Files
wagic/projects/mtg/src/GuiCombat.cpp
Tobias Loose e0428ac7b0 Avoid more conflicts. We could now do unit builds...
and make the linker put every data element and function into its own section.
On linktime, we can output every discarded section and get a list of dead
code (for that build).
2013-11-23 17:04:24 +01:00

766 lines
26 KiB
C++

#include "PrecompiledHeader.h"
#include "GameApp.h"
#include "GuiCombat.h"
#include "AIPlayer.h"
#include "GameObserver.h"
#include "Trash.h"
#include "CardSelector.h"
#include "Closest.cpp"
static const float MARGIN = 70;
static const float TOP_LINE = 80;
const float kZoom_none = 1.0f;
const float kZoom_level1 = 1.4f;
const float kZoom_level2 = 2.2f;
const float kZoom_level3 = 2.7f;
struct GuiCombatTrue: public Exp
{
static inline bool test(DamagerDamaged*, DamagerDamaged*)
{
return true;
}
};
struct GuiCombatLeft: public Exp
{
static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
{
return ref->y == test->y && ref->x > test->x && test->show;
}
};
struct GuiCombatRight: public Exp
{
static inline bool test(DamagerDamaged* ref, DamagerDamaged* test)
{
return ref->y == test->y && ref->x < test->x && test->show;
}
};
JTexture* GuiCombat::ok_tex = NULL;
GuiCombat::GuiCombat(GameObserver* go) :
GuiLayer(go), active(NULL), activeAtk(NULL), ok(SCREEN_WIDTH - MARGIN, 210, 1, 0, 255), enemy_avatar(SCREEN_WIDTH
- MARGIN, TOP_LINE, 2, 0, 255), cursor_pos(NONE), step(DAMAGE)
{
if (NULL == ok_tex && go->getResourceManager())
{
ok_tex = go->getResourceManager()->RetrieveTexture("Ok.png", RETRIEVE_LOCK);
// send a message out to listeners that we created the GO button and it's location
}
}
GuiCombat::~GuiCombat()
{
if (ok_tex && observer->getResourceManager())
{
observer->getResourceManager()->Release(ok_tex);
ok_tex = NULL;
}
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
delete (*it);
}
template<typename T>
static inline void repos(typename vector<T*>::iterator begin, typename vector<T*>::iterator end, signed size = -1)
{
for (typename vector<T*>::iterator it = begin; it != end; ++it)
if ((*it)->show)
++size;
float space = (SCREEN_WIDTH - 2 * MARGIN) / size;
float pos = MARGIN;
for (typename vector<T*>::iterator it = begin; it != end; ++it)
if ((*it)->show)
{
(*it)->x = pos;
pos += space;
}
}
void GuiCombat::Update(float dt)
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
(*it)->Update(dt);
if (activeAtk)
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
(*q)->Update(dt);
ok.Update(dt);
enemy_avatar.Update(dt);
}
void GuiCombat::remaskBlkViews(AttackerDamaged*, AttackerDamaged* after)
{
if (after)
{
for (vector<DefenserDamaged*>::iterator q = after->blockers.begin(); q != after->blockers.end(); ++q)
{
(*q)->actX = MARGIN;
(*q)->y = TOP_LINE;
(*q)->zoom = kZoom_level2;
(*q)->t = 0;
}
repos<DefenserDamaged> (after->blockers.begin(), after->blockers.end(), after->card->has(Constants::TRAMPLE) ? 0 : -1);
enemy_avatar.actX = MARGIN;
enemy_avatar.x = SCREEN_WIDTH - MARGIN;
}
}
void GuiCombat::validateDamage()
{
switch (step)
{
case FIRST_STRIKE:
observer->nextCombatStep();
break;
case DAMAGE:
observer->userRequestNextGamePhase(false, false);
break;
default:
cout << "COMBAT : Cannot validate damage in this phase" << endl;
break;
}
}
void GuiCombat::autoaffectDamage(AttackerDamaged* attacker, CombatStep step)
{
attacker->clearDamage();
unsigned damage = attacker->card->stepPower(step);
for (vector<DefenserDamaged*>::iterator it = attacker->blockers.begin(); it != attacker->blockers.end(); ++it)
{
(*it)->clearDamage();
unsigned actual_damage = MIN(damage, (unsigned)MAX((*it)->card->toughness, 0));
if (attacker->card->has(Constants::DEATHTOUCH) && actual_damage > 1)
actual_damage = 1;
(*it)->addDamage(actual_damage, attacker);
attacker->addDamage((*it)->card->stepPower(step), *it);
damage -= actual_damage;
}
if (damage > 0 && attacker->blockers.size() > 0 && !attacker->card->has(Constants::TRAMPLE))
