Files
wagic/projects/mtg/src/GameObserver.cpp

1085 lines
34 KiB
C++

#include "PrecompiledHeader.h"
#include "GameObserver.h"
#include "CardGui.h"
#include "Damage.h"
#include "Rules.h"
#include "ExtraCost.h"
#include "Subtypes.h"
#include <JLogger.h>
#include <JRenderer.h>
GameObserver * GameObserver::mInstance = NULL;
GameObserver* GameObserver::GetInstance()
{
return mInstance;
}
void GameObserver::EndInstance()
{
SAFE_DELETE(mInstance);
}
void GameObserver::Init(Player * _players[], int _nbplayers)
{
mInstance = NEW GameObserver(_players, _nbplayers);
}
GameObserver::GameObserver(Player * _players[], int _nb_players)
{
for (int i = 0; i < _nb_players; i++)
{
players[i] = _players[i];
}
currentPlayer = NULL;
currentActionPlayer = NULL;
isInterrupting = NULL;
currentPlayerId = 0;
nbPlayers = _nb_players;
currentGamePhase = -1;
targetChooser = NULL;
cardWaitingForTargets = NULL;
mExtraPayment = NULL;
gameOver = NULL;
phaseRing = NULL;
replacementEffects = NEW ReplacementEffects();
combatStep = BLOCKERS;
mRules = NULL;
}
int GameObserver::getCurrentGamePhase()
{
return currentGamePhase;
}
Player * GameObserver::opponent()
{
int index = (currentPlayerId + 1) % nbPlayers;
return players[index];
}
void GameObserver::nextPlayer()
{
turn++;
currentPlayerId = (currentPlayerId + 1) % nbPlayers;
currentPlayer = players[currentPlayerId];
currentActionPlayer = currentPlayer;
combatStep = BLOCKERS;
}
void GameObserver::nextGamePhase()
{
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if (cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE)
if ((FIRST_STRIKE == combatStep) || (END_FIRST_STRIKE == combatStep) || (DAMAGE == combatStep))
{
nextCombatStep();
return;
}
if (cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS)
if (BLOCKERS == combatStep || TRIGGERS == combatStep)
{
nextCombatStep();
return;
}
phaseRing->forward();
//Go directly to end of combat if no attackers
if (cPhaseOld->id == Constants::MTG_PHASE_COMBATATTACKERS && !(currentPlayer->game->inPlay->getNextAttacker(NULL)))
{
phaseRing->forward();
phaseRing->forward();
}
Phase * cPhase = phaseRing->getCurrentPhase();
currentGamePhase = cPhase->id;
if (Constants::MTG_PHASE_COMBATDAMAGE == currentGamePhase)
nextCombatStep();
if (currentPlayer != cPhase->player)
nextPlayer();
//init begin of turn
if (currentGamePhase == Constants::MTG_PHASE_BEFORE_BEGIN)
{
cleanupPhase();
currentPlayer->damageCount = 0;
currentPlayer->preventable = 0;
currentPlayer->isPoisoned = false;
mLayers->actionLayer()->cleanGarbage(); //clean abilities history for this turn;
mLayers->stackLayer()->garbageCollect(); //clean stack history for this turn;
mLayers->actionLayer()->Update(0);
for (int i = 0; i < 2; i++)
{
//Cleanup of each player's gamezones
players[i]->game->beforeBeginPhase();
}
combatStep = BLOCKERS;
return nextGamePhase();
}
if (currentGamePhase == Constants::MTG_PHASE_AFTER_EOT)
{
//Auto Hand cleaning, in case the player didn't do it himself
while (currentPlayer->game->hand->nb_cards > currentPlayer->handsize && currentPlayer->nomaxhandsize == false)
{
WEvent * e = NEW WEventCardDiscard(currentPlayer->game->hand->cards[0]);
