attackers, NULL, static_cast<AttackerDamaged*>(active)); activeAtk = static_cast<AttackerDamaged*>(active);
if (old != active) { if (old) old->zoom = 1.0; if (active) active->zoom = 1.4; }
}
break;
case BLK :
{
DamagerDamaged* old = active;
active = closest<Left>(activeAtk->blockers, NULL, static_cast<DefenserDamaged*>(active));
if (old != active) { if (old) old->zoom = 1.0; if (active) active->zoom = 1.4; }
}
break;
}
break;
case PSP_CTRL_RIGHT:
switch (cursor_pos)
{
case NONE :
case OK : break;
case BLK :
{
DamagerDamaged* old = active;
active = closest<Right>(activeAtk->blockers, NULL, static_cast<DefenserDamaged*>(active));
if (old != active) { if (old) old->zoom = 1.0; if (active) active->zoom = 1.4; }
}
break;
case ATK :
{
DamagerDamaged* old = active;
active = closest<Right>(attackers, NULL, static_cast<AttackerDamaged*>(active));
if (active == oldActive) { active = activeAtk = NULL; cursor_pos = OK; }
else
{
if (old != active) { if (old) old->zoom = 1.0; if (active) active->zoom = 1.4; }
activeAtk = static_cast<AttackerDamaged*>(active);
}
}
break;
}
break;
case PSP_CTRL_DOWN:
if (ORDER == step || BLK != cursor_pos || active->sumDamages() <= 0) break;
removeOne(active, step);
break;
case PSP_CTRL_UP:
if (ORDER == step || BLK != cursor_pos) break;
addOne(active, step);
break;
case PSP_CTRL_SQUARE:
active = activeAtk = NULL; cursor_pos = OK;
break;
case PSP_CTRL_RTRIGGER:
if (!options[Options::REVERSETRIGGERS].number) return false;
active = activeAtk = NULL; cursor_pos = OK;
break;
case PSP_CTRL_LTRIGGER:
if (options[Options::REVERSETRIGGERS].number) return false;
active = activeAtk = NULL; cursor_pos = OK;
break;
}
if (oldActive != active)
{
if (oldActive && oldActive != activeAtk) oldActive->zoom = 2.2;
if (active) active->zoom = 2.7;
if (ATK == cursor_pos) remaskBlkViews(dynamic_cast<AttackerDamaged*>(oldActive), static_cast<AttackerDamaged*>(active));
}
if (OK == cursor_pos) ok.zoom = 1.5; else ok.zoom = 1.0;
return true;
}
void GuiCombat::Render()
{
if (NONE == cursor_pos) return;
JRenderer* renderer = JRenderer::GetInstance();
renderer->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(200,0,0,0));
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->show) (*it)->Render(step);
if (activeAtk)
{
signed damage = activeAtk->card->stepPower(step);
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
{
(*q)->Render(step);
damage -= (*q)->sumDamages();
}
if (damage < 0) damage = 0;
if (activeAtk->card->has(Constants::TRAMPLE))
{
go->opponent()->mAvatar->SetHotSpot(18, 25);
enemy_avatar.Render(go->opponent()->mAvatar);
JLBFont * mFont = resources.GetJLBFont(Constants::MAIN_FONT);
mFont->SetColor(ARGB(255, 255, 64, 0));
{
char buf[10]; sprintf(buf, "%i", damage);
mFont->DrawString(buf, enemy_avatar.actX - 25, enemy_avatar.actY - 40);
}
}
}
if (ok_tex) {
JQuad *ok_quad = resources.RetrieveTempQuad("Ok.png");
ok_quad->SetHotSpot(28, 22);
ok.Render(ok_quad);
}
renderer->DrawLine(0, SCREEN_HEIGHT / 2 + 10, SCREEN_WIDTH, SCREEN_HEIGHT / 2 + 10, ARGB(255, 255, 64, 0));
if (FIRST_STRIKE == step)
{
JLBFont * mFont = resources.GetJLBFont(Constants::MAIN_FONT);
mFont->SetColor(ARGB(255, 64, 255, 64));
mFont->DrawString("First strike damage", 370, 2);
}
}
int GuiCombat::resolve() // Returns the number of damage objects dealt this turn.
