Files
wagic/projects/mtg/src/MTGGuiPlay.cpp
T
jean.chalard b4d040b263 J :
* Add a plasma effect on the cards back
2009-05-30 14:06:52 +00:00

427 lines
12 KiB
C++

/* This class handles the display on the main game screen :
cards in play, graveyard, library, games phases, Players avatars
*/
#include <math.h>
#include "../include/config.h"
#include "../include/MTGGuiPlay.h"
#include "../include/MTGCardInstance.h"
#include "../include/CardGui.h"
#include "../include/CardDisplay.h"
#include "../include/Translate.h"
#define ZX_MAIN 100
#define ZY_MAIN 22
#define ZH_CREATURES 50
#define Z_CARDWIDTH 30
#define Z_CARDHEIGHT 40
#define Z_MAIN_NBCARDS 7
#define Z_SPELLS_NBCARDS 3
#define ZX_SPELL 450
#define ZY_SPELL 22
MTGGuiPlay::MTGGuiPlay(int id, GameObserver * _game):PlayGuiObjectController(id, _game){
currentPlayer = NULL;
offset = 0;
mPhaseBarTexture = GameApp::CommonRes->GetTexture("graphics/phasebar.png");
for (int i=0; i < 12; i++){
phaseIcons[2*i] = NEW JQuad(mPhaseBarTexture, i*28, 0, 28, 28);
phaseIcons[2*i + 1] = NEW JQuad(mPhaseBarTexture, i*28, 28, 28, 28);
}
mGlitter = NEW JQuad(mPhaseBarTexture, 392, 0, 5, 5);
mGlitter->SetHotSpot(2.5,2.5);
mGlitterAlpha = -1;
mFont= GameApp::CommonRes->GetJLBFont("graphics/simon");
//load all the icon images
mIcons[Constants::MTG_COLOR_ARTIFACT] = GameApp::CommonRes->GetQuad("c_artifact");
mIcons[Constants::MTG_COLOR_LAND] = GameApp::CommonRes->GetQuad("c_land");
mIcons[Constants::MTG_COLOR_WHITE] = GameApp::CommonRes->GetQuad("c_white");
mIcons[Constants::MTG_COLOR_RED] = GameApp::CommonRes->GetQuad("c_red");
mIcons[Constants::MTG_COLOR_BLACK] = GameApp::CommonRes->GetQuad("c_black");
mIcons[Constants::MTG_COLOR_BLUE] = GameApp::CommonRes->GetQuad("c_blue");
mIcons[Constants::MTG_COLOR_GREEN] = GameApp::CommonRes->GetQuad("c_green");
for (int i=0; i < 7; i++){
mIcons[i]->SetHotSpot(16,16);
}
mBgTex = GameApp::CommonRes->GetTexture("graphics/background.png");
if (mBgTex) mBg = NEW JQuad(mBgTex, 0, 0, 480, 272);
else {
mBg = NULL;
GameApp::systemError = "error Loading Texture mBgTex in MTGGuiPlay intialization";
}
mBgTex2 = GameApp::CommonRes->GetTexture("graphics/back.jpg");
if (mBgTex2){
mBg2 = NEW JQuad(mBgTex2, 0, 0, 480, 255);
for (int i= 0; i < 4; i++){
alphaBg[i] = 255;
}
}else{
mBg2 = NULL;
GameApp::systemError = "error Loading Texture mBgTex2 in MTGGuiPlay intialization";
}
alphaBg[0] = 0;
AddPlayersGuiInfo();
}
CardGui * MTGGuiPlay::getByCard(MTGCardInstance * card){
for (int i = offset; i < mCount; i++){
CardGui * cardg = (CardGui *)mObjects[i];
if(cardg && cardg->card == card){
return cardg;
}
}
return NULL;
}
void MTGGuiPlay::initCardsDisplay(){
for (int i = 0; i < SCREEN_WIDTH/5; i++){
for(int j=0; j < SCREEN_HEIGHT/5; j++){
cardsGrid[i][j] = NULL;
}
}
cards_x_limit = 12;
nb_creatures = 0;
nb_lands = 0;
nb_spells = 0;
}
void MTGGuiPlay::adjustCardPosition(CardGui * cardg){
int x5 = cardg->x / 5;
int y5 = cardg->y / 5;
while (cardsGrid[x5][y5] && x5 <SCREEN_WIDTH/5 && y5 < SCREEN_HEIGHT/5 ){
x5++;
y5++;
}
cardg->x = x5 * 5;
cardg->y = y5 * 5;
cardsGrid[x5][y5] = cardg->card;
}