GameObserver * game = GameObserver::GetInstance();
game->receiveEvent(e);
currentPlayer->game->putInGraveyard(currentPlayer->game->hand->cards[0]);
}
mLayers->actionLayer()->Update(0);
currentPlayer->lifeLostThisTurn = 0;
currentPlayer->opponent()->lifeLostThisTurn = 0;
return nextGamePhase();
}
//Phase Specific actions
switch (currentGamePhase)
{
case Constants::MTG_PHASE_UNTAP:
DebugTrace("Untap Phase ------------- Turn " << turn );
untapPhase();
break;
case Constants::MTG_PHASE_COMBATBLOCKERS:
receiveEvent(NEW WEventAttackersChosen());
break;
default:
break;
}
}
int GameObserver::cancelCurrentAction()
{
SAFE_DELETE(targetChooser);
return mLayers->actionLayer()->cancelCurrentAction();
}
void GameObserver::nextCombatStep()
{
switch (combatStep)
{
case BLOCKERS:
receiveEvent(NEW WEventBlockersChosen());
receiveEvent(NEW WEventCombatStepChange(combatStep = TRIGGERS));
return;
case TRIGGERS:
receiveEvent(NEW WEventCombatStepChange(combatStep = ORDER));
return;
case ORDER:
receiveEvent(NEW WEventCombatStepChange(combatStep = FIRST_STRIKE));
return;
case FIRST_STRIKE:
receiveEvent(NEW WEventCombatStepChange(combatStep = END_FIRST_STRIKE));
return;
case END_FIRST_STRIKE:
receiveEvent(NEW WEventCombatStepChange(combatStep = DAMAGE));
return;
case DAMAGE:
receiveEvent(NEW WEventCombatStepChange(combatStep = END_DAMAGE));
return;
case END_DAMAGE:
; // Nothing : go to next phase
}
}
void GameObserver::userRequestNextGamePhase()
{
if (mLayers->stackLayer()->getNext(NULL, 0, NOT_RESOLVED))
return;
if (getCurrentTargetChooser())
return;
//if (mLayers->actionLayer()->isWaitingForAnswer())
// return;
// Wil 12/5/10: additional check, not quite understanding why TargetChooser doesn't seem active at this point.
// If we deem that an extra cost payment needs to be made, don't allow the next game phase to proceed.
// Here's what I find weird - if the extra cost is something like a sacrifice, doesn't that imply a TargetChooser?
if (WaitForExtraPayment(NULL))
return;
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if ((cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER)
|| (cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == TRIGGERS)
|| (cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE)
|| opponent()->isAI()
|| options[Options::optionInterrupt(currentGamePhase)].number
|| currentPlayer->offerInterruptOnPhase - 1 == currentGamePhase
)
{
mLayers->stackLayer()->AddNextGamePhase();
}
else
{
nextGamePhase();
}
}
int GameObserver::forceShuffleLibraries()
{
int result = 0;
for (int i = 0; i < 2 ; ++i)
{
if (players[i]->game->library->needShuffle)
{
players[i]->game->library->shuffle();
players[i]->game->library->needShuffle = false;
++result;
}
}
return result;
}
void GameObserver::startGame(Rules * rules)
{
turn = 0;
mRules = rules;
if (rules)
rules->initPlayers();
options.automaticStyle(players[0], players[1]);
mLayers = NEW DuelLayers();
mLayers->init();
currentPlayerId = 0;
currentPlayer = players[0];
currentActionPlayer = currentPlayer;
phaseRing = NEW PhaseRing(players, nbPlayers);
if (rules)
rules->initGame();
//Preload images from hand
if (!players[0]->isAI())
{
for (int i = 0; i < players[0]->game->hand->nb_cards; i++)