attacker->blockers[0]->addDamage(damage, attacker);
}
void GuiCombat::addOne(DefenserDamaged* blocker, CombatStep step)
{
blocker->addDamage(1, activeAtk);
signed damage = activeAtk->card->stepPower(step);
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
{
damage -= (*it)->sumDamages();
if (0 > damage)
{
(*it)->addDamage(-1, activeAtk);
break;
}
}
}
void GuiCombat::removeOne(DefenserDamaged* blocker, CombatStep)
{
blocker->addDamage(-1, activeAtk);
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
if (activeAtk->card->has(Constants::DEATHTOUCH) ? ((*it)->sumDamages() < 1) : (!(*it)->hasLethalDamage()))
{
(*it)->addDamage(1, activeAtk);
return;
}
if (!activeAtk->card->has(Constants::TRAMPLE) && activeAtk->blockers.size() > 0)
activeAtk->blockers.back()->addDamage(1, activeAtk);
}
bool GuiCombat::clickOK()
{
observer->logAction(observer->currentlyActing(), "combatok");
active = activeAtk = NULL;
cursor_pos = NONE;
switch (step)
{
case BLOCKERS:
case TRIGGERS:
assert(false);//this is an assert for "do i show the screen that lets you select multiple blocker damage assignment.
return false; // that should not happen
case ORDER:
observer->userRequestNextGamePhase(true, false);
return true;
case FIRST_STRIKE:
return false;
case DAMAGE:
validateDamage();
return true;
case END_FIRST_STRIKE:
return false;
case END_DAMAGE:
JGE::GetInstance()->SendCommand("combatGuiEndDamage");
return false; // nothing;
}
return false;
}
void GuiCombat::shiftLeft()
{
switch (cursor_pos)
{
case NONE:
break;
case OK:
for (vector<AttackerDamaged*>::reverse_iterator it = attackers.rbegin(); it != attackers.rend(); ++it)
if ((*it)->show)
{
active = *it;
break;
}
activeAtk = static_cast<AttackerDamaged*> (active);
cursor_pos = ATK;
break;
case ATK:
{
DamagerDamaged* old = active;
active = closest<GuiCombatLeft> (attackers, NULL, static_cast<AttackerDamaged*> (active));
activeAtk = static_cast<AttackerDamaged*> (active);
if (old != active)
{
if (old)
old->zoom = kZoom_none;
if (active)
active->zoom = kZoom_level1;
}
}
break;
case BLK:
{
DamagerDamaged* old = active;
active = closest<GuiCombatLeft> (activeAtk->blockers, NULL, static_cast<DefenserDamaged*> (active));
if (old != active)
{
if (old)
old->zoom = kZoom_none;
if (active)
active->zoom = kZoom_level1;
}
}
break;
}
}
void GuiCombat::shiftRight( DamagerDamaged* oldActive )
{
switch (cursor_pos)
{
case NONE:
case OK:
break;
case BLK:
{
DamagerDamaged* old = active;
active = closest<GuiCombatRight> (activeAtk->blockers, NULL, static_cast<DefenserDamaged*> (active));
if (old != active)
{
if (old)
old->zoom = kZoom_none;
if (active)
active->zoom = kZoom_level1;
}
}
break;
case ATK:
{
DamagerDamaged* old = active;
active = closest<GuiCombatRight> (attackers, NULL, static_cast<AttackerDamaged*> (active));
if (active == oldActive)
{
active = activeAtk = NULL;
cursor_pos = OK;
}
else
{
if (old != active)
{
if (old)
old->zoom = kZoom_none;
if (active)
active->zoom = kZoom_level1;
}
activeAtk = static_cast<AttackerDamaged*> (active);
}
}
break;
}
}
bool GuiCombat::didClickOnButton( Pos buttonPosition, int& x, int& y)
{
int x1 = static_cast<int>(buttonPosition.x - MARGIN);
int y1 = static_cast<int>(buttonPosition.y);
int x2 = static_cast<int>(buttonPosition.x + buttonPosition.width);
int y2 = static_cast<int>(buttonPosition.y + buttonPosition.height);
if ( (x >= x1 && x < x2) && (y >= y1 && y < y2))
return true;
return false;
}
bool GuiCombat::CheckUserInput(JButton key)
{
if (NONE == cursor_pos)
return false;
DamagerDamaged* oldActive = active;
int x,y;
if(observer->getInput()->GetLeftClickCoordinates(x, y))
{
// determine if OK button was clicked on
if (ok.width)
{
if (didClickOnButton(ok, x, y))
{
cursor_pos = OK;
}
}
// position selected card
if (BLK == cursor_pos)
{
DamagerDamaged* selectedCard = closest<GuiCombatTrue> (activeAtk->blockers, NULL, static_cast<float> (x), static_cast<float> (y));
// find the index into the vector where the current selected card is.