void MTGGuiPlay::setCardPosition(CardGui * cardg, int player, int playerTurn, int spellMode){
MTGCardInstance * card = cardg->card;
if (card->target)
return;
if (spellMode && (card->isACreature() || card->hasType("land"))) return;
if (!spellMode && !card->isACreature() && !card->hasType("land")) return;
if (card->isACreature()){
int x_offset = nb_creatures % cards_x_limit;
int y_offset = nb_creatures / cards_x_limit;
cardg->x= ZX_MAIN + (Z_CARDWIDTH * x_offset);
cardg->y=ZY_MAIN + ZH_CREATURES + (Z_CARDHEIGHT * y_offset) + 100 * (1-player);
nb_creatures++;
if (playerTurn){
if (card->isAttacker()){
cardg->y=122 + 30 * (1-player);
}
}else{
if (card->isDefenser()){
CardGui * targetg = getByCard(card->isDefenser());
if (targetg) cardg->x = targetg->x;
cardg->y=122 + 30 * (1-player);
}
}
}else if(card->hasType("land")){
int x_offset = nb_lands % cards_x_limit;
int y_offset = nb_lands/ cards_x_limit;
cardg->x=ZX_MAIN + (Z_CARDWIDTH * x_offset);
cardg->y=ZY_MAIN + (Z_CARDHEIGHT * y_offset) + 200 * (1-player);
nb_lands++;
}else{
int y_offset = nb_spells % Z_SPELLS_NBCARDS;
int x_offset = nb_spells/ Z_SPELLS_NBCARDS;
cardg->x=ZX_SPELL - (Z_CARDWIDTH * x_offset);
cardg->y=ZY_SPELL + (Z_CARDHEIGHT * y_offset) + 125 * (1-player);
nb_spells++;
cards_x_limit = 12 - (nb_spells + 2)/ Z_SPELLS_NBCARDS;
}
adjustCardPosition(cardg);
}
void MTGGuiPlay::setTargettingCardPosition(CardGui * cardg, int player, int playerTurn){
MTGCardInstance * card = cardg->card;
MTGCardInstance * target = card->target;
if (!target)
return;
CardGui * targetg = getByCard(target);
if (targetg){
cardg->y=targetg->y + 5;
cardg->x=targetg->x + 5;
}
adjustCardPosition(cardg);
return;
}
void MTGGuiPlay::forceUpdateCards(){
GameObserver * game = GameObserver::GetInstance();
Player * player = game->players[0];
int player0Mode =(game->currentPlayer == player);
int nb_cards = player->game->inPlay->nb_cards;
resetObjects();
AddPlayersGuiInfo();
offset = mCount;
bool hasFocus = player0Mode;
offset = 6;
Player * opponent = game->players[1];
int opponent_cards = opponent ->game->inPlay->nb_cards;
for (int i = 0;i<nb_cards; i++){
if (hasFocus) mCurr = mCount ;
CardGui * object = NEW CardGui(mCount, player->game->inPlay->cards[i],40, i*35 + 10, 200, hasFocus);
Add(object);
hasFocus = false;
}
hasFocus = !player0Mode;
for (int i = 0;i<opponent_cards; i++){
if (hasFocus) mCurr = mCount ;
CardGui * object = NEW CardGui(mCount, opponent->game->inPlay->cards[i],40, i*35 + 10, 10, hasFocus);
Add(object);
hasFocus = false;
}
currentPlayer = game->currentPlayer;
}
void MTGGuiPlay::updateCards(){
GameObserver * game = GameObserver::GetInstance();
Player * player = game->players[0];
int player0Mode =(game->currentPlayer == player);
int nb_cards = player->game->inPlay->nb_cards;
MTGCardInstance * attackers[MAX_ATTACKERS];
for (int i = 0; i <MAX_ATTACKERS; i++){
attackers[i] = NULL;
}
offset = 6;
Player * opponent = game->players[1];
int opponent_cards = opponent ->game->inPlay->nb_cards;
if (mCount - offset != (nb_cards+opponent_cards) || game->currentPlayer != currentPlayer ){ //if the number of cards has changed, then an update occured (is this test engouh ?)
