Files
wagic/projects/mtg/src/DamageResolverLayer.cpp
wagic.the.homebrew d45e3b101b
2008-11-02 09:50:16 +00:00

360 lines
11 KiB
C++

#include "../include/debug.h"
#include "../include/DamageResolverLayer.h"
#include "../include/GameObserver.h"
#include "../include/MTGCardInstance.h"
#include "../include/DamagerDamaged.h"
#include "../include/Damage.h"
DamageResolverLayer::DamageResolverLayer(int id, GameObserver * _game):PlayGuiObjectController(id, _game){
currentPhase = -1;
remainingDamageSteps = 0;
damageStack = NULL;
currentSource = NULL;
buttonOk = 0;
currentChoosingPlayer = NULL;
}
void DamageResolverLayer::Update(float dt){
int newPhase = game->getCurrentGamePhase();
if (newPhase == MTG_PHASE_COMBATDAMAGE){
if (!game->mLayers->stackLayer()->getNext(NULL,0,NOT_RESOLVED)){
if (newPhase != currentPhase){
init();
}
if (remainingDamageSteps && empty()){
initResolve();
}
}
}else{
remainingDamageSteps = 0;
}
currentPhase = newPhase;
PlayGuiObjectController::Update(dt);
}
Player * DamageResolverLayer::whoSelectsDamagesDealtBy(MTGCardInstance * card){
if (card->controller() == game->currentPlayer){ //Attacker
MTGInPlay * defensers = game->opponent()->game->inPlay;
int nbdefensers = defensers->nbDefensers(card);
if (nbdefensers == 0) return NULL;
if(nbdefensers == 1 && !card->has(TRAMPLE)) return NULL;
MTGCardInstance * defenser = defensers->getNextDefenser(NULL, card);
while (defenser != NULL){
if (defenser->has(BANDING)) return game->opponent();
defenser = defensers->getNextDefenser(defenser, card);
}
return game->currentPlayer;
}else{ //Defenser
MTGInPlay * attackers = game->currentPlayer->game->inPlay;
int nbattackers = attackers->nbPartners(card->isDefenser());
if(nbattackers <= 1) return NULL;
if (card->isDefenser()->banding) return game->currentPlayer;
return game->opponent();
}
}
int DamageResolverLayer::addAutoDamageToOpponents(MTGCardInstance * card){
if (card->controller() == game->currentPlayer){ //Attacker
MTGInPlay * defensers = game->opponent()->game->inPlay;
int nbdefensers = defensers->nbDefensers(card);
if (nbdefensers == 0){
Damage * damage = NEW Damage (0, card, game->opponent());
damageStack->Add(damage);
}else if (nbdefensers == 1){
Damage * damage = NEW Damage (0, card, defensers->getNextDefenser(NULL, card));
damageStack->Add(damage);
}else{
//SHOULDN'T HAPPEN !
}
}else{ //Defenser
Damage * damage = NEW Damage (mCount,card, card->isDefenser());
damageStack->Add(damage);
}
return 1;
}
int DamageResolverLayer::addIfNotExists(MTGCardInstance * card, Player * selecter){
for (int i = 0; i < mCount; i++){
DamagerDamaged * item = (DamagerDamaged *)mObjects[i];
if (item->card == card) return 0;
}
CardGui * cardg = game->mLayers->playLayer()->getByCard(card);
DamagerDamaged * item = NEW DamagerDamaged(cardg, selecter, mCount == 0);
Add(item);
mCurr = 0;
return 1;
}
//Adds a card and all its opponents to the Damagers' list
int DamageResolverLayer::addDamager(MTGCardInstance * card, Player * selecter){
addIfNotExists(card, selecter);
if (card->controller() == game->currentPlayer){ //Attacker
MTGInPlay * defensers = game->opponent()->game->inPlay;
MTGCardInstance * defenser = defensers->getNextDefenser(NULL, card);
while (defenser != NULL){
addIfNotExists(defenser, whoSelectsDamagesDealtBy(defenser));
defenser = defensers->getNextDefenser(defenser, card);
}
}else{ //Defenser
MTGInPlay * attackers = game->currentPlayer->game->inPlay;
MTGCardInstance * attacker = card->isDefenser();
addIfNotExists(attacker,whoSelectsDamagesDealtBy(attacker));
MTGCardInstance * banding = attacker->banding;
if (banding){
attacker = attackers->getNextAttacker(NULL);
while (attacker != NULL){
if (attacker->banding == banding){
addIfNotExists(attacker,whoSelectsDamagesDealtBy(attacker));
}
attacker = attackers->getNextAttacker(attacker);
}
}
}
return 1;
}
int DamageResolverLayer::initResolve(){
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "starting resolve, remainingDamagesStep = %i\n", remainingDamageSteps);
OutputDebugString(buf);
#endif
if (damageStack) return 0;
#if defined (WIN32) || defined (LINUX)
sprintf(buf, "damageStack is NULL, we can resolve \n");
