Files
wagic/projects/mtg/src/DuelLayers.cpp
T
Xawotihs 9adb9d625d - reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
2011-10-01 13:30:30 +00:00

235 lines
6.4 KiB
C++

#include "PrecompiledHeader.h"
#include "MTGRules.h"
#include "CardSelectorSingleton.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::init(GameObserver* go)
{
mCardSelector = CardSelectorSingleton::Create(go, this);
//1 Action Layer
action = NEW ActionLayer(go);
action->Add(NEW MTGGamePhase(go, action->getMaxId()));
//Add Magic Specific Rules
action->Add(NEW MTGEventBonus(go, -1));
action->Add(NEW MTGPutInPlayRule(go, -1));
action->Add(NEW MTGKickerRule(go, -1));
action->Add(NEW MTGAlternativeCostRule(go, -1));
action->Add(NEW MTGBuyBackRule(go, -1));
action->Add(NEW MTGFlashBackRule(go, -1));
action->Add(NEW MTGRetraceRule(go, -1));
action->Add(NEW MTGSuspendRule(go, -1));
action->Add(NEW MTGAttackRule(go, -1));
action->Add(NEW MTGBlockRule(go, -1));
action->Add(NEW MTGCombatTriggersRule(go, -1));
action->Add(NEW MTGLegendRule(go, -1));
action->Add(NEW MTGPlaneWalkerRule(go, -1));
action->Add(NEW MTGTokensCleanup(go, -1)); // needs to be before persist
action->Add(NEW MTGPersistRule(go, -1));
action->Add(NEW MTGVampireRule(go, -1));
action->Add(NEW MTGUnearthRule(go, -1));
action->Add(NEW MTGLifelinkRule(go, -1));
action->Add(NEW MTGDeathtouchRule(go, -1));
action->Add(NEW OtherAbilitiesEventReceiver(go, -1));
action->Add(NEW MTGMorphCostRule(go, -1));
//Other display elements
action->Add(NEW HUDDisplay(go, -1));
Add(NEW GuiMana(20, 20, go->players[1]));
Add(NEW GuiMana(440, 20, go->players[0]));
Add(stack = NEW ActionStack(go));
Add(combat = NEW GuiCombat(go));
Add(action);
Add(mCardSelector);
Add(hand = NEW GuiHandSelf(go, go->players[0]->game->hand));
Add(avatars = NEW GuiAvatars(go));
Add(NEW GuiHandOpponent(go, go->players[1]->game->hand));
Add(NEW GuiPlay(go));
Add(NEW GuiPhaseBar(go));
Add(NEW GuiFrame(go));
Add(NEW GuiBackground(go));
}
void DuelLayers::CheckUserInput(int isAI)
{
JButton key;
int x, y;
while ((key = JGE::GetInstance()->ReadButton()) || JGE::GetInstance()->GetLeftClickCoordinates(x, y))
{
if ((!isAI) && ((0 != key) || JGE::GetInstance()->GetLeftClickCoordinates(x, y)))
{
if (stack->CheckUserInput(key)) {
JGE::GetInstance()->LeftClickedProcessed();
break;
}
if (combat->CheckUserInput(key)) {
JGE::GetInstance()->LeftClickedProcessed();
break;
}
if (avatars->CheckUserInput(key)) {
JGE::GetInstance()->LeftClickedProcessed();
break; //avatars need to check their input before action (CTRL_CROSS)
}
if (action->CheckUserInput(key)) {
JGE::GetInstance()->LeftClickedProcessed();
break;
}
if (hand->CheckUserInput(key)) {
JGE::GetInstance()->LeftClickedProcessed();
break;
}
if (CardSelectorSingleton::Instance()->CheckUserInput(key)) {
JGE::GetInstance()->LeftClickedProcessed();
break;
}
}
JGE::GetInstance()->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->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() :
nbitems(0)
{
}
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]);
Trash::cleanup();
CardSelectorSingleton::Terminate();
mCardSelector = NULL;
}
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 (Constants::MTG_PHASE_BEFORE_BEGIN == event->to->id)
Trash::cleanup();
return 1;
}
float DuelLayers::RightBoundary()
{
return MIN (hand->LeftBoundary(), avatars->LeftBoundarySelf());
}