forceUpdateCards();
}
//This is just so that we display the cards of the current player first, so that blockers are correctly positionned
for (int j= 0; j < 2; j++){
initCardsDisplay();
if (j != player0Mode){
for (int i =0; i<nb_cards; i++){
CardGui * cardGui = (CardGui *)mObjects[i + offset];
setCardPosition(cardGui, 0, player0Mode, 1);
}
for (int i =0; i<nb_cards; i++){
CardGui * cardGui = (CardGui *)mObjects[i + offset];
setCardPosition(cardGui, 0, player0Mode, 0);
}
}else{
for (int i =0; i<opponent_cards; i++){
CardGui * cardGui = (CardGui *)mObjects[nb_cards + i + offset];
setCardPosition(cardGui, 1, !player0Mode,1);
}
for (int i =0; i<opponent_cards; i++){
CardGui * cardGui = (CardGui *)mObjects[nb_cards + i + offset];
setCardPosition(cardGui, 1, !player0Mode,0);
}
}
}
for (int i =0; i<nb_cards; i++){
CardGui * cardGui = (CardGui *)mObjects[i + offset ];
setTargettingCardPosition(cardGui, 0, player0Mode);
}
for (int i =0; i<opponent_cards; i++){
CardGui * cardGui = (CardGui *)mObjects[nb_cards + i + offset];
setTargettingCardPosition(cardGui, 1, !player0Mode);
}
}
void MTGGuiPlay::AddPlayersGuiInfo(){
//init with the players objects
if (mCount == 0){
Add(NEW GuiAvatar(-1,50,2,155,false, GameObserver::GetInstance()->players[0]));
Add(NEW GuiAvatar(-2,50,2,30,false,GameObserver::GetInstance()->players[1]));
Add(NEW GuiGraveyard(-3,30,40,150,false, GameObserver::GetInstance()->players[0]));
Add(NEW GuiLibrary(-4,30,40,180,false, GameObserver::GetInstance()->players[0]));
Add(NEW GuiGraveyard(-5,30,40,30,false, GameObserver::GetInstance()->players[1]));
Add(NEW GuiLibrary(-6,30,40,60,false, GameObserver::GetInstance()->players[1]));
}
}
void MTGGuiPlay::Update(float dt){
updateCards();
PlayGuiObjectController::Update(dt);
}
bool MTGGuiPlay::CheckUserInput(u32 key){
for (int i = 2; i<6;i++){
GuiGameZone * zone = (GuiGameZone *)mObjects[i];
if (zone->showCards){
return zone->cd->CheckUserInput(key);
}
}
return PlayGuiObjectController::CheckUserInput(key);
}
void MTGGuiPlay::RenderPlayerInfo(int playerid){
JRenderer * r = JRenderer::GetInstance();
Player * player = GameObserver::GetInstance()->players[playerid];
//Avatar
GuiAvatar * avatar = (GuiAvatar *)mObjects[3*playerid];
avatar->Render();
//Mana
ManaCost * cost = player->getManaPool();
int nbicons = 0;
for (int j=0; j<6;j++){
int value = cost->getCost(j);
for (int i=0; i<value; i++){
float x = 10 + (nbicons %4) * 15;
float y = 90 + 125 * (1-playerid) + (15 * (nbicons / 4));
r->RenderQuad(mIcons[j],x,y,0,0.5, 0.5);
nbicons++;
}
}
}
void MTGGuiPlay::RenderPhaseBar(){
GameObserver * game = GameObserver::GetInstance();
JRenderer * renderer = JRenderer::GetInstance();
int currentPhase = game->getCurrentGamePhase();