{
WResourceManager::Instance()->RetrieveCard(players[0]->game->hand->cards[i], CACHE_THUMB);
WResourceManager::Instance()->RetrieveCard(players[0]->game->hand->cards[i]);
}
}
startedAt = time(0);
//Difficult mode special stuff
if (!players[0]->isAI() && players[1]->isAI())
{
int difficulty = options[Options::DIFFICULTY].number;
if (options[Options::DIFFICULTY_MODE_UNLOCKED].number && difficulty)
{
Player * p = players[1];
for (int level = 0; level < difficulty; level++)
{
MTGCardInstance * card = NULL;
MTGGameZone * z = p->game->library;
for (int j = 0; j < z->nb_cards; j++)
{
MTGCardInstance * _card = z->cards[j];
if (_card->isLand())
{
card = _card;
j = z->nb_cards;
}
}
if (card)
{
MTGCardInstance * copy = p->game->putInZone(card, p->game->library, p->game->stack);
Spell * spell = NEW Spell(copy);
spell->resolve();
delete spell;
}
}
}
}
}
void GameObserver::addObserver(MTGAbility * observer)
{
mLayers->actionLayer()->Add(observer);
}
//Returns true if the Ability was correctly removed from the game, false otherwise
//Main (valid) reason of returning false is an attempt at removing an Ability that has already been removed
bool GameObserver::removeObserver(ActionElement * observer)
{
if (!observer)
return false;
return mLayers->actionLayer()->moveToGarbage(observer);
}
GameObserver::~GameObserver()
{
LOG("==Destroying GameObserver==");
SAFE_DELETE(targetChooser);
SAFE_DELETE(mLayers);
SAFE_DELETE(phaseRing);
SAFE_DELETE(replacementEffects);
for (int i = 0; i < nbPlayers; ++i)
{
SAFE_DELETE(players[i]);
}
LOG("==GameObserver Destroyed==");
}
void GameObserver::Update(float dt)
{
Player * player = currentPlayer;
if (Constants::MTG_PHASE_COMBATBLOCKERS == currentGamePhase && BLOCKERS == combatStep)
player = player->opponent();
currentActionPlayer = player;
if (isInterrupting)
player = isInterrupting;
mLayers->Update(dt, player);
while (mLayers->actionLayer()->stuffHappened)
{
mLayers->actionLayer()->Update(0);
}
gameStateBasedEffects();
oldGamePhase = currentGamePhase;
}
//applies damage to creatures after updates
//Players life test
//Handles game state based effects
void GameObserver::gameStateBasedEffects()
{
//check land playability at start; as we want this effect to happen reguardless of unresolved
//effects or menus actions
for (int i = 0; i < 2; i++)
players[i]->isPoisoned = (players[i]->poisonCount > 0);
if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
return;
if (mLayers->actionLayer()->menuObject)
return;
if (targetChooser || mLayers->actionLayer()->isWaitingForAnswer())
return;
////////////////////////
//---apply damage-----//
//after combat effects//
////////////////////////
for (int i = 0; i < 2; i++)
{
MTGGameZone * zone = players[i]->game->inPlay;
for (int j = zone->nb_cards - 1; j >= 0; j--)
{
MTGCardInstance * card = zone->cards[j];
card->afterDamage();
card->mPropertiesChangedSinceLastUpdate = false;
///////////////////////////////////////////////////////
//Remove auras that don't have a valid target anymore//
///////////////////////////////////////////////////////
if (card->target && !isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT))
{