OutputDebugString(buf);
#endif
currentSource = NULL;
currentChoosingPlayer = game->currentPlayer;
damageStack = NEW DamageStack(mCount,game);
int strike = 0;
if (remainingDamageSteps == 2) strike = 1;
MTGInPlay * attackers = game->currentPlayer->game->inPlay;
MTGInPlay * defensers = game->opponent()->game->inPlay;
MTGCardInstance * attacker = attackers->getNextAttacker(NULL);
while (attacker != NULL){
#if defined (WIN32) || defined (LINUX)
sprintf(buf, "attacker : %s \n", attacker->getName());
OutputDebugString(buf);
#endif
if ((!strike && !attacker->has(FIRSTSTRIKE)) || (strike && attacker->has(FIRSTSTRIKE)) || attacker->has(DOUBLESTRIKE)){
Player * selecter = whoSelectsDamagesDealtBy(attacker);
if (!selecter){
addAutoDamageToOpponents(attacker);
}else{
addDamager(attacker, selecter);
}
}
MTGCardInstance * defenser = defensers->getNextDefenser(NULL, attacker);
while (defenser != NULL){
if ((!strike && !defenser->has(FIRSTSTRIKE)) || (strike && defenser->has(FIRSTSTRIKE)) || defenser->has(DOUBLESTRIKE)){
Player * selecterb = whoSelectsDamagesDealtBy(defenser);
if (!selecterb){
addAutoDamageToOpponents(defenser);
}else{
addDamager(defenser, selecterb);
}
}
defenser = defensers->getNextDefenser(defenser, attacker);
}
attacker = attackers->getNextAttacker(attacker);
}
if (empty()){
if (!damageStack->empty()){
game->mLayers->stackLayer()->addAction(damageStack);
}else{
SAFE_DELETE(damageStack);
}
remainingDamageSteps--;
damageStack = NULL;
modal = remainingDamageSteps;
}else{
if (canStopDealDamages()) currentChoosingPlayer = game->opponent();
}
return 1;
}
int DamageResolverLayer::init(){
modal = 1;
remainingDamageSteps = 2;
return 1;
}
DamagerDamaged * DamageResolverLayer::findByCard(MTGCardInstance * card){
for (int i =0; i < mCount; i++){
DamagerDamaged * current = (DamagerDamaged *) mObjects[i];
if (current->card == card) return current;
}
return NULL;
}
//Returns 1 if all "compulsory" damages have been assigned for current player
int DamageResolverLayer::canStopDealDamages(){
for (int i = 0; i < mCount ; i ++){
DamagerDamaged * current = (DamagerDamaged *) mObjects[i];
if (current->damageSelecter==currentChoosingPlayer && current->damageToDeal > 0){
MTGCardInstance * card = current->card;
if (card->controller() == game->currentPlayer){ //Attacker
if (card->has(TRAMPLE)){
MTGInPlay * defensers = game->opponent()->game->inPlay;
MTGCardInstance * defenser = defensers->getNextDefenser(NULL, card);
while (defenser != NULL){
DamagerDamaged * _defenser = findByCard(defenser);
if (!_defenser->hasLethalDamage()) return 0;
defenser = defensers->getNextDefenser(defenser, card);
}
}else{
return 0;
}
}else{ //Defenser
return 0;
}
}
}
return 1;
}
int DamageResolverLayer::trampleDamage(){
for (int i = 0; i < mCount ; i ++){
DamagerDamaged * current = (DamagerDamaged *) mObjects[i];
if (current->damageToDeal > 0){
MTGCardInstance * card = current->card;
if (card->controller() == game->currentPlayer){ //Attacker
if (card->has(TRAMPLE)){
Damage * damage = NEW Damage(0, card, game->opponent(), current->damageToDeal);
damageStack->Add(damage);
}
}
}
}
return 1;
}
int DamageResolverLayer::resolveDamages(){
trampleDamage();
for (int i = 0; i < mCount ; i++){
DamagerDamaged * current = (DamagerDamaged *) mObjects[i];
for (int j =0; j < current->mCount ; j++){
Damage * damage = NEW Damage(0, current->damages[j]->source, current->damages[j]->target, current->damages[j]->damage);
damageStack->Add(damage);
}
}
game->mLayers->stackLayer()->addAction(damageStack);
remainingDamageSteps--;
resetObjects();
damageStack = NULL;
modal = remainingDamageSteps;
return 1;
}
//a and b are opponents if b is blocking a band in which a belongs or blocking directly a
int DamageResolverLayer::isOpponent(DamagerDamaged * a, DamagerDamaged * b){
MTGCardInstance * carda = a->card;
MTGCardInstance * cardb = b->card;
if (cardb->controller() == game->currentPlayer) {//if b is the attacker switch the cards
carda = cardb;
cardb = a->card;
}
if (cardb->controller() == game->currentPlayer || carda->controller() == game->opponent()) return 0; //Same team, idiot !