for (int i=0; i < 12; i++){
int index = 2*i + 1 ;
if (i==currentPhase-1){
index-=1;
}
renderer->RenderQuad(phaseIcons[index], 200 + 14*i,0,0,0.5,0.5);
}
if (game->currentlyActing()->isAI()){
mFont->SetColor(ARGB(255,128,128,128));
}else{
mFont->SetColor(ARGB(255,255,255,255));
}
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
mFont->DrawString(_(Constants::MTGPhaseNames[currentPhase]).c_str(), 375, 2);
}
void MTGGuiPlay::Render(){
LOG("Start MTGGuiPlay Render\n");
JRenderer * renderer = JRenderer::GetInstance();
//alphaBg[1] = 255;
//alphaBg[2]= 255;
//alphaBg[3] = 255;
//mBg2->SetColor(ARGB(alphaBg[0], alphaBg[1],alphaBg[2],alphaBg[3]));
renderer->RenderQuad(mBg2,0,17);
if (game->currentGamePhase >= Constants::MTG_PHASE_COMBATBEGIN && game->currentGamePhase < Constants::MTG_PHASE_COMBATEND){
if (alphaBg[0] < 50){
alphaBg[3]-=12;
alphaBg[2]-=12;
alphaBg[0]+=3;
}
alphaBg[1] = 255;
}else{
if (alphaBg[0]){
alphaBg[0]-=3;
alphaBg[3]+=12;
alphaBg[2]+=12;
}
alphaBg[1] = 255;
}
renderer->FillRect(0,0,480,272,ARGB(alphaBg[0], alphaBg[1],alphaBg[2],alphaBg[3]));
renderer->RenderQuad(mBg,0,0);
for (int i=0;i<mCount;i++){
if (mObjects[i]!=NULL && i!=mCurr){
mObjects[i]->Render();
}
}
RenderPhaseBar();
RenderPlayerInfo(0);
RenderPlayerInfo(1);
int opponentHand = game->players[1]->game->hand->nb_cards;
char buffer[10];
sprintf(buffer,"%i",opponentHand);
mFont->SetColor(ARGB(128,0,0,0));
mFont->DrawString(buffer, 56, 20);
mFont->SetColor(ARGB(255,255,255,255));
mFont->DrawString(buffer, 54, 18);
if (mGlitterAlpha < 0){
mGlitterAlpha = 510;
int position = rand() % 2;
if (position){
mGlitterX = 65 + rand() % (420);
mGlitterY = 17 + rand() % (5);
}else{
mGlitterX = 65 + rand() % (5);
mGlitterY = 15 + rand() % (250);
}
}
mGlitter->SetColor(ARGB((255-abs(255-mGlitterAlpha)),240,240,255));
renderer->RenderQuad(mGlitter,mGlitterX,mGlitterY, (float)(mGlitterAlpha)/(float)255, 1.2*float(mGlitterAlpha)/float(255),1.2*float(mGlitterAlpha)/float(255));
mGlitterAlpha-=10;
if (mCount && mObjects[mCurr] != NULL){
mObjects[mCurr]->Render();
if (hasFocus && mCurr >= offset && showBigCards && !game->currentlyActing()->isAI() ){
//For some reason RenderBig crashes when the testsuite is playing, so we add a "isAI()" test...which was supposed to be there at some point anyways...
CardGui * cardg = ((CardGui *)mObjects[mCurr]);
cardg->RenderBig(-1,-1,showBigCards-1);
}
}
LOG("End MTGGuiPlay Render\n");
}
MTGGuiPlay::~MTGGuiPlay(){
LOG("==Destroying MTGGuiPlay==");
delete mBg;
//delete mBgTex;
delete mGlitter;
for (int i=0; i < 12; i++){
delete phaseIcons[2*i] ;
delete phaseIcons[2*i + 1];
}
//delete mPhaseBarTexture;
SAFE_DELETE(mBg2);
//SAFE_DELETE(mBgTex2);
LOG("==Destroying MTGGuiPlay Successful==");
}