Files
wagic/projects/mtg/include/GameStateDuel.h
Xawotihs c3dc51aed1 I just played 3 long games and I was able to undo two fully and got an assert on the third one after more than 1000 actions... so I commit what I have:
- Modified undo to stop at "next phase" action
- Added "muligan" and "force library shuffling" to the list of logged action
- Fixed random logging
- Fixed double logging of actions
- Merged all the "next game" functions into a single one
- Created a PlayerType type instead of using int
- Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that.
- Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]"
- Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers
- Broke the network game ... hoh well, I'll repair it when everything else works !!
- various code cleanup and compilation fixes on Linux
2011-10-26 22:14:12 +00:00

94 lines
2.1 KiB
C++

#ifndef _GAME_STATE_DUEL_H_
#define _GAME_STATE_DUEL_H_
#include "GameState.h"
#include "SimpleMenu.h"
#include "SimplePopup.h"
#include "DeckMenu.h"
#include "MTGDeck.h"
#include "GameObserver.h"
#define CHOOSE_OPPONENT 7
#ifdef TESTSUITE
class TestSuite;
#endif
class Credits;
#ifdef NETWORK_SUPPORT
class JNetwork;
#endif
class GameStateDuel: public GameState, public JGuiListener
{
private:
#ifdef TESTSUITE
TestSuite * testSuite;
#endif
Credits * credits;
int mGamePhase;
Player * mCurrentPlayer;
GameObserver * game;
DeckMenu * deckmenu;
DeckMenu * opponentMenu;
SimpleMenu * menu;
SimplePopup * popupScreen; // used for informational screens, modal
static int selectedPlayerDeckId;
static int selectedAIDeckId;
bool premadeDeck;
int OpponentsDeckid;
string musictrack;
bool MusicExist(string FileName);
void ConstructOpponentMenu(); //loads the opponentMenu if it doesn't exist
void initScroller();
void setGamePhase(int newGamePhase);
public:
GameStateDuel(GameApp* parent);
virtual ~GameStateDuel();
#ifdef TESTSUITE
void loadTestSuitePlayers();
#endif
#ifdef AI_CHANGE_TESTING
int totalTestGames;
int testPlayer2Victories;
int totalAIDecks;
#endif
virtual void ButtonPressed(int ControllerId, int ControlId);
virtual void Start();
virtual void End();
virtual void Update(float dt);
virtual void Render();
void initRand(unsigned seed = 0);
void OnScroll(int inXVelocity, int inYVelocity);
enum ENUM_DUEL_STATE_MENU_ITEM
{
MENUITEM_CANCEL = kCancelMenuID,
MENUITEM_NEW_DECK = -10,
MENUITEM_RANDOM_PLAYER = kRandomPlayerMenuID,
MENUITEM_RANDOM_AI = kRandomAIPlayerMenuID,
MENUITEM_MAIN_MENU = -13,
MENUITEM_EVIL_TWIN = kEvilTwinMenuID,
MENUITEM_MULLIGAN = -15,
MENUITEM_UNDO = -16,
#ifdef TESTSUITE
MENUITEM_LOAD = -17,
#endif
#ifdef NETWORK_SUPPORT
MENUITEM_REMOTE_CLIENT = -18,
MENUITEM_REMOTE_SERVER = -19,
#endif
MENUITEM_MORE_INFO = kInfoMenuID
};
};
#endif