52b83a135c
-- Tutorial Messages are an ability like any other, except it can only be displayed once. Subsequent calls are ignored, the ability is removed from the game as soon as it is added -- This allows to add event triggered messages ingame. Messages are either text, or images (I don't have an image sample, but rules/classic.txt has a few examples that might help) -- only tested on Windows, although I made sure the PSP version compiles. Hopefully I also made the necessary for it to work in the touch version (touching the screen should be enough to close the tuto message) -- Room for improvement: possibility to choose a title in text mode, possibility to have some messages depending on others (e.g.: don't show message X until message Y has been shown), improve some of the abilities and triggers to give more flexibility, add events outside of game, to allow tuto messages in deck creator, etc...
1284 lines
36 KiB
C++
1284 lines
36 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 "PrecompiledHeader.h"
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#include "ActionStack.h"
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#include "CardGui.h"
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#include "CardSelectorSingleton.h"
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#include "Damage.h"
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#include "GameObserver.h"
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#include "ManaCost.h"
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#include "MTGAbility.h"
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#include "Subtypes.h"
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#include "TargetChooser.h"
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#include "Translate.h"
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#include "WResourceManager.h"
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#include "ModRules.h"
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#include "AllAbilities.h"
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#include <typeinfo>
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namespace
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{
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float kGamepadIconSize = 0.5f;
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std::string kInterruptMessageString("Interrupt?");
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std::string kInterruptString(": Interrupt");
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std::string kNoString(": No");
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std::string kNoToAllString(": No To All");
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}
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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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{
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GameObserver::GetInstance()->nextGamePhase();
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return 1;
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}
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const string NextGamePhase::getDisplayName() const
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{
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std::ostringstream stream;
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stream << "NextGamePhase. (Current phase is: " << PhaseRing::phaseName(GameObserver::GetInstance()->getCurrentGamePhase())
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<< ")";
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return stream.str();
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}
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void NextGamePhase::Render()
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{
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GameObserver * g = GameObserver::GetInstance();
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int nextPhase = (g->getCurrentGamePhase() + 1) % Constants::MTG_PHASE_CLEANUP;
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WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::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 (g->currentActionPlayer == GameObserver::GetInstance()->players[1])
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playerId = 2;
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sprintf(buffer, "%s %i : -> %s", _("Player").c_str(), playerId, _(PhaseRing::phaseName(nextPhase)).c_str());
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mFont->DrawString(buffer, x + 30, y, JGETEXT_LEFT);
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}
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NextGamePhase::NextGamePhase(int id) :
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Interruptible(id)
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{
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mHeight = 40;
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type = ACTION_NEXTGAMEPHASE;
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}
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ostream& NextGamePhase::toString(ostream& out) const
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{
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out << "NextGamePhase ::: ";
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return out;
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}
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const string Interruptible::getDisplayName() const
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{
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return typeid(*this).name();
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}
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float Interruptible::GetVerticalTextOffset() const
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{
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static const float kTextVerticalOffset = (mHeight - WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT)->GetHeight()) / 2;
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return kTextVerticalOffset;
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}
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void Interruptible::Render(MTGCardInstance * source, JQuad * targetQuad, string alt1, string alt2, string action,
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bool bigQuad)
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{
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WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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mFont->SetColor(ARGB(255,255,255,255));
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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mFont->DrawString(_(action).c_str(), x + 35, y + GetVerticalTextOffset(), JGETEXT_LEFT);
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JRenderer * renderer = JRenderer::GetInstance();
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JQuadPtr quad = WResourceManager::Instance()->RetrieveCard(source, CACHE_THUMB);
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if (!quad.get())
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quad = CardGui::AlternateThumbQuad(source);
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if (quad.get())
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{
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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.get(), x + (quad->mWidth * scale / 2), y + (quad->mHeight * scale / 2), 0, scale, scale);
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}
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else if (alt1.size())
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{
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mFont->DrawString(_(alt1).c_str(), x, y + GetVerticalTextOffset());
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}
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if (bigQuad)
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{
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Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
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CardGui::DrawCard(source, pos, CardSelectorSingleton::Instance()->GetDrawMode());
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}
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if (targetQuad)
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{
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float backupX = targetQuad->mHotSpotX;
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float backupY = targetQuad->mHotSpotY;
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targetQuad->SetColor(ARGB(255,255,255,255));
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targetQuad->SetHotSpot(targetQuad->mWidth / 2, targetQuad->mHeight / 2);
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float scale = mHeight / targetQuad->mHeight;
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renderer->RenderQuad(targetQuad, x + 150, y + ((mHeight - targetQuad->mHeight) / 2) + targetQuad->mHotSpotY, 0, scale, scale);
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targetQuad->SetHotSpot(backupX, backupY);
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}
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else if (alt2.size())
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{
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mFont->DrawString(_(alt2).c_str(), x + 120, y + GetVerticalTextOffset());
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}
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}
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/* Ability */
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int StackAbility::resolve()
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{
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return (ability->resolve());
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}
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void StackAbility::Render()
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{
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string action = ability->getMenuText();
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MTGCardInstance * source = ability->source;
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string alt1 = source->getName();
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Targetable * _target = ability->target;
