Files
wagic/projects/mtg/src/GameObserver.cpp
jean.chalard c97dd1f260 J :
* Remove ^M's.
* Re-indent automatically.
* Remove whitespace at the end of lines.
2008-11-12 13:45:42 +00:00

482 lines
12 KiB
C++

#include "../include/debug.h"
#include "../include/GameObserver.h"
#include "../include/GameOptions.h"
#include "../include/ConstraintResolver.h"
#include "../include/CardGui.h"
#include "../include/Damage.h"
#include "../include/DamageResolverLayer.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);
mInstance->mLayers = NEW DuelLayers();
mInstance->mLayers->init();
}
GameObserver::GameObserver(Player * _players[], int _nb_players){
int i;
for (i =0; i < _nb_players;i ++){
players[i] = _players[i];
}
currentPlayer = players[0];
currentActionPlayer = currentPlayer;
isInterrupting = NULL;
currentPlayerId = 0;
nbPlayers = _nb_players;
currentRound = 1;
currentGamePhase = -1;
targetChooser = NULL;
cardWaitingForTargets = NULL;
reaction = 0;
gameOver = NULL;
phaseRing = NEW PhaseRing(_players,_nb_players);
}
void GameObserver::setGamePhaseManager(MTGGamePhase * _phases){
gamePhaseManager = _phases;
}
int GameObserver::getCurrentGamePhase(){
return currentGamePhase;
}
Player * GameObserver::opponent(){
int index = (currentPlayerId+1)%nbPlayers;
return players[index];
}
int GameObserver::enteringPhase(int phase){
//TODO
return 0;
}
void GameObserver::nextPlayer(){
currentPlayerId = (currentPlayerId+1)%nbPlayers;
currentPlayer = players[currentPlayerId];
currentActionPlayer = currentPlayer;
}
void GameObserver::nextGamePhase(){
phaseRing->forward();
Phase * cPhase = phaseRing->getCurrentPhase();
currentGamePhase = cPhase->id;
if (currentPlayer != cPhase->player) nextPlayer();
//init begin of turn
if (currentGamePhase == MTG_PHASE_BEFORE_BEGIN){
cleanupPhase();
currentPlayer->canPutLandsIntoPlay = 1;
mLayers->actionLayer()->Update(0);
return nextGamePhase();
}
//manaBurn
if (currentGamePhase == MTG_PHASE_UNTAP ||
currentGamePhase == MTG_PHASE_FIRSTMAIN ||
currentGamePhase == MTG_PHASE_COMBATBEGIN ||
currentGamePhase == MTG_PHASE_SECONDMAIN ||
currentGamePhase == MTG_PHASE_ENDOFTURN
){
currentPlayer->manaBurn();
}
//After End of turn
if (currentGamePhase == MTG_PHASE_AFTER_EOT){
//Auto Hand cleaning, in case the player didn't do it himself
while(currentPlayer->game->hand->nb_cards > 7){
currentPlayer->game->putInGraveyard(currentPlayer->game->hand->cards[0]);
}
mLayers->stackLayer()->garbageCollect(); //clean stack history for this turn;
mLayers->actionLayer()->Update(0);
return nextGamePhase();
}
//Phase Specific actions
switch(currentGamePhase){
case MTG_PHASE_UNTAP:
untapPhase();
break;
case MTG_PHASE_DRAW:
mLayers->stackLayer()->addDraw(currentPlayer,1);
break;
default:
break;
}
}
int GameObserver::cancelCurrentAction(){
SAFE_DELETE(targetChooser);
return 1;
}
void GameObserver::userRequestNextGamePhase(){
if (mLayers->stackLayer()->getNext(NULL,0,NOT_RESOLVED)) return;
if (getCurrentTargetChooser()) return;
if (mLayers->combatLayer()->remainingDamageSteps) return;
//TODO CHECK POSSIBILITY
if (opponent()->isAI() || GameOptions::GetInstance()->values[OPTIONS_INTERRUPTATENDOFPHASE_OFFSET+currentGamePhase]){
mLayers->stackLayer()->AddNextGamePhase();
}else{
nextGamePhase();
}
}
void GameObserver::startGame(int shuffle, int draw){
int i;
for (i=0; i<nbPlayers; i++){
players[i]->game->initGame(shuffle, draw);
}
phaseRing->goToPhase(MTG_PHASE_FIRSTMAIN, players[0]);
currentGamePhase = MTG_PHASE_FIRSTMAIN;
}
void GameObserver::addObserver(MTGAbility * observer){
mLayers->actionLayer()->Add(observer);
}
void GameObserver::removeObserver(ActionElement * observer){
if (observer){
observer->destroy();
}else{
//TODO log error
}
mLayers->actionLayer()->Remove(observer);
}
GameObserver::~GameObserver(){
LOG("==Destroying GameObserver==");
SAFE_DELETE(targetChooser);
SAFE_DELETE(mLayers);
SAFE_DELETE(phaseRing);
LOG("==GameObserver Destroyed==");
}
void GameObserver::Update(float dt){
Player * player = currentPlayer;