players[i]->game->putInGraveyard(card);
}
card->enchanted = false;
if (card->target && isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT) && card->hasSubtype(Subtypes::TYPE_AURA))
{
card->target->enchanted = true;
}
///////////////////////////
//reset extracost shadows//
///////////////////////////
card->isExtraCostTarget = false;
if(mExtraPayment != NULL)
{
for(unsigned int ec = 0;ec < mExtraPayment->costs.size();ec++)
{
if( mExtraPayment->costs[ec]->target)
mExtraPayment->costs[ec]->target->isExtraCostTarget = true;
}
}
//////////////////////
//reset morph hiding//
//////////////////////
if((card->previous && card->previous->morphed && !card->turningOver) || (card->morphed && !card->turningOver))
{
card->morphed = true;
card->isMorphed = true;
}
else
{
card->isMorphed = false;
card->morphed = false;
}
//////////////////////////
//handles phasing events//
//////////////////////////
if(card->has(Constants::PHASING)&& currentGamePhase == Constants::MTG_PHASE_UNTAP && currentPlayer == card->controller() && card->phasedTurn != turn && !card->isPhased)
{
card->isPhased = true;
card->phasedTurn = turn;
if(card->view)
card->view->alpha = 50;
card->initAttackersDefensers();
}
else if((card->has(Constants::PHASING) || card->isPhased)&& currentGamePhase == Constants::MTG_PHASE_UNTAP && currentPlayer == card->controller() && card->phasedTurn != turn)
{
card->isPhased = false;
card->phasedTurn = turn;
if(card->view)
card->view->alpha = 255;
}
if (card->target && isInPlay(card->target) && (card->hasSubtype(Subtypes::TYPE_EQUIPMENT) || card->hasSubtype(Subtypes::TYPE_AURA)))
{
card->isPhased = card->target->isPhased;
card->phasedTurn = card->target->phasedTurn;
if(card->view && card->target->view)
card->view->alpha = card->target->view->alpha;
}
//////////////////////////
//forceDestroy over ride//
//////////////////////////
if(card->isInPlay())
{
card->graveEffects = false;
card->exileEffects = false;
}
}
}
//-------------------------------------
for (int i = 0; i < 2; i++)
{
///////////////////////////////////////////////////////////
//life checks/poison checks also checks cant win or lose.//
///////////////////////////////////////////////////////////
if (players[i]->life <= 0 || players[i]->poisonCount >= 10)
{
int cantlosers = 0;
MTGGameZone * z = players[i]->game->inPlay;
int nbcards = z->nb_cards;
for (int j = 0; j < nbcards; ++j)
{
MTGCardInstance * c = z->cards[j];
if (c->has(Constants::CANTLOSE) || (c->has(Constants::CANTLIFELOSE) && players[i]->poisonCount < 10))
{
cantlosers++;
}
}
MTGGameZone * k = players[i]->opponent()->game->inPlay;
int onbcards = k->nb_cards;
for (int m = 0; m < onbcards; ++m)
{
MTGCardInstance * e = k->cards[m];
if (e->has(Constants::CANTWIN))
{
cantlosers++;
}
}
if (cantlosers < 1)
{
gameOver = players[i];
}
}
}
//////////////////////////////////////////////////////
//-------------card based states effects------------//
//////////////////////////////////////////////////////
//ie:cantcast; extra land; extra turn;no max hand;--//
//////////////////////////////////////////////////////
for (int i = 0; i < 2; i++)
{
//checks if a player has a card which has the stated ability in play.