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if (ability->tc)
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{
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Targetable * t = ability->tc->getNextTarget();
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if (t)
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_target = t;
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}
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Damageable * target = NULL;
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if (_target != ability->source && (_target->typeAsTarget() == TARGET_CARD || _target->typeAsTarget()
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== TARGET_PLAYER))
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{
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target = (Damageable *) _target;
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}
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JQuadPtr quad;
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string alt2 = "";
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if (target)
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{
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quad = target->getIcon();
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if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE)
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{
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alt2 = ((MTGCardInstance *) target)->name;
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}
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}
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Interruptible::Render(source, quad.get(), alt1, alt2, action);
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}
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StackAbility::StackAbility(int id, MTGAbility * _ability) :
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Interruptible(id), ability(_ability)
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{
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type = ACTION_ABILITY;
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}
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ostream& StackAbility::toString(ostream& out) const
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{
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out << "StackAbility ::: ability : " << ability;
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return out;
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}
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const string StackAbility::getDisplayName() const
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{
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std::ostringstream stream;
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if(ability->source)
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stream << "StackAbility. (Source: " << ability->source->getDisplayName() << ")";
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else
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stream << "StackAbility. (Source: " << ability->getMenuText() << ")";
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return stream.str();
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}
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/* Spell Cast */
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Spell::Spell(MTGCardInstance * _source) :
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Interruptible(0)
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{
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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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tc = NULL;
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from = _source->getCurrentZone();
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payResult = ManaCost::MANA_UNPAID;
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source->castMethod = Constants::NOT_CAST;
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}
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Spell::Spell(int id, MTGCardInstance * _source, TargetChooser * tc, ManaCost * _cost, int payResult) :
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Interruptible(id), tc(tc), cost(_cost), payResult(payResult)
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{
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if (!cost) cost = NEW ManaCost();
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source = _source;
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mHeight = 40;
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type = ACTION_SPELL;
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from = _source->getCurrentZone();
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_source->backupTargets.clear();
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if (tc)
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{
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for(size_t i = 0;i < tc->targets.size();i++)
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_source->backupTargets.push_back(tc->targets[i]);
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}
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// fill information on how the card came into this zone. Right now the quickest way is to do it here, based on how the mana was paid...
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switch(payResult) {
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case ManaCost::MANA_UNPAID:
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source->castMethod = Constants::NOT_CAST;
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break;
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case ManaCost::MANA_PAID:
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case ManaCost::MANA_PAID_WITH_KICKER:
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source->castMethod = Constants::CAST_NORMALLY;
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break;
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default:
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source->castMethod = Constants::CAST_ALTERNATE;
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break;
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}
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}
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int Spell::computeX(MTGCardInstance * card)
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{
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ManaCost * c = cost->Diff(card->getManaCost());
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int x = c->getCost(Constants::MTG_NB_COLORS);
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delete c;
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return x;
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}
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bool Spell::FullfilledAlternateCost(const int &costType)
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{
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bool hasFullfilledAlternateCost = false;
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switch (costType)
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{
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case ManaCost::MANA_PAID_WITH_KICKER:
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hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_KICKER);
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break;
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case ManaCost::MANA_PAID_WITH_ALTERNATIVE:
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hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_ALTERNATIVE);
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break;
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case ManaCost::MANA_PAID_WITH_BUYBACK:
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hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_BUYBACK);
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break;
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case ManaCost::MANA_PAID_WITH_FLASHBACK:
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hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_FLASHBACK);
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break;
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case ManaCost::MANA_PAID_WITH_RETRACE:
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hasFullfilledAlternateCost = (payResult == ManaCost::MANA_PAID_WITH_RETRACE);
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break;
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}
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return hasFullfilledAlternateCost;
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}
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const string Spell::getDisplayName() const
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{
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return source->getName();
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}
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Spell::~Spell()
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{
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SAFE_DELETE(cost);
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SAFE_DELETE(tc);
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}
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int Spell::resolve()
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{
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GameObserver * game = GameObserver::GetInstance();
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if (!source->hasType(Subtypes::TYPE_INSTANT) && !source->hasType(Subtypes::TYPE_SORCERY))
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{
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Player * p = source->controller();
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int castMethod = source->castMethod;
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source = p->game->putInZone(source, from, p->game->battlefield);
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// We need to get the information about the cast method on both the card in the stack AND the card in play,
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//so we copy it from the previous card (in the stack) to the new one (in play).
