I've also added my current work on the zone navigation system (class Navigator) - it's currently turned off for now (the override for this is inside of CardSelectorSingleton's Instance() call, simply comment out the NEW CardSelector and uncomment out the NEW Navigator line.) It's functional, but I want to do more testing before considering wiring it into the game options or something similar. (Also, note that it currently doesn't support the mouse functionality added by DJardin.) Lastly, there's a bug crash fix in ActionStack that I tripped across while testing - basically, an illegal index value would have us walk off the bounds of a vector.
211 lines
5.4 KiB
C++
211 lines
5.4 KiB
C++
#include "PrecompiledHeader.h"
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#include "MTGRules.h"
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#include "CardSelectorSingleton.h"
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#include "GuiCombat.h"
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#include "GuiBackground.h"
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#include "GuiFrame.h"
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#include "GuiPhaseBar.h"
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#include "GuiAvatars.h"
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#include "GuiHand.h"
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#include "GuiPlay.h"
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#include "GuiMana.h"
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#include "Trash.h"
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#include "DuelLayers.h"
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void DuelLayers::init(){
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GameObserver* go = GameObserver::GetInstance();
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mCardSelector = CardSelectorSingleton::Create(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 MTGAlternativeCostRule(-1));
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action->Add(NEW MTGBuyBackRule(-1));
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action->Add(NEW MTGFlashBackRule(-1));
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action->Add(NEW MTGRetraceRule(-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 MTGCombatTriggersRule(-1));
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action->Add(NEW MTGLegendRule(-1));
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action->Add(NEW MTGTokensCleanup(-1)); // needs to be before persist
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action->Add(NEW MTGPersistRule(-1));
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action->Add(NEW MTGAffinityRule(-1));
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action->Add(NEW MTGUnearthRule(-1));
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action->Add(NEW MTGCantCasterstart(-1));
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action->Add(NEW MTGSneakAttackRule(-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(mCardSelector);
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Add(hand = NEW GuiHandSelf(go->players[0]->game->hand));
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Add(avatars = NEW GuiAvatars());
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Add(NEW GuiHandOpponent(go->players[1]->game->hand));
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Add(NEW GuiPlay(go));
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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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JButton key;
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int x, y;
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while ((key = JGE::GetInstance()->ReadButton()))
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{
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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 (CardSelectorSingleton::Instance()->CheckUserInput(key)) break;
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}
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}
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if(JGE::GetInstance()->GetLeftClickCoordinates(x, y))
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{
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if (avatars->CheckUserInput(x, y))
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{
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JGE::GetInstance()->LeftClickedProcessed();
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}
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else if (CardSelectorSingleton::Instance()->CheckUserInput(x, y))
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{
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JGE::GetInstance()->LeftClickedProcessed();
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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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GuiAvatars * DuelLayers::GetAvatars()
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{
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return avatars;
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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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{
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if (objects[i] != mCardSelector)
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{
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delete objects[i];
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objects[i] = NULL;
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}
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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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CardSelectorSingleton::Terminate();
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mCardSelector = NULL;
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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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