Files
wagic/projects/mtg/src/DuelLayers.cpp
wagic.the.homebrew@gmail.com 512f649147 Erwan
- Adding cycling. Check Akroma's vengeance in ONS for an example. Note that this uses autohand instead of auto, this is important! You can also use autograveyard. 
- All "auto" activated abilities should work with autohand, so this is not only for cycling, but could be used for other abilities as well. For example autohand={3}:cycling can also be written autohand={3}{S}:Draw:1
2009-12-12 11:09:13 +00:00

173 lines
4.5 KiB
C++

#include "../include/config.h"
#include "../include/MTGRules.h"
#include "../include/GuiCombat.h"
#include "../include/GuiBackground.h"
#include "../include/GuiFrame.h"
#include "../include/GuiPhaseBar.h"
#include "../include/GuiAvatars.h"
#include "../include/GuiHand.h"
#include "../include/GuiPlay.h"
#include "../include/GuiMana.h"
#include "../include/Trash.h"
#include "../include/DuelLayers.h"
void DuelLayers::init(){
GameObserver* go = GameObserver::GetInstance();
cs = NEW CardSelector(this);
//1 Action Layer
action = NEW ActionLayer();
action->Add(NEW MTGGamePhase(action->getMaxId()));
//Add Magic Specific Rules
action->Add(NEW MTGPutInPlayRule(-1));
action->Add(NEW MTGAttackRule(-1));
action->Add(NEW MTGBlockRule(-1));
action->Add(NEW MTGLegendRule(-1));
action->Add(NEW MTGPersistRule(-1));
action->Add(NEW MTGLifelinkRule(-1));
action->Add(NEW MTGDeathtouchRule(-1));
action->Add(NEW OtherAbilitiesEventReceiver(-1));
//Other display elements
action->Add(NEW HUDDisplay(-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(cs);
Add(hand = NEW GuiHandSelf(cs, go->players[0]->game->hand));
Add(avatars = NEW GuiAvatars(cs));
Add(NEW GuiHandOpponent(cs, go->players[1]->game->hand));
Add(NEW GuiPlay(go, cs));
Add(NEW GuiPhaseBar());
Add(NEW GuiFrame());
Add(NEW GuiBackground());
}
void DuelLayers::CheckUserInput(int isAI){
u32 key;
while ((key = JGE::GetInstance()->ReadButton())){
if ((!isAI) && (0 != key))
{
if (stack->CheckUserInput(key)) break;
if (combat->CheckUserInput(key)) break;
if (avatars->CheckUserInput(key)) break; //avatars need to check their input before action (CTRL_CROSS)
if (action->CheckUserInput(key)) break;
if (hand->CheckUserInput(key)) break;
if (cs->CheckUserInput(key)) break;
}
}
}
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;
}
DuelLayers::DuelLayers() : nbitems(0) {}
DuelLayers::~DuelLayers(){
int _nbitems = nbitems;
nbitems = 0;
for (int i = 0; i < _nbitems; ++i){
delete objects[i];
objects[i] = NULL;
}
for (size_t i = 0; i < waiters.size(); ++i)
delete(waiters[i]);
Trash::cleanup();
}
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());
}