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source->castMethod = castMethod;
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from = p->game->battlefield;
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}
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//Play SFX
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if (options[Options::SFXVOLUME].number > 0)
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{
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JSample * sample = source->getSample();
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if (sample)
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{
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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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MTGCardInstance * Spell::getNextCardTarget(MTGCardInstance * previous)
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{
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if (!tc)
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return NULL;
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return tc->getNextCardTarget(previous);
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}
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Player * Spell::getNextPlayerTarget(Player * previous)
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{
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if (!tc)
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return NULL;
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return tc->getNextPlayerTarget(previous);
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}
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Damageable * Spell::getNextDamageableTarget(Damageable * previous)
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{
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if (!tc)
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return NULL;
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return tc->getNextDamageableTarget(previous);
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}
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Interruptible * Spell::getNextInterruptible(Interruptible * previous, int type)
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{
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if (!tc)
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return NULL;
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return tc->getNextInterruptible(previous, type);
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}
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Spell * Spell::getNextSpellTarget(Spell * previous)
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{
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if (!tc)
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return NULL;
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return tc->getNextSpellTarget(previous);
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}
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Damage * Spell::getNextDamageTarget(Damage * previous)
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{
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if (!tc)
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return NULL;
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return tc->getNextDamageTarget(previous);
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}
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Targetable * Spell::getNextTarget(Targetable * previous, int type)
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{
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if (!tc)
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return NULL;
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return tc->getNextTarget(previous, type);
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}
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int Spell::getNbTargets()
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{
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if (!tc)
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return 0;
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return (int) (tc->targets.size());
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}
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void Spell::Render()
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{
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string action = source->getName();
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string alt1 = "";
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string alt2 = "";
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Damageable * target = getNextDamageableTarget();
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JQuadPtr quad;
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if (target)
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{
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quad = target->getIcon();
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if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE)
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{
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alt2 = ((MTGCardInstance *) target)->name;
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}
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}
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Interruptible::Render(source, quad.get(), alt1, alt2, action, true);
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}
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ostream& Spell::toString(ostream& out) const
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{
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out << "Spell ::: cost : " << cost;
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return out;
