Files
wagic/projects/mtg/include/GameObserver.h
Anthony Calosa 59c0cf467f serum powder code
serum powder second ability...
Any time you could mulligan and Serum Powder is in your hand, you may
exile all the cards from your hand, then draw that many cards.
2015-08-20 23:11:44 +08:00

215 lines
6.7 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>
#ifdef NETWORK_SUPPORT
#include "JNetwork.h"
#endif //NETWORK_SUPPORT
class MTGGamePhase;
class MTGAbility;
class MTGCardInstance;
struct CardGui;
class Player;
class TargetChooser;
class Rules;
class TestSuiteGame;
class Trash;
class DeckManager;
using namespace std;
class GameObserver{
protected:
unsigned int mSeed;
GameType mGameType;
MTGCardInstance * cardWaitingForTargets;
queue<WEvent *> eventsQueue;
// used when we're running to log actions
list<string> actionsList;
// used when we're loading to know what to load
list<string> loadingList;
list<string>::iterator loadingite;
RandomGenerator randomGenerator;
WResourceManager* mResourceManager;
JGE* mJGE;
DeckManager* mDeckManager;
Player * gameOver;
GamePhase mCurrentGamePhase;
int untap(MTGCardInstance * card);
bool WaitForExtraPayment(MTGCardInstance* card);
void cleanup();
string startupGameSerialized;
bool parseLine(const string& s);
virtual void logAction(const string& s);
bool processAction(const string& s);
bool processActions(bool undo
#ifdef TESTSUITE
, TestSuiteGame* testgame
#endif
);
friend ostream& operator<<(ostream&, const GameObserver&);
bool mLoading;
void nextGamePhase();
void shuffleLibrary(Player* p);
Player* createPlayer(const string& playerMode
#ifdef TESTSUITE
, TestSuiteGame* testgame
#endif //TESTSUITE
);
public:
int currentPlayerId;
CombatStep combatStep;
int turn;
int forceShuffleLibraries();
int targetListIsSet(MTGCardInstance * card);
PhaseRing * phaseRing;
vector<list<Phase*> >gameTurn;
int cancelCurrentAction();
ExtraCosts * mExtraPayment;
int oldGamePhase;
TargetChooser * targetChooser;
DuelLayers * mLayers;
ReplacementEffects *replacementEffects;
vector<Player *> players; //created outside
time_t startedAt;
Rules * mRules;
MTGCardInstance* ExtraRules;
Trash* mTrash;
GameType gameType() const { return mGameType; };
TargetChooser * getCurrentTargetChooser();
void stackObjectClicked(Interruptible * action);
int cardClickLog(bool log, Player* clickedPlayer, MTGGameZone* zone, MTGCardInstance*backup, size_t index, int toReturn);
int cardClick(MTGCardInstance * card, MTGAbility *ability);
int cardClick(MTGCardInstance * card, int abilityType);
int cardClick(MTGCardInstance * card,Targetable * _object = NULL, bool log = true);
GamePhase getCurrentGamePhase();
void setCurrentGamePhase(GamePhase phase) { mCurrentGamePhase = phase; };
const string& getCurrentGamePhaseName();
const string& getNextGamePhaseName();
void nextCombatStep();
void userRequestNextGamePhase(bool allowInterrupt = true, bool log = true);
void cleanupPhase();
void nextPlayer();
#ifdef TESTSUITE
void loadTestSuitePlayer(int playerId, TestSuiteGame* testSuite);
#endif //TESTSUITE
void loadPlayer(int playerId, PlayerType playerType = PLAYER_TYPE_HUMAN, int decknb=0, bool premadeDeck=false);
virtual void loadPlayer(int playerId, Player* player);
Player * currentPlayer;
Player * currentActionPlayer;
Player * isInterrupting;
Player * opponent();
Player * nextTurnsPlayer();
Player * currentlyActing();
GameObserver(WResourceManager* output = 0, JGE* input = 0);
virtual ~GameObserver();
void gameStateBasedEffects();
void enchantmentStatus();
void Affinity();
void addObserver(MTGAbility * observer);
bool removeObserver(ActionElement * observer);
void startGame(GameType, Rules * rules);
void untapPhase();
MTGCardInstance * isCardWaiting(){ return cardWaitingForTargets; }
int isInPlay(MTGCardInstance * card);
int isInGrave(MTGCardInstance * card);
int isInExile(MTGCardInstance * card);
virtual void Update(float dt);
void Render();
void ButtonPressed(PlayGuiObject*);
int getPlayersNumber() {return players.size();};
int receiveEvent(WEvent * event);
bool connectRule;
void logAction(Player* player, const string& s="");
void logAction(int playerId, const string& s="") {
logAction(players[playerId], s);
};
void logAction(MTGCardInstance* card, MTGGameZone* zone, size_t index, int result);
bool load(const string& s, bool undo = false, int controlledPlayerIndex = 0
#ifdef TESTSUITE
, TestSuiteGame* testgame = 0
#endif
);
bool undo();
bool isLoading(){ return mLoading; };
void Mulligan(Player* player = NULL);
void serumMulligan(Player* player = NULL);
Player* getPlayer(size_t index) { return players[index];};
bool isStarted() { return (mLayers!=NULL);};
RandomGenerator* getRandomGenerator() { return &randomGenerator; };
WResourceManager* getResourceManager() { if(this) return mResourceManager;else return 0;};
CardSelectorBase* getCardSelector() { return mLayers->getCardSelector();};
bool operator==(const GameObserver& aGame);
JGE* getInput(){return mJGE;};
DeckManager* getDeckManager(){ return mDeckManager; };
void dumpAssert(bool val);
void resetStartupGame();
void setLoser(Player* aPlayer) {
gameOver = aPlayer;
};
bool didWin(Player* aPlayer = 0) const {
if(!gameOver) {
// nobody won
return false;
} else if(!aPlayer) {
// somebody won and we don't care who
return true;
} else if(gameOver == aPlayer) {
// aPlayer lost
return false;
} else {
// aPlayer won
return true;
}
};
DuelLayers *getView() { return mLayers; };
};
#ifdef NETWORK_SUPPORT
class NetworkGameObserver : public GameObserver
{
protected:
JNetwork* mpNetworkSession;
bool mSynchronized;
bool mForwardAction;
virtual void logAction(const string& s);
public:
// no serverIp means a server is being instantiated, otherwise a client
NetworkGameObserver(JNetwork* pNetwork, WResourceManager* output = 0, JGE* input = 0);
virtual ~NetworkGameObserver();
virtual void loadPlayer(int playerId, Player* player);
virtual void Update(float dt);
void synchronize();
static void loadPlayer(void*pThis, stringstream& in, stringstream& out);
static void sendAction(void*pThis, stringstream& in, stringstream& out);
static void synchronize(void*pThis, stringstream& in, stringstream& out);
static void checkSynchro(void*pxThis, stringstream& in, stringstream& out);
static void ignoreResponse(void*, stringstream&, stringstream&){};
static void disconnect(void*pxThis, stringstream& in, stringstream& out);
};
#endif
#endif