Files
wagic/projects/mtg/include/GameObserver.h
Anthony Calosa 7bd940ddb3 Revert "revised legendary"
This reverts commit 193d7accb4.
2016-07-28 10:28:54 +08:00

221 lines
7.0 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;
CardDisplay * OpenedDisplay;
GuiGameZone * guiOpenDisplay;
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();
bool AffinityNeedsUpdate;
void addObserver(MTGAbility * observer);
void checkLegendary(MTGCardInstance * card);
map<MTGCardInstance *,bool> cards;
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);
int isInHand(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