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}
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/* Put a card in graveyard */
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PutInGraveyard::PutInGraveyard(int id, MTGCardInstance * _card) :
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Interruptible(id)
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{
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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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{
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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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{
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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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{
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WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::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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{
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mFont->DrawString(_("goes to graveyard").c_str(), x + 30, y, JGETEXT_LEFT);
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}
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else
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{
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mFont->DrawString(_("is exiled").c_str(), x + 30, y, JGETEXT_LEFT);
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}
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JRenderer * renderer = JRenderer::GetInstance();
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JQuadPtr quad = WResourceManager::Instance()->RetrieveCard(card, CACHE_THUMB);
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if (quad.get())
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{
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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.get(), x, y, 0, scale, scale);
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}
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else
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{
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mFont->DrawString(_(card->name).c_str(), x, y - 15);
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}
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}
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ostream& PutInGraveyard::toString(ostream& out) const
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{
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out << "PutInGraveyard ::: removeFromGame : " << removeFromGame;
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return out;
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}
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/* Draw a Card */
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DrawAction::DrawAction(int id, Player * _player, int _nbcards) :
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Interruptible(id), nbcards(_nbcards), player(_player)
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{
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}
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int DrawAction::resolve()
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{
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for (int i = 0; i < nbcards; i++)
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{
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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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{
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WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::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])
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playerId = 2;
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sprintf(buffer, _("Player %i draws %i card").c_str(), playerId, nbcards);
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mFont->DrawString(buffer, x + 35, y + GetVerticalTextOffset(), JGETEXT_LEFT);
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}
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ostream& DrawAction::toString(ostream& out) const
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{
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out << "DrawAction ::: nbcards : " << nbcards << " ; player : " << player;
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return out;
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}
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//////
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LifeAction::LifeAction(int id, Damageable * _target, int amount) :
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Interruptible(id), amount(amount),target(_target)
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{
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}
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int LifeAction::resolve()
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{
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target->life += amount;
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return 1;
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}
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void LifeAction::Render()
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{
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WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::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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if(amount > 0)
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sprintf(buffer, _("Player gains %i life").c_str(), amount);
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else if(amount < 0)