Player * p = players[i];
MTGGameZone * z = players[i]->game->inPlay;
int nbcards = z->nb_cards;
//------------------------------
p->nomaxhandsize = (z->hasAbility(Constants::NOMAXHAND));
/////////////////////////////////////////////////
//handle end of turn effects while we're at it.//
/////////////////////////////////////////////////
if (currentGamePhase == Constants::MTG_PHASE_ENDOFTURN+1)
{
for (int j = 0; j < nbcards; ++j)
{
MTGCardInstance * c = z->cards[j];
if(!c)break;
while (c->flanked)
{
/////////////////////////////////
//undoes the flanking on a card//
/////////////////////////////////
c->power += 1;
c->addToToughness(1);
c->flanked -= 1;
}
c->fresh = 0;
if(c->wasDealtDamage && c->isInPlay())
c->wasDealtDamage = false;
c->damageToController = false;
c->damageToOpponent = false;
}
for (int t = 0; t < nbcards; t++)
{
MTGCardInstance * c = z->cards[t];
if (c->has(Constants::TREASON))
{
WEvent * e = NEW WEventCardSacrifice(c);
GameObserver * game = GameObserver::GetInstance();
game->receiveEvent(e);
p->game->putInGraveyard(c);
}
if (c->has(Constants::UNEARTH))
{
p->game->putInExile(c);
}
if(nbcards > z->nb_cards)
{
t = 0;
nbcards = z->nb_cards;
}
}
MTGGameZone * f = p->game->graveyard;
for (int k = 0; k < f->nb_cards; k++)
{
MTGCardInstance * card = f->cards[k];
card->fresh = 0;
}
}
if (z->nb_cards == 0)
{
p->nomaxhandsize = false;
}
//////////////////////////
// Check auras on a card//
//////////////////////////
enchantmentStatus();
/////////////////////////////
// Check affinity on a card//
/////////////////////////////
Affinity();
/////////////////////////////////////
// Check colored statuses on cards //
/////////////////////////////////////
for(int w = 0;w < z->nb_cards;w++)
{
int colored = 0;
for (int i = Constants::MTG_COLOR_GREEN; i <= Constants::MTG_COLOR_WHITE; ++i)
{
if (z->cards[w]->hasColor(i))
++colored;
}
z->cards[w]->isMultiColored = (colored > 1) ? 1 : 0;
if(z->cards[w]->hasColor(Constants::MTG_COLOR_WHITE) && z->cards[w]->hasColor(Constants::MTG_COLOR_BLACK))
z->cards[w]->isBlackAndWhite = 1;
else
z->cards[w]->isBlackAndWhite = 0;
if(z->cards[w]->hasColor(Constants::MTG_COLOR_RED) && z->cards[w]->hasColor(Constants::MTG_COLOR_BLUE))
z->cards[w]->isRedAndBlue = 1;
else
z->cards[w]->isRedAndBlue = 0;
if(z->cards[w]->hasColor(Constants::MTG_COLOR_GREEN) && z->cards[w]->hasColor(Constants::MTG_COLOR_BLACK))
z->cards[w]->isBlackAndGreen = 1;
else
z->cards[w]->isBlackAndGreen = 0;
if(z->cards[w]->hasColor(Constants::MTG_COLOR_BLUE) && z->cards[w]->hasColor(Constants::MTG_COLOR_GREEN))
z->cards[w]->isBlueAndGreen = 1;
else
z->cards[w]->isBlueAndGreen = 0;
if(z->cards[w]->hasColor(Constants::MTG_COLOR_RED) && z->cards[w]->hasColor(Constants::MTG_COLOR_WHITE))
z->cards[w]->isRedAndWhite = 1;
else
z->cards[w]->isRedAndWhite = 0;
}
}
///////////////////////////////////
//phase based state effects------//
///////////////////////////////////
if (combatStep == TRIGGERS)
{
if (!mLayers->stackLayer()->getNext(NULL, 0, NOT_RESOLVED) && !targetChooser
&& !mLayers->actionLayer()->isWaitingForAnswer())
mLayers->stackLayer()->AddNextCombatStep();
}
//Auto skip Phases
GameObserver * game = game->GetInstance();
int skipLevel = (game->currentPlayer->playMode == Player::MODE_TEST_SUITE) ? Constants::ASKIP_NONE
: options[Options::ASPHASES].number;
int nrCreatures = currentPlayer->game->inPlay->countByType("Creature");
if (skipLevel == Constants::ASKIP_SAFE || skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && ((currentGamePhase == Constants::MTG_PHASE_UNTAP)