{
DamageStack* stack = NEW DamageStack();
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
{
signed dmg = (*it)->card->stepPower(step);
for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
{
for (vector<Damage>::iterator d = (*q)->damages.begin(); d != (*q)->damages.end(); ++d)
stack->Add(NEW Damage(*d));
dmg -= (*q)->sumDamages();
}
if (dmg > 0) stack->Add(NEW Damage((*it)->card, go->opponent(), dmg));
for (vector<Damage>::iterator d = (*it)->damages.begin(); d != (*it)->damages.end(); ++d)
stack->Add(NEW Damage(*d));
}
int v = stack->mCount;
if (v > 0){
go->mLayers->stackLayer()->Add(stack);
go->mLayers->stackLayer()->resolve(); // This will delete the damage stack which will in turn delete the Damage it contains
}else
SAFE_DELETE(stack);
return v;
}
int GuiCombat::receiveEventPlus(WEvent* e)
{
if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
{
if (NULL == event->after) return 0;
AttackerDamaged* t = NEW AttackerDamaged(event->card, *(event->card->view), true, NULL);
attackers.push_back(t);
return 1;
}
else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->after)
{
DefenserDamaged* t = NEW DefenserDamaged(event->card, *(event->card->view), true, NULL);
t->y = t->actY = TOP_LINE; t->actT = t->t = 0; t->actZ = t->zoom = 2.2;
(*it)->blockers.push_back(t);
return 1;
}
return 0;
}
else if (WEventCreatureBlockerRank* event = dynamic_cast<WEventCreatureBlockerRank*>(e))
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->attacker)
{
vector<DefenserDamaged*>::iterator it1, it2;
for (it1 = (*it)->blockers.begin(); it1 != (*it)->blockers.end(); ++it1) if ((*it1)->card == event->card) break;
if ((*it)->blockers.end() == it1) return 1;
for (it2 = (*it)->blockers.begin(); it2 != (*it)->blockers.end(); ++it2) if ((*it2)->card == event->exchangeWith) break;
if ((*it)->blockers.end() == it2) return 1;
float x = (*it1)->x;
(*it1)->x = (*it2)->x;
(*it2)->x = x;
std::iter_swap(it1, it2);
autoaffectDamage(*it, DAMAGE);
}
return 1;
}
return 0;
}
int GuiCombat::receiveEventMinus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
if (go->players[0]->game->inPlay == event->from || go->players[1]->game->inPlay == event->from)
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->card->previous)
{
AttackerDamaged* d = *it;
if (activeAtk == *it) activeAtk = NULL;
attackers.erase(it);
SAFE_DELETE(d);
return 1;
}
else
for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
if ((*q)->card == event->card->previous)
{
DefenserDamaged* d = *q;
(*it)->blockers.erase(q);
SAFE_DELETE(d);
return 1;
}
return 0;
}
if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
{
if (NULL == event->before) return 0;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->card)
{
AttackerDamaged* d = *it;
attackers.erase(it);
SAFE_DELETE(d);
return 1;
}
return 0;
}
else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->before)
for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
if ((*q)->card == event->card)
{
DefenserDamaged* d = *q;
(*it)->blockers.erase(q);
SAFE_DELETE(d);
return 1;
}
return 0;
}
else if (WEventPhaseChange* event = dynamic_cast<WEventPhaseChange*>(e))
{
if (Constants::MTG_PHASE_COMBATDAMAGE == event->to->id) step = BLOCKERS;
else cursor_pos = NONE;
}
else if (WEventCombatStepChange* event = dynamic_cast<WEventCombatStepChange*>(e))
switch (event->step)
{
case BLOCKERS:
break;
case ORDER:
{
if (ORDER == step) return 0; // Why do I take this twice ? >.>
if (!go->currentPlayer->displayStack()) { go->nextCombatStep(); return 1; }
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
{
(*it)->show = (1 < (*it)->blockers.size());
autoaffectDamage(*it, DAMAGE);
}
active = NULL;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->show)
{
(*it)->y = 210;
(*it)->zoom = 2.2; (*it)->t = 0;
if (!active) active = *it;
}
repos<AttackerDamaged>(attackers.begin(), attackers.end(), 0);
if (active)
{
active->zoom = 2.7;
activeAtk = static_cast<AttackerDamaged*>(active);
remaskBlkViews(NULL, static_cast<AttackerDamaged*>(active));
cursor_pos = ATK;
step = ORDER;
}
else
go->nextGamePhase();
return 1;
}
case FIRST_STRIKE:
step = FIRST_STRIKE;
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
if ((*attacker)->card->has(Constants::FIRSTSTRIKE) || (*attacker)->card->has(Constants::DOUBLESTRIKE)) goto DAMAGE;
go->nextCombatStep();
break;
case END_FIRST_STRIKE:
step = END_FIRST_STRIKE;
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
autoaffectDamage(*attacker, FIRST_STRIKE);
if (0 == resolve())
go->nextCombatStep();
//else go->mLayers->stackLayer()->AddNextGamePhase(); //uncomment to add "interrupt" offer after first strike, rather than giving priority to current player
return 1;
case DAMAGE: DAMAGE:
step = event->step;
if (!go->currentPlayer->displayStack()) {
((AIPlayer *)go->currentPlayer)->affectCombatDamages(step);
go->nextGamePhase();
return 1;
}
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
autoaffectDamage(*attacker, step);
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
(*it)->show = ((*it)->card->has(Constants::DOUBLESTRIKE) || ((*it)->card->has(Constants::FIRSTSTRIKE) ^ (DAMAGE == step))) &&
(((*it)->card->has(Constants::TRAMPLE) ? (unsigned int) 0 : (unsigned int) 1) < (*it)->blockers.size()
);
repos<AttackerDamaged>(attackers.begin(), attackers.end(), 0);
active = NULL;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it) if ((*it)->show) { active = *it; break; }
if (active)
{
active->zoom = 2.7;
activeAtk = static_cast<AttackerDamaged*>(active);
remaskBlkViews(NULL, static_cast<AttackerDamaged*>(active));
cursor_pos = ATK;
}
else
go->nextCombatStep();
return 1;
case END_DAMAGE:
step = END_DAMAGE;
if (0 == resolve())
go->nextGamePhase();
return 1;
}
return 0;
}