int c1 = 0, c2 = 0;
int i = 0;
for ( vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); it != activeAtk->blockers.end(); ++it)
{
if ( *it == selectedCard )
c2 = i;
else if ( *it == active)
c1 = i;
i++;
}
// simulate pressing the "Left/Right D-Pad" control c1 - c2 times
if ( c1 > c2 ) // card selected is to the left of the current active card
{
for (int x = 0; x < c1 - c2; x++)
shiftLeft();
}
else if ( c1 < c2 )
{
for (int x = 0; x < c2 - c1; x++)
shiftRight( oldActive );
}
}
}
switch (key)
{
case JGE_BTN_OK:
if (BLK == cursor_pos)
{
if (ORDER == step)
observer->cardClick(active->card); // { activeAtk->card->raiseBlockerRankOrder(active->card); }
else
{
signed damage = activeAtk->card->stepPower(step);
for (vector<DamagerDamaged*>::iterator it = activeAtk->blockers.begin(); *it != active; ++it)
damage -= (*it)->sumDamages();
signed now = active->sumDamages();
damage -= now;
if (damage > 0)
addOne(active, step);
else if (activeAtk->card->has(Constants::DEATHTOUCH))
for (; now >= 1; --now)
removeOne(active, step);
else
for (now -= active->card->toughness; now >= 0; --now)
removeOne(active, step);
}
}
else if (ATK == cursor_pos)
{
active = activeAtk->blockers.front();
active->zoom = kZoom_level3;
cursor_pos = BLK;
}
else if (OK == cursor_pos)
{
clickOK();
}
break;
case JGE_BTN_CANCEL:
if (BLK == cursor_pos)
{
oldActive->zoom = kZoom_level2;
active = activeAtk;
cursor_pos = ATK;
}
return true;
case JGE_BTN_LEFT:
shiftLeft();
break;
case JGE_BTN_RIGHT:
shiftRight( oldActive );
break;
case JGE_BTN_DOWN:
if (ORDER == step || BLK != cursor_pos || active->sumDamages() <= 0)
break;
removeOne(active, step);
break;
case JGE_BTN_UP:
if (ORDER == step || BLK != cursor_pos)
break;
addOne(active, step);
break;
case JGE_BTN_PRI:
active = activeAtk = NULL;
cursor_pos = OK;
break;
case JGE_BTN_NEXT:
if (!options[Options::REVERSETRIGGERS].number)
return false;
active = activeAtk = NULL;
cursor_pos = OK;
break;
case JGE_BTN_PREV:
if (options[Options::REVERSETRIGGERS].number)
return false;
active = activeAtk = NULL;
cursor_pos = OK;
break;
default:
;
}
if (oldActive != active)
{
if (oldActive && oldActive != activeAtk)
oldActive->zoom = kZoom_level2;
if (active)
active->zoom = kZoom_level3;
if (ATK == cursor_pos)
remaskBlkViews(dynamic_cast<AttackerDamaged*> (oldActive), static_cast<AttackerDamaged*> (active));
}
if (OK == cursor_pos)
ok.zoom = 1.5;
else
ok.zoom = kZoom_none;
return true;
}
void GuiCombat::Render()
{
if (NONE == cursor_pos)
return;
JRenderer* renderer = JRenderer::GetInstance();
renderer->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(200,0,0,0));
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->show)
(*it)->Render(step);
if (activeAtk)
{
float setH = 0;
float setW = 0;
signed damage = activeAtk->card->stepPower(step);
for (vector<DefenserDamaged*>::iterator q = activeAtk->blockers.begin(); q != activeAtk->blockers.end(); ++q)
{
(*q)->Render(step);
damage -= (*q)->sumDamages();
setH = (*q)->Height;
setW = (*q)->Width;
}
if (damage < 0)
damage = 0;
if (activeAtk->card->has(Constants::TRAMPLE))
{
if(activeAtk->card->isAttacking && activeAtk->card->isAttacking != observer->opponent())
{
JQuadPtr enemy = WResourceManager::Instance()->RetrieveCard((MTGCardInstance*)activeAtk->card->isAttacking, CACHE_THUMB);
float oldH = enemy->mHeight;
float oldW = enemy->mWidth;
enemy->mHeight = setH;
enemy->mWidth = setW;
enemy->SetHotSpot(18, 25);
enemy_avatar.Render(enemy.get());
enemy->mHeight = oldH;
enemy->mWidth = oldW;
}
else
{
observer->opponent()->getIcon()->SetHotSpot(18, 25);
enemy_avatar.Render(observer->opponent()->getIcon().get());
}
WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