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sprintf(buffer, _("Player loses %i life").c_str(), amount);
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else
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sprintf(buffer, _("Nothing happened").c_str(), amount);
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mFont->DrawString(buffer, x + 20, y, JGETEXT_LEFT);
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}
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ostream& LifeAction::toString(ostream& out) const
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{
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out << "LifeAction ::: amount : " << amount << " ; target : " << target;
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return out;
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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(mObjects.size(), card);
|
|
addAction(death);
|
|
return 1;
|
|
}
|
|
|
|
int ActionStack::addAbility(MTGAbility * ability)
|
|
{
|
|
StackAbility * stackAbility = NEW StackAbility(mObjects.size(), ability);
|
|
int result = addAction(stackAbility);
|
|
if (!game->players[0]->isAI() && ability->source->controller() == game->players[0] && 0
|
|
== options[Options::INTERRUPTMYABILITIES].number)
|
|
interruptDecision[0] = DONT_INTERRUPT;
|
|
return result;
|
|
}
|
|
|
|
int ActionStack::addDraw(Player * player, int nb_cards)
|
|
{
|
|
DrawAction * draw = NEW DrawAction(mObjects.size(), player, nb_cards);
|
|
addAction(draw);
|
|
return 1;
|
|
}
|
|
|
|
int ActionStack::addLife(Damageable * _target, int amount)
|
|
{
|
|
LifeAction * life = NEW LifeAction(mObjects.size(), _target, amount);
|
|
addAction(life);
|
|
return 1;
|
|
}
|
|
|
|
int ActionStack::addDamage(MTGCardInstance * _source, Damageable * _target, int _damage)
|
|
{
|
|
Damage * damage = NEW Damage(_source, _target, _damage);
|
|
addAction(damage);
|
|
_source->thatmuch = _damage;
|
|
_target->thatmuch = _damage;
|
|
return 1;
|
|
}
|
|
|
|
int ActionStack::AddNextGamePhase()
|
|
{
|
|
if (getNext(NULL, NOT_RESOLVED))
|
|
return 0;
|
|
|
|
NextGamePhase * next = NEW NextGamePhase(mObjects.size());
|
|
addAction(next);
|
|
game->currentActionPlayer = game->GetInstance()->currentActionPlayer;
|
|
int playerId = (game->currentActionPlayer == game->players[1]) ? 1 : 0;
|
|
interruptDecision[playerId] = 1;
|
|
return 1;
|
|
}
|
|
|
|
int ActionStack::AddNextCombatStep()
|
|
{
|
|
if (getNext(NULL, NOT_RESOLVED))
|
|
return 0;
|
|
|
|
NextGamePhase * next = NEW NextGamePhase(mObjects.size());
|
|
addAction(next);
|
|
return 1;
|
|
}
|
|
|
|
int ActionStack::setIsInterrupting(Player * player)
|
|
{
|
|
askIfWishesToInterrupt = NULL;
|
|
|
|
if (!gModRules.game.canInterrupt())
|
|
{
|
|
cancelInterruptOffer();
|
|
return 0;
|
|
}
|
|
|
|
int playerId = (player == game->players[1]) ? 1 : 0;
|
|
interruptDecision[playerId] = -1;
|
|
game->isInterrupting = player;
|
|
return 1;
|
|
}
|
|
|
|
int ActionStack::addAction(Interruptible * action)
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
interruptDecision[i] = 0;
|
|
}
|
|
Add(action);
|
|
DebugTrace("Action added to stack: " << action->getDisplayName());
|
|
|
|
return 1;
|
|
}
|
|
|
|
Spell * ActionStack::addSpell(MTGCardInstance * _source, TargetChooser * tc, ManaCost * mana, int payResult,
|
|
int storm)
|
|
{
|
|
DebugTrace("ACTIONSTACK Add spell");
|
|
if (storm > 0)
|
|
{
|
|
mana = NULL;
|
|
}
|
|
Spell * spell = NEW Spell(mObjects.size(), _source, tc, mana, payResult);
|
|
addAction(spell);
|
|
if (!game->players[0]->isAI() && _source->controller() == game->players[0] && 0 == options[Options::INTERRUPTMYSPELLS].number)
|
|
interruptDecision[0] = DONT_INTERRUPT;
|
|
return spell;
|
|
}
|
|
|
|
Interruptible * ActionStack::getAt(int id)
|
|
{
|
|
if (id < 0)
|
|
id = mObjects.size() + id;
|
|
if (id > (int)(mObjects.size()) - 1 || id < 0)
|
|
return NULL;
|
|
return (Interruptible *) mObjects[id];
|
|
}
|
|
|
|
ActionStack::ActionStack(GameObserver* game)
|
|
: game(game)
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
interruptDecision[i] = 0;
|
|
askIfWishesToInterrupt = NULL;
|
|
timer = -1;
|
|
currentState = -1;
|
|
mode = ACTIONSTACK_STANDARD;
|
|
checked = 0;
|
|
|
|
for (int i = 0; i < 8; ++i)
|
|
{
|
|
std::ostringstream stream;
|
|
stream << "iconspsp" << i;
|
|
pspIcons[i] = WResourceManager::Instance()->RetrieveQuad("iconspsp.png", (float) i * 32, 0, 32, 32, stream.str(), RETRIEVE_MANAGE);
|
|
pspIcons[i]->SetHotSpot(16, 16);
|
|
}
|
|
}
|
|
|
|
int ActionStack::has(MTGAbility * ability)
|
|
{
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
if (((Interruptible *) mObjects[i])->type == ACTION_ABILITY)
|
|
{
|
|
StackAbility * action = ((StackAbility *) mObjects[i]);
|
|
if (action->state == NOT_RESOLVED && action->ability == ability)
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int ActionStack::has(Interruptible * action)
|
|
{
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
if (mObjects[i] == action)
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int ActionStack::resolve()
|
|
{
|
|
Interruptible * action = getLatest(NOT_RESOLVED);
|
|
|
|
if (!action)
|
|
return 0;
|
|
|
|
DebugTrace("Resolving Action on stack: " << action->getDisplayName());
|
|
if (action->resolve())
|
|
{
|
|
action->state = RESOLVED_OK;
|
|
}
|
|
else
|
|
{
|
|
action->state = RESOLVED_NOK;
|
|
}
|
|
if (action->type == ACTION_DAMAGE)
|
|
((Damage *) action)->target->afterDamage();
|
|
if (!getNext(NULL, NOT_RESOLVED))
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (interruptDecision[i] != 2)
|
|
interruptDecision[i] = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (interruptDecision[i] != 2)
|
|
interruptDecision[i] = 0;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
Interruptible * ActionStack::getPrevious(Interruptible * next, int type, int state, int display)
|
|
{
|
|
int n = getPreviousIndex(next, type, state, display);