if (currentGamePhase == MTG_PHASE_COMBATBLOCKERS){
player = opponent();
}else if (currentGamePhase == MTG_PHASE_COMBATDAMAGE){
DamageResolverLayer * drl = mLayers->combatLayer();
if (drl->currentChoosingPlayer && drl->mCount) player = drl->currentChoosingPlayer;
}
currentActionPlayer = player;
if (isInterrupting) player = isInterrupting;
mLayers->Update(dt,player);
stateEffects();
oldGamePhase = currentGamePhase;
}
//applies damage to creatures after updates
//Players life test
void GameObserver::stateEffects(){
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();
}
}
for (int i =0; i < 2; i++){
if (players[i]->life <= 0) gameOver = players[i];
}
}
void GameObserver::Render(){
mLayers->Render();
if (targetChooser || mLayers->actionLayer()->isWaitingForAnswer()){
JRenderer::GetInstance()->DrawRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,ARGB(255,255,0,0));
}
}
void GameObserver::nextStep(){
}
void GameObserver::ButtonPressed (int controllerId, PlayGuiObject * _object){
#if defined (WIN32) || defined (LINUX)
OutputDebugString("Click\n");
#endif
int id = _object->GetId();
if (id >=0){
MTGCardInstance * card = ((CardGui *)_object)->card;
cardClick(card, card);
}
//if (id>= -6 && id <= -3){
if (id== -5 || id == -3){ //TODO libraries ???
GuiGameZone * zone = (GuiGameZone *)_object;
zone->toggleDisplay();
}
if (id == -1 || id == -2){
#if defined (WIN32) || defined (LINUX)
OutputDebugString("Click Player !\n");
#endif
cardClick(NULL, ((GuiAvatar *)_object)->player);
}
}
void GameObserver::stackObjectClicked(Interruptible * action){
if (targetChooser != NULL){
#if defined (WIN32) || defined (LINUX)
OutputDebugString("target chooser ok \n");
#endif
int result = targetChooser->toggleTarget(action);
if (result == TARGET_OK_FULL){
#if defined (WIN32) || defined (LINUX)
OutputDebugString("target chooser Full \n");
#endif
cardClick(cardWaitingForTargets);
}else{
return;
}
}else{
reaction = mLayers->actionLayer()->isReactingToTargetClick(action);
if (reaction == -1) mLayers->actionLayer()->reactToTargetClick(action);
}
}
void GameObserver::cardClick (MTGCardInstance * card, Targetable * object){
LOG("==GameObserver::cardClick");
if (card) {LOG(card->getName())};
Player * clickedPlayer = NULL;
if (!card) clickedPlayer = ((Player *)object);
if (targetChooser != NULL){
int result;
if (card) {
if (card == cardWaitingForTargets){
LOG("attempt to close targetting");
int _result = targetChooser->ForceTargetListReady();
if (_result){
result = TARGET_OK_FULL;
}else{
LOG("...but we cant!\n");
result = targetChooser->targetsReadyCheck();
}
}else{
result = targetChooser->toggleTarget(card);
}
}else{
result = targetChooser->toggleTarget(clickedPlayer);
}
if (result == TARGET_OK_FULL){
card = cardWaitingForTargets;
}else{
return;
}
}
if (card){
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1) mLayers->actionLayer()->reactToClick(card);
}else{
reaction = mLayers->actionLayer()->isReactingToTargetClick(object);
if (reaction == -1) mLayers->actionLayer()->reactToTargetClick(object);
}
if (reaction != -1){
if (!card) return;
if (currentlyActing()->game->hand->hasCard(card)){
//Current player's hand
if (canPutInPlay(card)){
putInPlay(card);
if (card->hasType("land")){
currentPlayer->canPutLandsIntoPlay--;
}
}else if (currentPlayer->game->hand->hasCard(card)){ //Current player's hand
if (currentGamePhase == MTG_PHASE_CLEANUP && currentPlayer->game->hand->nb_cards > 7){
currentPlayer->game->putInGraveyard(card);
}
}
}else if (reaction){
if (reaction == 1){
mLayers->actionLayer()->reactToClick(card);
}else{
mLayers->actionLayer()->setMenuObject(object);
}
}else if (card->isTapped() && card->controller() == currentPlayer){
int a = ConstraintResolver::untap(this, card);
}
}
}
TargetChooser * GameObserver::getCurrentTargetChooser(){
TargetChooser * _tc = mLayers->actionLayer()->getCurrentTargetChooser();
if (_tc) return _tc;
return targetChooser;
}
//Check if it is possible to put a card into play
//TODO : improve according to spells in game...