if (!carda->banding){
if (cardb->isDefenser() == carda) return 1;
return 0;
}
if (cardb->isDefenser() && cardb->isDefenser()->banding == carda->banding) return 1;
return 0;
}
void DamageResolverLayer::nextPlayer(){
if (currentChoosingPlayer == game->currentPlayer){
currentChoosingPlayer = game->opponent();
if (canStopDealDamages()) resolveDamages();
}else{
resolveDamages();
}
}
void DamageResolverLayer::CheckUserInput(float dt){
if (!mCount) return;
if (mEngine->GetButtonClick(PSP_CTRL_CIRCLE)){
if (mObjects[mCurr] && mObjects[mCurr]->ButtonPressed()){
DamagerDamaged * current = (DamagerDamaged *) mObjects[mCurr];
if (!currentSource || !isOpponent(current,currentSource)){
for (int i = 0; i < mCount; i++){
DamagerDamaged * _current = (DamagerDamaged *) mObjects[i];
if (isOpponent(current,_current)){
currentSource = _current;
break;
}
}
}
if (currentSource){
if (currentSource->damageSelecter == currentChoosingPlayer){
if (isOpponent(current,currentSource)){
if (!currentSource->dealOneDamage(current)){
currentSource->removeDamagesTo(current);
}
}
}
}else{
if (current->damageSelecter == currentChoosingPlayer){
currentSource = current;
}
}
buttonOk = 0;
if (canStopDealDamages()) buttonOk = 1;
}
}else if (mEngine->GetButtonClick(PSP_CTRL_CROSS)){
if (mObjects[mCurr] && mObjects[mCurr]->ButtonPressed()){
DamagerDamaged * current = (DamagerDamaged *) mObjects[mCurr];
if (current->damageSelecter == currentChoosingPlayer){
currentSource = current;
}
}
}else if (mEngine->GetButtonClick(PSP_CTRL_SQUARE)){
if (canStopDealDamages()){
nextPlayer();
//switch to next player or end of selection
}
}else{
PlayGuiObjectController::CheckUserInput(dt);
}
}
void DamageResolverLayer::Render(){
if (!mCount) return;
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(MAIN_FONT);
mFont->SetBase(0);
mFont->SetScale(0.75);
JRenderer * renderer = JRenderer::GetInstance();
renderer->FillRect(0 ,0 , SCREEN_WIDTH , SCREEN_HEIGHT , ARGB(200,0,0,0));
if (currentChoosingPlayer == game->currentPlayer){
mFont->DrawString("Player 1", 0,0);
}else{
mFont->DrawString("Player 2", 0,0);
}
if (currentSource){
currentSource->RenderBig(10, 20);
mFont->DrawString("Current Damager:", 10, 5);
}
for (int i = 0; i < mCount; i++){
((DamagerDamaged *)mObjects[i])->Render(currentChoosingPlayer);
}
if (mObjects[mCurr]){
((DamagerDamaged *)mObjects[mCurr])->Render(currentChoosingPlayer);
}
if (buttonOk){
mFont->DrawString("Damages Assigned, Click Square to Continue", 250, 5);
}
}