|
|
if (n == -1)
|
|
return NULL;
|
|
return ((Interruptible *) mObjects[n]);
|
|
}
|
|
|
|
int ActionStack::getPreviousIndex(Interruptible * next, int type, int state, int display)
|
|
{
|
|
int found = 0;
|
|
if (!next)
|
|
found = 1;
|
|
for (int i = (int)(mObjects.size()) - 1; i >= 0; i--)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
if (found && (type == 0 || current->type == type) && (state == 0 || current->state == state) && (display
|
|
== -1 || current->display == display))
|
|
{
|
|
return i;
|
|
}
|
|
if (current == next)
|
|
found = 1;
|
|
}
|
|
if (!found)
|
|
return getPreviousIndex(NULL, type, state, display);
|
|
return -1;
|
|
}
|
|
|
|
int ActionStack::count(int type, int state, int display)
|
|
{
|
|
int result = 0;
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
if ((type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1
|
|
|| current->display == display))
|
|
{
|
|
result++;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
int ActionStack::getActionElementFromCard(MTGCardInstance * card)
|
|
{
|
|
|
|
if(!card)
|
|
return NULL;
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
if (current->source == card)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
Interruptible * ActionStack::getNext(Interruptible * previous, int type, int state, int display)
|
|
{
|
|
int n = getNextIndex(previous, type, state, display);
|
|
if (n == -1)
|
|
return NULL;
|
|
return ((Interruptible *) mObjects[n]);
|
|
}
|
|
|
|
int ActionStack::getNextIndex(Interruptible * previous, int type, int state, int display)
|
|
{
|
|
int found = 0;
|
|
if (!previous)
|
|
found = 1;
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
if (found && (type == 0 || current->type == type) && (state == 0 || current->state == state) && (display
|
|
== -1 || current->display == display))
|
|
{
|
|
return i;
|
|
}
|
|
if (current == previous)
|
|
found = 1;
|
|
}
|
|
if (!found)
|
|
return getNextIndex(NULL, type, state, display);
|
|
return -1;
|
|
}
|
|
|
|
Interruptible * ActionStack::getLatest(int state)
|
|
{
|
|
for (int i = (int)(mObjects.size()) - 1; i >= 0; i--)
|
|
{
|
|
Interruptible * action = ((Interruptible *) mObjects[i]);
|
|
if (action->state == state)
|
|
return action;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
int ActionStack::receiveEventPlus(WEvent * event)
|
|
{
|
|
int result = 0;
|
|
for (size_t i = 0; i < mObjects.size(); ++i)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
result += current->receiveEvent(event);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void ActionStack::Update(float dt)
|
|
{
|
|
|
|
//This is a hack to avoid updating the stack while tuto messages are being shown
|
|
//Ideally, the tuto messages should be moved to a layer above this one
|
|
if (ATutorialMessage::Current)
|
|
return;
|
|
|
|
askIfWishesToInterrupt = NULL;
|
|
//modal = 0;
|
|
GameObserver * game = GameObserver::GetInstance();
|
|
TargetChooser * tc = game->getCurrentTargetChooser();
|
|
int newState = game->getCurrentGamePhase();
|
|
currentState = newState;
|
|
if (!tc)
|
|
checked = 0;
|
|
|
|
//Select Stack's display mode
|
|
if (mode == ACTIONSTACK_STANDARD && tc && !checked)
|
|
{
|
|
checked = 1;
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
if (tc->canTarget(current))
|
|
{
|
|
if (mCurr < (int) mObjects.size() && mObjects[mCurr])
|
|
mObjects[mCurr]->Leaving(JGE_BTN_UP);
|
|
current->display = 1;
|
|
mCurr = i;
|
|
mObjects[mCurr]->Entering();
|
|
mode = ACTIONSTACK_TARGET;
|
|
modal = 1;
|
|
}
|
|
else
|
|
{
|
|
current->display = 0;
|
|
}
|
|
}
|
|
if (mode != ACTIONSTACK_TARGET)
|
|
{
|
|
}
|
|
}
|
|
else if (mode == ACTIONSTACK_TARGET && !tc)
|
|
{
|
|
mode = ACTIONSTACK_STANDARD;
|
|
checked = 0;
|
|
}
|
|
|
|
if (mode == ACTIONSTACK_STANDARD)
|
|
{
|
|
modal = 0;
|
|
if (getLatest(NOT_RESOLVED))
|
|
{
|
|
Interruptible * currentSpell = (Interruptible *)getLatest(NOT_RESOLVED);
|
|
MTGCardInstance * card = currentSpell->source;
|
|
if(card && card->has(Constants::SPLITSECOND))
|
|
{
|
|
resolve();
|
|
}
|
|
else
|
|
{
|
|
int currentPlayerId = 0;
|
|
int otherPlayerId = 1;
|
|
if (game->currentlyActing() != game->players[0])
|
|
{
|
|
currentPlayerId = 1;
|
|
otherPlayerId = 0;
|
|
}
|
|
if (interruptDecision[currentPlayerId] == NOT_DECIDED)
|
|
{
|
|
askIfWishesToInterrupt = game->players[currentPlayerId];
|
|
game->isInterrupting = game->players[currentPlayerId];
|
|
modal = 1;
|
|
}
|
|
else if (interruptDecision[currentPlayerId] == INTERRUPT)
|
|
{
|
|
game->isInterrupting = game->players[currentPlayerId];
|
|
|
|
}
|
|
else
|
|
{
|
|
if (interruptDecision[otherPlayerId] == NOT_DECIDED)
|
|
{
|
|
askIfWishesToInterrupt = game->players[otherPlayerId];
|
|
game->isInterrupting = game->players[otherPlayerId];
|
|
modal = 1;
|
|
}
|
|
else if (interruptDecision[otherPlayerId] == INTERRUPT)
|
|
{
|
|
game->isInterrupting = game->players[otherPlayerId];
|
|
}
|
|
else
|
|
{
|
|
resolve();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (mode == ACTIONSTACK_TARGET)
|
|
{
|
|
GuiLayer::Update(dt);
|
|
}
|
|
if (askIfWishesToInterrupt)
|
|
{
|
|
// WALDORF - added code to use a game option setting to determine how
|
|
// long the Interrupt timer should be. If it is set to zero (0), the
|
|
// game will wait for ever for the user to make a selection.
|
|
if (options[Options::INTERRUPT_SECONDS].number > 0)
|
|
{
|
|
int extraTime = 0;
|
|
//extraTime is a multiplier, it counts the number of unresolved stack actions
|
|
//then is used to extend the time you have to interupt.
|
|
//this prevents you from "running out of time" while deciding.
|
|
//before this int was added, it was possible to run out of time if you had 10 stack actions
|
|
//and set the timer to 4 secs. BUG FIX //http://code.google.com/p/wagic/issues/detail?id=464
|
|
extraTime = count(0, NOT_RESOLVED, 0);
|
|
if (extraTime == 0)
|
|
extraTime = 1;//we never want this int to be 0.
