Files
wagic/projects/mtg/src/ActionLayer.cpp
T
wrenczes d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00

275 lines
6.8 KiB
C++

#include "PrecompiledHeader.h"
#include "ActionLayer.h"
#include "GameObserver.h"
#include "Targetable.h"
#include "WEvent.h"
MTGAbility* ActionLayer::getAbility(int type){
for (int i = 1; i < mCount; i++){
MTGAbility * a = ((MTGAbility *)mObjects[i]);
if (a->aType == type){
return a;
}
}
return NULL;
}
int ActionLayer::moveToGarbage(ActionElement * e){
int i = getIndexOf(e);
if (i != -1){
if (isWaitingForAnswer() == e) setCurrentWaitingAction(NULL);
e->destroy();
mObjects.erase(mObjects.begin()+i);
mCount--;
garbage.push_back(e);
return 1;
}
return 0;
}
int ActionLayer::cleanGarbage(){
for (size_t i = 0; i < garbage.size(); ++i){
delete(garbage[i]);
}
garbage.clear();
return 1;
}
int ActionLayer::reactToClick(ActionElement * ability, MTGCardInstance * card){
int result = ability->reactToClick(card);
if (result) stuffHappened = 1;
return result;
}
int ActionLayer::reactToTargetClick(ActionElement* ability, Targetable * card){
int result = ability->reactToTargetClick(card);
if (result) stuffHappened = 1;
return result;
}
bool ActionLayer::CheckUserInput(JButton key){
GameObserver * g = GameObserver::GetInstance();
if (g->waitForExtraPayment && key == JGE_BTN_SEC){
g->waitForExtraPayment = NULL;
return 1;
}
if (menuObject){
return false;
}
for (int i=0;i<mCount;i++){
if (mObjects[i]!=NULL){
ActionElement * currentAction = (ActionElement *)mObjects[i];
if (currentAction->CheckUserInput(key)) return true;
}
}
return false;
}
void ActionLayer::Update(float dt){
stuffHappened = 0;
if (menuObject){
abilitiesMenu->Update(dt);
return;
}
modal = 0;
GameObserver* game = GameObserver::GetInstance();
for (int i=mCount -1 ;i>=0;i--){
if (mObjects[i]!= NULL){
ActionElement * currentAction = (ActionElement *)mObjects[i];
if (currentAction->testDestroy())
game->removeObserver(currentAction);
}
}
int newPhase = game->getCurrentGamePhase();
for (int i=0;i<mCount;i++){
if (mObjects[i]!=NULL){
ActionElement * currentAction = (ActionElement *)mObjects[i];
currentAction->newPhase = newPhase;
currentAction->Update(dt);
currentAction->currentPhase = newPhase;
}
}
if (cantCancel){
ActionElement * ae = isWaitingForAnswer();
if (ae && !ae->tc->validTargetsExist()) {
cantCancel = 0;
cancelCurrentAction();
}
}
}
void ActionLayer::Render (){
if (menuObject){
abilitiesMenu->Render();
return;
}
for (int i=0;i<mCount;i++){
if (mObjects[i]!=NULL){
ActionElement * currentAction = (ActionElement *)mObjects[i];
currentAction->Render();
}
}
}
void ActionLayer::setCurrentWaitingAction(ActionElement * ae){
assert(!ae || !currentWaitingAction);//this assert causes crashes when may abilities overlap each other on ai. this conidiation is preexsiting.
currentWaitingAction = ae;
if (!ae) cantCancel = 0;
}
TargetChooser * ActionLayer::getCurrentTargetChooser(){
if (currentWaitingAction && currentWaitingAction->waitingForAnswer)
return currentWaitingAction->tc;
return NULL;
}
int ActionLayer::cancelCurrentAction(){
ActionElement * ae = isWaitingForAnswer();
if (!ae) return 0;
if (cantCancel && ae->tc->validTargetsExist()) return 0;
ae->waitingForAnswer = 0; //TODO MOVE THIS IN ActionElement
setCurrentWaitingAction(NULL);
return 1;
}
ActionElement * ActionLayer::isWaitingForAnswer(){
if (currentWaitingAction && currentWaitingAction->waitingForAnswer)
return currentWaitingAction;
return NULL;
}
int ActionLayer::stillInUse(MTGCardInstance * card){
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
if(currentAction->stillInUse(card)) return 1;
}
return 0;
}
int ActionLayer::receiveEventPlus(WEvent * event){
int result = 0;
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += currentAction->receiveEvent(event);
}
return 0;
}
int ActionLayer::isReactingToTargetClick(Targetable * card){
int result = 0;
if (isWaitingForAnswer()) return -1;
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += currentAction->isReactingToTargetClick(card);
}
return result;
}
int ActionLayer::reactToTargetClick(Targetable * card){
int result = 0;
ActionElement * ae = isWaitingForAnswer();
if (ae) return reactToTargetClick(ae,card);
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += currentAction->reactToTargetClick(card);
}
return result;
}
//TODO Simplify with only object !!!
int ActionLayer::isReactingToClick(MTGCardInstance * card){
int result = 0;
if (isWaitingForAnswer()) return -1;
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += currentAction->isReactingToClick(card);
}
return result;
}
int ActionLayer::reactToClick(MTGCardInstance * card){
int result = 0;
ActionElement * ae = isWaitingForAnswer();
if (ae) return reactToClick(ae,card);
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
result += reactToClick(currentAction,card);
if (result) return result;
}
return result;
}
void ActionLayer::setMenuObject(Targetable * object, bool must){
if (!object){
DebugTrace("FATAL: ActionLayer::setMenuObject");
return;
}
menuObject = object;
SAFE_DELETE(abilitiesMenu);
abilitiesMenu = NEW SimpleMenu(10, this, Fonts::MAIN_FONT, 100, 100,object->getDisplayName().c_str());
for (int i=0;i<mCount;i++){
ActionElement * currentAction = (ActionElement *)mObjects[i];
if (currentAction->isReactingToTargetClick(object)){
abilitiesMenu->Add(i,currentAction->getMenuText());
}
}
if (!must) abilitiesMenu->Add(-1, "Cancel");
else cantCancel = 1;
modal = 1;
}
void ActionLayer::doReactTo(int menuIndex){
if (menuObject){
int controlid = abilitiesMenu->mObjects[menuIndex]->GetId();
DebugTrace("ActionLayer::doReactTo " << controlid);
ButtonPressed(0,controlid);
}
}
void ActionLayer::ButtonPressed(int controllerid, int controlid){
if (controlid != -1){
ActionElement * currentAction = (ActionElement *)mObjects[controlid];
currentAction->reactToTargetClick(menuObject);
}else{
GameObserver::GetInstance()->mLayers->stackLayer()->endOfInterruption();
}
menuObject = 0;
}
ActionLayer::ActionLayer(){
menuObject = NULL;
abilitiesMenu = NULL;
stuffHappened = 0;
currentWaitingAction = NULL;
cantCancel = 0;
}
ActionLayer::~ActionLayer(){
for (int i=mCount-1;i>=0;i--){
moveToGarbage((ActionElement *)mObjects[i]);
}
SAFE_DELETE(abilitiesMenu);
cleanGarbage();
}