mFont->SetColor(ARGB(255, 255, 64, 0));
{
char buf[10];
sprintf(buf, "%i", damage);
mFont->DrawString(buf, enemy_avatar.actX - 25, enemy_avatar.actY - 40);
}
}
}
if (ok_tex)
{
JQuadPtr ok_quad = WResourceManager::Instance()->RetrieveTempQuad("Ok.png");
ok_quad->SetHotSpot(28, 22);
ok.Render(ok_quad.get());
}
renderer->DrawLine(0, SCREEN_HEIGHT / 2 + 10, SCREEN_WIDTH, SCREEN_HEIGHT / 2 + 10, ARGB(255, 255, 64, 0));
if (FIRST_STRIKE == step)
{
WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
mFont->SetColor(ARGB(255, 64, 255, 64));
mFont->DrawString("First strike damage", 370, 2);
}
}
int GuiCombat::resolve() // Returns the number of damage objects dealt this turn.
{
DamageStack* stack = NEW DamageStack(observer);
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
{
MTGCardInstance * attacker = (*it)->card;
signed dmg = attacker->stepPower(step);
for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
{
for (vector<Damage>::iterator d = (*q)->damages.begin(); d != (*q)->damages.end(); ++d)
stack->Add(NEW Damage(*d));
dmg -= (*q)->sumDamages();
}
if (dmg > 0 && ((!attacker->isBlocked()) || attacker->has(Constants::TRAMPLE)))
stack->Add(NEW Damage(observer, (*it)->card, (Damageable*)attacker->isAttacking?(Damageable*)attacker->isAttacking:observer->opponent(), dmg, Damage::DAMAGE_COMBAT));
for (vector<Damage>::iterator d = (*it)->damages.begin(); d != (*it)->damages.end(); ++d)
stack->Add(NEW Damage(*d));
}
int v = stack->mObjects.size();
if (v > 0)
{
observer->mLayers->stackLayer()->Add(stack);
observer->mLayers->stackLayer()->resolve(); // This will delete the damage stack which will in turn delete the Damage it contains
}
else
SAFE_DELETE(stack);
return v;
}
int GuiCombat::receiveEventPlus(WEvent* e)
{
if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
{
if (NULL == event->after)
return 0;
Pos pos(0, 0, 0, 0, 255);
if (event->card->view != NULL)
pos = *event->card->view;
AttackerDamaged* t = NEW AttackerDamaged(event->card, pos, true, NULL);
attackers.push_back(t);
return 1;
}
else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->after)
{
Pos pos(0, 0, 0, 0, 255);
if (event->card->view != NULL)
pos = *event->card->view;
DefenserDamaged* t = NEW DefenserDamaged(event->card, pos, true, NULL);
t->y = t->actY = TOP_LINE;
t->actT = t->t = 0;
t->actZ = t->zoom = kZoom_level2;
(*it)->blockers.push_back(t);
return 1;
}
return 0;
}
else if (WEventCreatureBlockerRank* event = dynamic_cast<WEventCreatureBlockerRank*>(e))
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->attacker)
{
vector<DefenserDamaged*>::iterator it1, it2;
for (it1 = (*it)->blockers.begin(); it1 != (*it)->blockers.end(); ++it1)
if ((*it1)->card == event->card)
break;
if ((*it)->blockers.end() == it1)
return 1;
for (it2 = (*it)->blockers.begin(); it2 != (*it)->blockers.end(); ++it2)
if ((*it2)->card == event->exchangeWith)
break;
if ((*it)->blockers.end() == it2)
return 1;
float x = (*it1)->x;
(*it1)->x = (*it2)->x;
(*it2)->x = x;
std::iter_swap(it1, it2);
autoaffectDamage(*it, DAMAGE);
}
return 1;
}
return 0;
}
int GuiCombat::receiveEventMinus(WEvent* e)
{
if (WEventZoneChange* event = dynamic_cast<WEventZoneChange*>(e))
if (observer->players[0]->game->inPlay == event->from || observer->players[1]->game->inPlay == event->from)
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->card->previous || (*it)->card == event->card)
{
AttackerDamaged* d = *it;
if (activeAtk == *it)
activeAtk = NULL;
attackers.erase(it);
observer->mTrash->trash(d);
return 1;
}
else
for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
if ((*q)->card == event->card->previous || (*q)->card == event->card)
{