|| (currentGamePhase == Constants::MTG_PHASE_DRAW) || (currentGamePhase == Constants::MTG_PHASE_COMBATBEGIN)
|| ((currentGamePhase == Constants::MTG_PHASE_COMBATATTACKERS) && (nrCreatures == 0))
|| currentGamePhase == Constants::MTG_PHASE_COMBATEND || currentGamePhase == Constants::MTG_PHASE_ENDOFTURN
|| ((currentGamePhase == Constants::MTG_PHASE_CLEANUP) && (currentPlayer->game->hand->nb_cards < 8))))
userRequestNextGamePhase();
}
if (skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && (currentGamePhase == Constants::MTG_PHASE_UPKEEP
|| currentGamePhase == Constants::MTG_PHASE_COMBATDAMAGE))
userRequestNextGamePhase();
}
}
void GameObserver::enchantmentStatus()
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * zone = players[i]->game->inPlay;
for (int k = zone->nb_cards - 1; k >= 0; k--)
{
MTGCardInstance * card = zone->cards[k];
if (card && !card->hasType(Subtypes::TYPE_EQUIPMENT) && !card->hasSubtype(Subtypes::TYPE_AURA))
{
card->enchanted = false;
card->auras = 0;
}
}
for (int j = zone->nb_cards - 1; j >= 0; j--)
{
MTGCardInstance * card = zone->cards[j];
if (card->target && isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT) && card->hasSubtype(Subtypes::TYPE_AURA))
{
card->target->enchanted = true;
card->target->auras += 1;
}
}
}
}
void GameObserver::Affinity()
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * zone = players[i]->game->hand;
for (int k = zone->nb_cards - 1; k >= 0; k--)
{
MTGCardInstance * card = zone->cards[k];
if (!card)
continue;
int color = 0;
string type = "";
//only do any of the following if a card with the stated ability is in your hand.
ManaCost * original = NEW ManaCost();
original->copy(card->model->data->getManaCost());
//have to run alter cost before affinity or the 2 cancel each other out.
if(card->getIncreasedManaCost()->getConvertedCost()||card->getReducedManaCost()->getConvertedCost())
{
if(card->getIncreasedManaCost()->getConvertedCost())
original->add(card->getIncreasedManaCost());
if(card->getReducedManaCost()->getConvertedCost())
original->remove(card->getReducedManaCost());
card->getManaCost()->copy(original);
if(card->getManaCost()->extraCosts)
{
for(unsigned int i = 0; i < card->getManaCost()->extraCosts->costs.size();i++)
{
card->getManaCost()->extraCosts->costs[i]->setSource(card);
}
}
}
if(card->has(Constants::AFFINITYARTIFACTS)||
card->has(Constants::AFFINITYFOREST)||
card->has(Constants::AFFINITYGREENCREATURES)||
card->has(Constants::AFFINITYISLAND)||
card->has(Constants::AFFINITYMOUNTAIN)||
card->has(Constants::AFFINITYPLAINS)||
card->has(Constants::AFFINITYSWAMP)){
if (card->has(Constants::AFFINITYARTIFACTS))
{
type = "artifact";
}
else if (card->has(Constants::AFFINITYSWAMP))
{
type = "swamp";
}
else if (card->has(Constants::AFFINITYMOUNTAIN))
{
type = "mountain";
}
else if (card->has(Constants::AFFINITYPLAINS))
{
type = "plains";
}
else if (card->has(Constants::AFFINITYISLAND))
{
type = "island";
}
else if (card->has(Constants::AFFINITYFOREST))
{
type = "forest";
}
else if (card->has(Constants::AFFINITYGREENCREATURES))
{
color = 1;
type = "creature";
}
card->getManaCost()->copy(original);
int reduce = 0;
if(card->has(Constants::AFFINITYGREENCREATURES))
{
TargetChooserFactory tf;
TargetChooser * tc = tf.createTargetChooser("creature[green]",NULL);
reduce = card->controller()->game->battlefield->countByCanTarget(tc);
SAFE_DELETE(tc);
}
else
{
reduce = card->controller()->game->battlefield->countByType(type.c_str());