|
|
|
|
if (timer < 0)
|
|
timer = static_cast<float>(options[Options::INTERRUPT_SECONDS].number * extraTime);
|
|
timer -= dt;
|
|
if (timer < 0)
|
|
cancelInterruptOffer();
|
|
}
|
|
}
|
|
}
|
|
|
|
void ActionStack::cancelInterruptOffer(int cancelMode)
|
|
{
|
|
int playerId = (game->isInterrupting == game->players[1]) ? 1 : 0;
|
|
interruptDecision[playerId] = cancelMode;
|
|
askIfWishesToInterrupt = NULL;
|
|
game->isInterrupting = NULL;
|
|
timer = -1;
|
|
}
|
|
|
|
void ActionStack::endOfInterruption()
|
|
{
|
|
int playerId = (game->isInterrupting == game->players[1]) ? 1 : 0;
|
|
interruptDecision[playerId] = 0;
|
|
game->isInterrupting = NULL;
|
|
}
|
|
|
|
bool ActionStack::CheckUserInput(JButton key)
|
|
{
|
|
JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
|
|
if (mode == ACTIONSTACK_STANDARD)
|
|
{
|
|
if (askIfWishesToInterrupt)
|
|
{
|
|
if (JGE_BTN_SEC == key && gModRules.game.canInterrupt())
|
|
{
|
|
setIsInterrupting(askIfWishesToInterrupt);
|
|
return true;
|
|
}
|
|
else if ((JGE_BTN_OK == key) || (trigger == key))
|
|
{
|
|
cancelInterruptOffer();
|
|
return true;
|
|
}
|
|
else if ((JGE_BTN_PRI == key))
|
|
{
|
|
cancelInterruptOffer(2);
|
|
return true;
|
|
}
|
|
return true;
|
|
}
|
|
else if (game->isInterrupting)
|
|
{
|
|
if (JGE_BTN_SEC == key)
|
|
{
|
|
endOfInterruption();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else if (mode == ACTIONSTACK_TARGET)
|
|
{
|
|
if (modal)
|
|
{
|
|
if (JGE_BTN_UP == key)
|
|
{
|
|
if (mObjects[mCurr])
|
|
{
|
|
int n = getPreviousIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1);
|
|
if (n != -1 && n != mCurr && mObjects[mCurr]->Leaving(JGE_BTN_UP))
|
|
{
|
|
mCurr = n;
|
|
mObjects[mCurr]->Entering();
|
|
DebugTrace("ACTIONSTACK UP TO mCurr = " << mCurr);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
else if (JGE_BTN_DOWN == key)
|
|
{
|
|
if( mObjects[mCurr])
|
|
{
|
|
int n = getNextIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1);
|
|
if (n!= -1 && n != mCurr && mObjects[mCurr]->Leaving(JGE_BTN_DOWN))
|
|
{
|
|
mCurr = n;
|
|
mObjects[mCurr]->Entering();
|
|
DebugTrace("ACTIONSTACK DOWN TO mCurr " << mCurr);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
else if (JGE_BTN_OK == key)
|
|
{
|
|
DebugTrace("ACTIONSTACK CLICKED mCurr = " << mCurr);
|
|
|
|
game->stackObjectClicked(((Interruptible *) mObjects[mCurr]));
|
|
return true;
|
|
}
|
|
return true; //Steal the input to other layers if we're visible
|
|
}
|
|
if (JGE_BTN_CANCEL == key)
|
|
{
|
|
if (modal) modal = 0;
|
|
else modal = 1;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//Cleans history of last turn
|
|
int ActionStack::garbageCollect()
|
|
{
|
|
std::vector<JGuiObject *>::iterator iter = mObjects.begin();
|
|
|
|
while (iter != mObjects.end())
|
|
{
|
|
Interruptible * current = ((Interruptible *) *iter);
|
|
if (current->state != NOT_RESOLVED)
|
|
{
|
|
iter = mObjects.erase(iter);
|
|
SAFE_DELETE(current);
|
|
}
|
|
else
|
|
++iter;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
void ActionStack::Fizzle(Interruptible * action)
|
|
{
|
|
if (!action)
|
|
{
|
|
DebugTrace("ACTIONSTACK ==ERROR==: action is NULL in ActionStack::Fizzle");
|
|
return;
|
|
}
|
|
if (action->type == ACTION_SPELL)
|
|
{
|
|
Spell * spell = (Spell *) action;
|
|
spell->source->controller()->game->putInGraveyard(spell->source);
|
|
}
|
|
action->state = RESOLVED_NOK;
|
|
}
|
|
|
|
void ActionStack::Render()
|
|
{
|
|
//This is a hack to avoid rendering the stack above the tuto messages
|
|
//Ideally, the tuto messages should be moved to a layer above this one
|
|
if (ATutorialMessage::Current)
|
|
return;
|
|
|
|
static const float kSpacer = 8;
|
|
static const float x0 = 250;
|
|
static const float y0 = 0;
|
|
float width = 200;
|
|
float height = 90;
|
|
float currenty = y0 + 5;
|
|
|
|
if (mode == ACTIONSTACK_STANDARD)
|
|
{
|
|
if (!askIfWishesToInterrupt || !askIfWishesToInterrupt->displayStack())
|
|
return;
|
|
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
if (current->state == NOT_RESOLVED)
|
|
height += current->mHeight;
|
|
}
|
|
|
|
WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
|
|
mFont->SetBase(0);
|
|
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
|
|
mFont->SetColor(ARGB(255,255,255,255));
|
|
JRenderer * renderer = JRenderer::GetInstance();
|
|
|
|
renderer->FillRoundRect(x0 + 16, y0 + 16, width + 2, height + 2, 10, ARGB(128,0,0,0));
|
|
renderer->FillRoundRect(x0 - 5, y0, width + 2, height + 2, 10, ARGB(200,0,0,0));
|
|
renderer->DrawRoundRect(x0 - 5, y0, width + 2, height + 2, 10, ARGB(255,255,255,255));
|
|
|
|
std::ostringstream stream;
|
|
// WALDORF - changed "interrupt ?" to "Interrupt?". Don't display count down
|
|
// seconds if the user disables auto progressing interrupts by setting the seconds
|
|
// value to zero in Options.
