Files
wagic/projects/mtg/include/GameObserver.h

95 lines
2.4 KiB
C++

#ifndef _GAMEOBSERVER_H_
#define _GAMEOBSERVER_H_
#include "Player.h"
#include "MTGAbility.h"
#include "DuelLayers.h"
#include "MTGCardInstance.h"
#include "PlayGuiObject.h"
#include "TargetChooser.h"
#include "PhaseRing.h"
#include "ReplacementEffects.h"
#include "GuiStatic.h"
#include <queue>
#include <time.h>
class MTGGamePhase;
class MTGAbility;
class MTGCardInstance;
struct CardGui;
class Player;
class TargetChooser;
class Rules;
using namespace std;
class GameObserver{
protected:
static GameObserver * mInstance;
MTGCardInstance * cardWaitingForTargets;
queue<WEvent *> eventsQueue;
int nbPlayers;
int untap(MTGCardInstance * card);
bool WaitForExtraPayment(MTGCardInstance* card);
public:
int currentPlayerId;
CombatStep combatStep;
int turn;
int forceShuffleLibraries();
int targetListIsSet(MTGCardInstance * card);
PhaseRing * phaseRing;
int cancelCurrentAction();
int currentGamePhase;
ExtraCosts * mExtraPayment;
int oldGamePhase;
TargetChooser * targetChooser;
DuelLayers * mLayers;
ReplacementEffects *replacementEffects;
Player * gameOver;
Player * players[2]; //created outside
time_t startedAt;
Rules * mRules;
TargetChooser * getCurrentTargetChooser();
void stackObjectClicked(Interruptible * action);
int cardClick(MTGCardInstance * card,Targetable * _object = NULL );
int getCurrentGamePhase();
void nextCombatStep();
void userRequestNextGamePhase();
void nextGamePhase();
void cleanupPhase();
void nextPlayer();
static void Init(Player * _players[], int _nbplayers);
static GameObserver * GetInstance();
static void EndInstance();
Player * currentPlayer;
Player * currentActionPlayer;
Player * isInterrupting;
Player * opponent();
Player * currentlyActing();
GameObserver(Player * _players[], int _nbplayers);
~GameObserver();
void gameStateBasedEffects();
void enchantmentStatus();
void Affinity();
void eventOccured();
void addObserver(MTGAbility * observer);
bool removeObserver(ActionElement * observer);
void startGame(Rules * rules);
void untapPhase();
MTGCardInstance * isCardWaiting(){ return cardWaitingForTargets; }
int isInPlay(MTGCardInstance * card);
int isInGrave(MTGCardInstance * card);
int isInExile(MTGCardInstance * card);
void Update(float dt);
void Render();
void ButtonPressed(PlayGuiObject*);
int receiveEvent(WEvent * event);
bool connectRule;
};
#endif