}
for(int i = 0; i < reduce;i++)
{
if(card->getManaCost()->getCost(color) > 0)
card->getManaCost()->remove(color,1);
}
}
SAFE_DELETE(original);
}
}
}
void GameObserver::Render()
{
mLayers->Render();
if (targetChooser || mLayers->actionLayer()->isWaitingForAnswer())
JRenderer::GetInstance()->DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(255,255,0,0));
if (mExtraPayment)
mExtraPayment->Render();
for (int i = 0; i < nbPlayers; ++i)
{
players[i]->Render();
}
}
void GameObserver::ButtonPressed(PlayGuiObject * target)
{
DebugTrace("GAMEOBSERVER Click");
if (CardView* cardview = dynamic_cast<CardView*>(target))
{
MTGCardInstance * card = cardview->getCard();
cardClick(card, card);
}
else if (GuiLibrary* library = dynamic_cast<GuiLibrary*>(target))
{
if (library->showCards)
{
library->toggleDisplay();
forceShuffleLibraries();
}
else
{
TargetChooser * _tc = this->getCurrentTargetChooser();
if (_tc && _tc->targetsZone(library->zone))
{
library->toggleDisplay();
library->zone->needShuffle = true;
}
}
}
else if (GuiGraveyard* graveyard = dynamic_cast<GuiGraveyard*>(target))
graveyard->toggleDisplay();
//opponenthand
else if (GuiOpponentHand* opponentHand = dynamic_cast<GuiOpponentHand*>(target))
if (opponentHand->showCards)
{
opponentHand->toggleDisplay();
}
else
{
TargetChooser * _tc = this->getCurrentTargetChooser();
if (_tc && _tc->targetsZone(opponentHand->zone))
{
opponentHand->toggleDisplay();
}
}
//end opponenthand
else if (GuiAvatar* avatar = dynamic_cast<GuiAvatar*>(target))
{
cardClick(NULL, avatar->player);
}
}
void GameObserver::stackObjectClicked(Interruptible * action)
{
if (targetChooser != NULL)
{
int result = targetChooser->toggleTarget(action);
if (result == TARGET_OK_FULL)
{
cardClick(cardWaitingForTargets);
}
else
{
return;
}
}
else
{
int reaction = mLayers->actionLayer()->isReactingToTargetClick(action);
if (reaction == -1)
mLayers->actionLayer()->reactToTargetClick(action);
}
}
bool GameObserver::WaitForExtraPayment(MTGCardInstance * card)
{
bool result = false;
if (mExtraPayment)
{
if (card)
{
mExtraPayment->tryToSetPayment(card);
}
if (mExtraPayment->isPaymentSet())
{
mLayers->actionLayer()->reactToClick(mExtraPayment->action, mExtraPayment->source);
mExtraPayment = NULL;
}
result = true;
}
return result;
}
int GameObserver::cardClick(MTGCardInstance * card, Targetable * object)
{
Player * clickedPlayer = NULL;
if (!card)
clickedPlayer = ((Player *) object);
if (targetChooser)
{
int result;
if (card)
{
if (card == cardWaitingForTargets)
{
int _result = targetChooser->ForceTargetListReady();
if (_result)
{
result = TARGET_OK_FULL;
}
else
{
result = targetChooser->targetsReadyCheck();
}
}
else
{
result = targetChooser->toggleTarget(card);
WEvent * e = NEW WEventTarget(card,cardWaitingForTargets);
receiveEvent(e);
}
}
else
{
result = targetChooser->toggleTarget(clickedPlayer);
}
if (result == TARGET_OK_FULL)
card = cardWaitingForTargets;
else
return 1;
}
if (WaitForExtraPayment(card))
return 1;
int reaction = 0;
if (ORDER == combatStep)
{
card->defenser->raiseBlockerRankOrder(card);
return 1;
}
if (card)
{
//card played as normal, alternative cost, buyback, flashback, retrace.
//the variable "paymenttype = int" only serves one purpose, to tell this bug fix what menu item you clicked on...
// all alternative cost or play methods suffered from the fix because if the card contained "target="
// it would automatically force the play method to putinplayrule...even charge you the original mana cost.