int GameObserver::canPutInPlay(MTGCardInstance * card){
Player * player = currentlyActing();
LOG("CANPUTINPLAY- check if card belongs to current player\n");
if (!player->game->hand->hasCard(card)) return 0;
LOG("CANPUTINPLAY- check if card is land or can be played\n");
if (card->hasType("land")){
LOG("CANPUTINPLAY- card is land - check if can be played\n");
if (player == currentPlayer && currentPlayer->canPutLandsIntoPlay && (currentGamePhase == MTG_PHASE_FIRSTMAIN || currentGamePhase == MTG_PHASE_SECONDMAIN)){
LOG("CANPUTINPLAY- Land, ok\n");
return 1;
}
}else if ((card->hasType("instant")) || card->has(FLASH) || (player == currentPlayer && (currentGamePhase == MTG_PHASE_FIRSTMAIN || currentGamePhase == MTG_PHASE_SECONDMAIN))){
LOG("CANPUTINPLAY- correct time to play\n");
if (checkManaCost(card)){
LOG("CANPUTINPLAY- ManaCost ok\n");
if (targetListIsSet(card)){
#ifdef LOG
LOG("CANPUTINPLAY- Targets chosen -> OK\n");
#endif
return 1;
}else{
#ifdef LOG
LOG("CANPUTINPLAY- Targets not chosen yet\n");
#endif
return 0;
}
}
}
return 0;
}
void GameObserver::putInPlay(MTGCardInstance * card){
Player * player = currentlyActing();
ManaCost * previousManaPool = NEW ManaCost(player->getManaPool());
player->getManaPool()->pay(card->getManaCost());
ManaCost * spellCost = previousManaPool->Diff(player->getManaPool());
delete previousManaPool;
if (card->hasType("land")){
Spell * spell = NEW Spell(card);
player->game->putInZone(card, player->game->hand, player->game->stack);
spell->resolve();
delete spellCost;
delete spell;
}else{
if (targetChooser){
mLayers->stackLayer()->addSpell(card,targetChooser->targets,targetChooser->cursor, spellCost);
delete targetChooser;
targetChooser = NULL;
}else{
mLayers->stackLayer()->addSpell(card,NULL,0, spellCost);
}
player->game->putInZone(card, player->game->hand, player->game->stack);
}
}
/* 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;
}
void GameObserver::draw(){
//TODO checks to allow multiple draw, or no draw, etc...
currentPlayer->game->drawFromLibrary();
}
void GameObserver::cleanupPhase(){
currentPlayer->cleanupPhase();
opponent()->cleanupPhase();
}
void GameObserver::untapPhase(){
currentPlayer->inPlay()->untapAll();
}
int GameObserver::isACreature(MTGCardInstance * card){
return card->isACreature();
}
Player * GameObserver::currentlyActing(){
if (isInterrupting) return isInterrupting;
return currentActionPlayer;
}
int GameObserver::tryToTapOrUntap(MTGCardInstance * card){
int reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction){
if (reaction == 1){
mLayers->actionLayer()->reactToClick(card);
}else{
//TODO, what happens when several abilities react to the click ?
}
return reaction;
}else{
if (card->isTapped() && card->controller() == currentPlayer){
int a = ConstraintResolver::untap(this, card);
return a;
}else{
//TODO Check Spells
//card->tap();
return 0;
}
return 0;
}
}
//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());
}
int GameObserver::checkManaCost(MTGCardInstance * card){
ManaCost * playerMana = currentlyActing()->getManaPool();
ManaCost * cost = card->getManaCost();
if (playerMana->canAfford(cost)){
return 1;
}
return 0;
}