- 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
173 lines
4.5 KiB
C++
173 lines
4.5 KiB
C++
#include "../include/config.h"
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#include "../include/MTGRules.h"
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#include "../include/GuiCombat.h"
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#include "../include/GuiBackground.h"
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#include "../include/GuiFrame.h"
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#include "../include/GuiPhaseBar.h"
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#include "../include/GuiAvatars.h"
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#include "../include/GuiHand.h"
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#include "../include/GuiPlay.h"
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#include "../include/GuiMana.h"
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#include "../include/Trash.h"
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#include "../include/DuelLayers.h"
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void DuelLayers::init(){
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GameObserver* go = GameObserver::GetInstance();
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cs = NEW CardSelector(this);
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//1 Action Layer
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action = NEW ActionLayer();
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action->Add(NEW MTGGamePhase(action->getMaxId()));
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//Add Magic Specific Rules
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action->Add(NEW MTGPutInPlayRule(-1));
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action->Add(NEW MTGAttackRule(-1));
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action->Add(NEW MTGBlockRule(-1));
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action->Add(NEW MTGLegendRule(-1));
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action->Add(NEW MTGPersistRule(-1));
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action->Add(NEW MTGLifelinkRule(-1));
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action->Add(NEW MTGDeathtouchRule(-1));
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action->Add(NEW OtherAbilitiesEventReceiver(-1));
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//Other display elements
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action->Add(NEW HUDDisplay(-1));
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Add(NEW GuiMana(20,20,go->players[1]));
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Add(NEW GuiMana(440,20,go->players[0]));
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Add(stack = NEW ActionStack(go));
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Add(combat = NEW GuiCombat(go));
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Add(action);
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Add(cs);
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Add(hand = NEW GuiHandSelf(cs, go->players[0]->game->hand));
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Add(avatars = NEW GuiAvatars(cs));
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Add(NEW GuiHandOpponent(cs, go->players[1]->game->hand));
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Add(NEW GuiPlay(go, cs));
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Add(NEW GuiPhaseBar());
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Add(NEW GuiFrame());
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Add(NEW GuiBackground());
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}
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void DuelLayers::CheckUserInput(int isAI){
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u32 key;
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while ((key = JGE::GetInstance()->ReadButton())){
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if ((!isAI) && (0 != key))
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{
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if (stack->CheckUserInput(key)) break;
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if (combat->CheckUserInput(key)) break;
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if (avatars->CheckUserInput(key)) break; //avatars need to check their input before action (CTRL_CROSS)
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if (action->CheckUserInput(key)) break;
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if (hand->CheckUserInput(key)) break;
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if (cs->CheckUserInput(key)) break;
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}
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}
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}
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void DuelLayers::Update(float dt, Player * currentPlayer)
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{
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for (int i = 0; i < nbitems; ++i) objects[i]->Update(dt);
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int isAI = currentPlayer->isAI();
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if (isAI) currentPlayer->Act(dt);
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CheckUserInput(isAI);
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}
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ActionStack * DuelLayers::stackLayer(){
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return stack;
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}
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GuiCombat * DuelLayers::combatLayer(){
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return combat;
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}
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ActionLayer * DuelLayers::actionLayer(){
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return action;
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}
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DuelLayers::DuelLayers() : nbitems(0) {}
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DuelLayers::~DuelLayers(){
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int _nbitems = nbitems;
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nbitems = 0;
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for (int i = 0; i < _nbitems; ++i){
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delete objects[i];
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objects[i] = NULL;
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}
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for (size_t i = 0; i < waiters.size(); ++i)
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delete(waiters[i]);
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Trash::cleanup();
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}
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void DuelLayers::Add(GuiLayer * layer){
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objects.push_back(layer);
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nbitems++;
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}
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void DuelLayers::Remove(){
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--nbitems;
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}
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void DuelLayers::Render(){
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bool focusMakesItThrough = true;
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for (int i = 0; i < nbitems; ++i)
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{
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objects[i]->hasFocus = focusMakesItThrough;
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if (objects[i]->modal) focusMakesItThrough = false;
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}
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for (int i = nbitems - 1; i >= 0; --i)
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objects[i]->Render();
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}
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int DuelLayers::receiveEvent(WEvent * e){
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#if 0
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#define PRINT_IF(type) { type *foo = dynamic_cast<type*>(e); if (foo) cout << "Is a " #type " " << *foo << endl; }
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cout << "Received event " << e << " ";
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PRINT_IF(WEventZoneChange);
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PRINT_IF(WEventDamage);
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PRINT_IF(WEventPhaseChange);
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PRINT_IF(WEventCardUpdate);
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PRINT_IF(WEventCardTap);
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PRINT_IF(WEventCreatureAttacker);
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PRINT_IF(WEventCreatureBlocker);
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PRINT_IF(WEventCreatureBlockerRank);
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PRINT_IF(WEventCombatStepChange);
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PRINT_IF(WEventEngageMana);
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PRINT_IF(WEventConsumeMana);
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PRINT_IF(WEventEmptyManaPool);
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#endif
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int used = 0;
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for (int i = 0; i < nbitems; ++i)
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used |= objects[i]->receiveEventPlus(e);
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if (!used)
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{
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Pos* p;
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if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
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{
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MTGCardInstance* card = event->card;
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if (card->view)
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waiters.push_back(p = NEW Pos(*(card->view)));
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else
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waiters.push_back(p = NEW Pos(0, 0, 0, 0, 255));
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const Pos* ref = card->view;
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while (card)
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{
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if (ref == card->view) card->view = p;
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card = card->next;
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}
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}
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}
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for (int i = 0; i < nbitems; ++i)
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objects[i]->receiveEventMinus(e);
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if (WEventPhaseChange *event = dynamic_cast<WEventPhaseChange*>(e))
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if (Constants::MTG_PHASE_BEFORE_BEGIN == event->to->id)
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Trash::cleanup();
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return 1;
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}
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float DuelLayers::RightBoundary()
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{
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return MIN (hand->LeftBoundary(), avatars->LeftBoundarySelf());
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}
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