|
|
|
|
// Mootpoint 01/12/2011: draw the interrupt text first, at the top. Offset the rest of the
|
|
// unresolved stack effects down so that they don't collide with the interrupt text.
|
|
if (options[Options::INTERRUPT_SECONDS].number == 0)
|
|
stream << _(kInterruptMessageString);
|
|
else
|
|
stream << _(kInterruptMessageString) << " " << static_cast<int>(timer);
|
|
|
|
mFont->DrawString(stream.str(), x0 + 5, currenty);
|
|
|
|
static const float kIconVerticalOffset = 24;
|
|
static const float kIconHorizontalOffset = 9;
|
|
static const float kBeforeIconSpace = 10;
|
|
|
|
//Render "interrupt?" text + possible actions
|
|
{
|
|
float currentx = x0 + 10;
|
|
|
|
if (gModRules.game.canInterrupt())
|
|
{
|
|
renderer->RenderQuad(pspIcons[7].get(), currentx, kIconVerticalOffset, 0, kGamepadIconSize, kGamepadIconSize);
|
|
currentx+= kIconHorizontalOffset;
|
|
mFont->DrawString(_(kInterruptString), currentx, kIconVerticalOffset - 6);
|
|
currentx+= mFont->GetStringWidth(_(kInterruptString).c_str()) + kBeforeIconSpace;
|
|
}
|
|
|
|
renderer->RenderQuad(pspIcons[4].get(), currentx, kIconVerticalOffset, 0, kGamepadIconSize, kGamepadIconSize);
|
|
currentx+= kIconHorizontalOffset;
|
|
mFont->DrawString(_(kNoString), currentx, kIconVerticalOffset - 6);
|
|
currentx+= mFont->GetStringWidth(_(kNoString).c_str()) + kBeforeIconSpace;
|
|
|
|
if (mObjects.size() > 1)
|
|
{
|
|
renderer->RenderQuad(pspIcons[6].get(), currentx, kIconVerticalOffset, 0, kGamepadIconSize, kGamepadIconSize);
|
|
currentx+= kIconHorizontalOffset;
|
|
mFont->DrawString(_(kNoToAllString), currentx, kIconVerticalOffset - 6);
|
|
currentx+= mFont->GetStringWidth(_(kNoToAllString).c_str()) + kBeforeIconSpace;
|
|
}
|
|
}
|
|
|
|
currenty += kIconVerticalOffset + kSpacer;
|
|
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
if (current && current->state == NOT_RESOLVED)
|
|
{
|
|
current->x = x0;
|
|
current->y = currenty;
|
|
current->Render();
|
|
|
|
currenty += current->mHeight;
|
|
}
|
|
}
|
|
}
|
|
else if (mode == ACTIONSTACK_TARGET && modal)
|
|
{
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
if (current->display)
|
|
height += current->mHeight;
|
|
}
|
|
|
|
WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
|
|
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
|
|
mFont->SetColor(ARGB(255,255,255,255));
|
|
|
|
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 (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
Interruptible * current = (Interruptible *) mObjects[i];
|
|
if (mObjects[i] != NULL && current->display)
|
|
{
|
|
((Interruptible *) mObjects[i])->x = x0 + 5;
|
|
if (i != mObjects.size() - 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) || defined (IOS)
|
|
|
|
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;
|
|
}
|
|
DebugTrace("type: " << stype << " " << type << " - state: " << sstate << " " << state << " - display: " << display);
|
|
}
|
|
|
|
void ActionStack::Dump()
|
|
{
|
|
DebugTrace("=====\nDumping Action Stack=====");
|
|
for (size_t i = 0; i < mObjects.size(); i++)
|
|
{
|
|
Interruptible * current = (Interruptible *)mObjects[i];
|
|
current->Dump();
|
|
}
|
|
}
|
|
|
|
#endif
|