DefenserDamaged* d = *q;
(*it)->blockers.erase(q);
observer->mTrash->trash(d);
return 1;
}
return 0;
}
if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
{
if (NULL == event->before)
return 0;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->card)
{
AttackerDamaged* d = *it;
attackers.erase(it);
observer->mTrash->trash(d);
return 1;
}
return 0;
}
else if (WEventCreatureBlocker* event = dynamic_cast<WEventCreatureBlocker*>(e))
{
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->card == event->before)
for (vector<DefenserDamaged*>::iterator q = (*it)->blockers.begin(); q != (*it)->blockers.end(); ++q)
if ((*q)->card == event->card)
{
DefenserDamaged* d = *q;
(*it)->blockers.erase(q);
observer->mTrash->trash(d);
return 1;
}
return 0;
}
else if (WEventPhaseChange* event = dynamic_cast<WEventPhaseChange*>(e))
{
if (MTG_PHASE_COMBATDAMAGE == event->to->id)
step = BLOCKERS;
else
cursor_pos = NONE;
}
else if (WEventCombatStepChange* event = dynamic_cast<WEventCombatStepChange*>(e))
switch (event->step)
{
case BLOCKERS:
break;
case TRIGGERS:
step = TRIGGERS;
return 1;
case ORDER:
{
if (ORDER == step)
return 0; // Why do I take this twice ? >.>
if (!observer->currentPlayer->displayStack())
{
observer->nextCombatStep();
return 1;
}
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
{
(*it)->show = (1 < (*it)->blockers.size());
autoaffectDamage(*it, DAMAGE);
}
active = activeAtk = NULL;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->show)
{
(*it)->y = 210;
(*it)->zoom = kZoom_level2;
(*it)->t = 0;
if (!active)
active = *it;
}
repos<AttackerDamaged> (attackers.begin(), attackers.end(), 0);
if (active)
{
active->zoom = kZoom_level3;
activeAtk = static_cast<AttackerDamaged*> (active);
remaskBlkViews(NULL, static_cast<AttackerDamaged*> (active));
cursor_pos = ATK;
step = ORDER;
}
else
observer->userRequestNextGamePhase(false, false);
return 1;
}
case FIRST_STRIKE:
step = FIRST_STRIKE;
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
if ((*attacker)->card->has(Constants::FIRSTSTRIKE) || (*attacker)->card->has(Constants::DOUBLESTRIKE))
goto DAMAGE;
observer->nextCombatStep();
break;
case END_FIRST_STRIKE:
step = END_FIRST_STRIKE;
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
autoaffectDamage(*attacker, FIRST_STRIKE);
if (0 == resolve())
observer->nextCombatStep();
//else go->mLayers->stackLayer()->AddNextGamePhase(); //uncomment to add "interrupt" offer after first strike, rather than giving priority to current player
return 1;
case DAMAGE:
DAMAGE: step = event->step;
if (!observer->currentPlayer->displayStack())
{
((AIPlayer *) observer->currentPlayer)->affectCombatDamages(step);
observer->userRequestNextGamePhase(false, false);
return 1;
}
for (inner_iterator attacker = attackers.begin(); attacker != attackers.end(); ++attacker)
autoaffectDamage(*attacker, step);
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
(*it)->show = ((*it)->card->has(Constants::DOUBLESTRIKE)
|| ((*it)->card->has(Constants::FIRSTSTRIKE) ^ (DAMAGE == step)))
&& (((*it)->card->has(Constants::TRAMPLE) ? (size_t) 0 : (size_t) 1) < (*it)->blockers.size());
repos<AttackerDamaged> (attackers.begin(), attackers.end(), 0);
active = activeAtk = NULL;
for (inner_iterator it = attackers.begin(); it != attackers.end(); ++it)
if ((*it)->show)
{
active = *it;
break;
}
if (active)
{
active->zoom = kZoom_level3;
activeAtk = static_cast<AttackerDamaged*> (active);
remaskBlkViews(NULL, static_cast<AttackerDamaged*> (active));
cursor_pos = ATK;
}
else
observer->nextCombatStep();
return 1;
case END_DAMAGE:
step = END_DAMAGE;
if (0 == resolve())
observer->userRequestNextGamePhase(false, false);
return 1;
}
return 0;
}