/* Fix for Issue http://code.google.com/p/wagic/issues/detail?id=270
put into play is hopefully the only ability causing that kind of trouble
If the same kind of issue occurs with other abilities, let's think of a cleaner solution
*/
if (targetChooser)
{
MTGAbility * a = mLayers->actionLayer()->getAbility(card->paymenttype);
return a->reactToClick(card);
}
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1)
return mLayers->actionLayer()->reactToClick(card);
}
else
{//this handles abilities on a menu...not just when card is being played
reaction = mLayers->actionLayer()->isReactingToTargetClick(object);
if (reaction == -1)
return mLayers->actionLayer()->reactToTargetClick(object);
}
if (!card)
return 0;
//Current player's hand
if (currentPlayer->game->hand->hasCard(card) && currentGamePhase == Constants::MTG_PHASE_CLEANUP
&& currentPlayer->game->hand->nb_cards > currentPlayer->handsize && currentPlayer->nomaxhandsize == false)
{
WEvent * e = NEW WEventCardDiscard(currentPlayer->game->hand->cards[0]);
GameObserver * game = GameObserver::GetInstance();
game->receiveEvent(e);
currentPlayer->game->putInGraveyard(card);
}
else if (reaction)
{
if (reaction == 1)
{
return mLayers->actionLayer()->reactToClick(card);
}
else
{
mLayers->actionLayer()->setMenuObject(object);
return 1;
}
}
else if (card->isTapped() && card->controller() == currentPlayer)
{
return untap(card);
}
return 0;
}
int GameObserver::untap(MTGCardInstance * card)
{
if (!card->isUntapping())
{
return 0;
}
if (card->has(Constants::DOESNOTUNTAP))
return 0;
if (card->frozen > 0)
return 0;
card->attemptUntap();
return 1;
}
TargetChooser * GameObserver::getCurrentTargetChooser()
{
TargetChooser * _tc = mLayers->actionLayer()->getCurrentTargetChooser();
if (_tc)
return _tc;
return targetChooser;
}
/* Returns true if the card is in one of the player's play zone */
int GameObserver::isInPlay(MTGCardInstance * card)
{
for (int i = 0; i < 2; i++)
{
if (players[i]->game->isInPlay(card))
return 1;
}
return 0;
}
int GameObserver::isInGrave(MTGCardInstance * card)
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * graveyard = players[i]->game->graveyard;
if (players[i]->game->isInZone(card,graveyard))
return 1;
}
return 0;
}
int GameObserver::isInExile(MTGCardInstance * card)
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * exile = players[i]->game->exile;
if (players[i]->game->isInZone(card,exile))
return 1;
}
return 0;
}
void GameObserver::cleanupPhase()
{
currentPlayer->cleanupPhase();
opponent()->cleanupPhase();
}
void GameObserver::untapPhase()
{
currentPlayer->inPlay()->untapAll();
}
int GameObserver::receiveEvent(WEvent * e)
{
if (!e)
return 0;
eventsQueue.push(e);
if (eventsQueue.size() > 1)
return -1; //resolving events can generate more events
int result = 0;
while (eventsQueue.size())
{
WEvent * ev = eventsQueue.front();
result += mLayers->receiveEvent(ev);
for (int i = 0; i < 2; ++i)
{
result += players[i]->receiveEvent(ev);
}
SAFE_DELETE(ev);
eventsQueue.pop();
}
return result;
}
Player * GameObserver::currentlyActing()
{
if (isInterrupting)
return isInterrupting;
return currentActionPlayer;
}
//TODO CORRECT THIS MESS
int GameObserver::targetListIsSet(MTGCardInstance * card)
{
if (targetChooser == NULL)
{
TargetChooserFactory tcf;
targetChooser = tcf.createTargetChooser(card);
cardWaitingForTargets = card;
if (targetChooser == NULL)
{
return 1;
}
}
return (targetChooser->targetListSet());
}