Files
wagic/projects/mtg/src/GuiPlay.cpp
T
Xawotihs 3514476812 - Created a GamePhase type to ease debug.
- Modified the testsuite and gameobserver to be able to replay all the testcases based on the actions logged during the first pass. This allows to test the action logging and replay used during undo. It's only activated in multithreaded mode and it does not work on Momir tests.
-  Modified choice logging and replay to use menuId instead of ability index, as, for some obscur reasons related to Lord, those ability indexes may change.
- Fixed bug in nextphase logging wrongly generating click actions
- Added a "stack" zone to the click ability logging to be able to replay properly interrupt
- Fixed a wonderful bug mixing card names with zone names in the actions execution engine
- Added a "combatok" action logging/execution
- Added a "clone" virtual method to MTGCardInstance and Token to be able to clone correctly the right object type. Used that in MTGGameZones::removeCard
2011-11-29 21:50:16 +00:00

432 lines
13 KiB
C++

#include "PrecompiledHeader.h"
#include "CardSelector.h"
#include "GameApp.h"
#include "GuiPlay.h"
#include "Subtypes.h"
#include "Trash.h"
#include "ModRules.h"
#define CARD_WIDTH (31)
const float GuiPlay::HORZWIDTH = 300.0f;
const float GuiPlay::VERTHEIGHT = 80.0f;
void GuiPlay::CardStack::reset(unsigned total, float x, float y)
{
this->total = total;
this->x = 0;
baseX = x;
this->y = 0;
baseY = y;
}
void GuiPlay::CardStack::RenderSpell(MTGCardInstance* card, iterator begin, iterator end, float x, float y)
{
while (begin != end)
{
if ((*begin)->card->target == card)
{
RenderSpell(card, begin + 1, end, x, y - 10);
(*begin)->x = x;
(*begin)->y = y;
(*begin)->Render();
return;
}
++begin;
}
}
GuiPlay::HorzStack::HorzStack()
{
}
GuiPlay::VertStack::VertStack()
{
}
void GuiPlay::VertStack::reset(unsigned total, float x, float y)
{
GuiPlay::CardStack::reset(total, x - CARD_WIDTH, y);
count = 0;
}
void GuiPlay::HorzStack::Render(CardView* card, iterator begin, iterator end)
{
RenderSpell(card->card, begin, end, card->x, card->y - 10);
card->Render();
}
void GuiPlay::HorzStack::Enstack(CardView* card)
{
card->x = x + baseX;
card->y = y + baseY;
if (total < 8)
x += CARD_WIDTH;
else if (total < 16)
x += (SCREEN_WIDTH - 200 - baseX) / total;
else
x += (SCREEN_WIDTH - 50 - baseX) / total;
}
void GuiPlay::VertStack::Enstack(CardView* card)
{
int modulus = total < 10 ? 3 : 5;
{
if (0 == count % modulus)
{
x += CARD_WIDTH;
y = 0;
}
}
card->x = x + baseX;
card->y = y + baseY;
y += 12;
if (++count == total - 1 && y == 12)
y += 12;
}
void GuiPlay::VertStack::Render(CardView* card, iterator begin, iterator end)
{
RenderSpell(card->card, begin, end, card->x + 5, card->y - 10);
card->Render();
}
inline float GuiPlay::VertStack::nextX()
{
if (0 == count)
return x + CARD_WIDTH;
else
return x;
}
GuiPlay::BattleField::BattleField() :
attackers(0), blockers(0), height(0.0), red(0), colorFlow(0)
{
}
const float GuiPlay::BattleField::HEIGHT = 80.0f;
void GuiPlay::BattleField::addAttacker(MTGCardInstance*)
{
++attackers;
colorFlow = 1;
}
void GuiPlay::BattleField::removeAttacker(MTGCardInstance*)
{
--attackers;
}
void GuiPlay::BattleField::reset(float x, float y)
{
HorzStack::reset(0, x, y);
currentAttacker = 1;
}
void GuiPlay::BattleField::EnstackAttacker(CardView* card)
{
card->x = currentAttacker * (HORZWIDTH - 20) / (attackers + 1);
card->y = baseY + (card->card->getObserver()->players[0] == card->card->controller() ? 20 + y : -20 - y);
++currentAttacker;
// JRenderer::GetInstance()->RenderQuad(WResourceManager::Instance()->GetQuad("BattleIcon"), card->actX, card->actY, 0, 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()), 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()));
}
void GuiPlay::BattleField::EnstackBlocker(CardView* card)
{
MTGCardInstance * c = card->card;
if (!c)
return;
int offset = 0;
if (c->defenser && c->defenser->view)
{
offset = c->defenser->getDefenserRank(c);
card->x = c->defenser->view->x + 5 * offset;
}
card->y = baseY + (card->card->getObserver()->players[0] == card->card->controller() ? 20 + y + 6 * offset : -20 - y + 6 * offset);
}
void GuiPlay::BattleField::Update(float dt)
{
if (0 == attackers)
height -= 10 * dt * height;
else
height += 10 * dt * (HEIGHT - height);
if (colorFlow)
{
red += static_cast<int> (colorFlow * 300 * dt);
if (red < 0)
red = 0;
if (red > 70)
red = 70;
}
}
void GuiPlay::BattleField::Render()
{
if (height > 3)
JRenderer::GetInstance()->FillRect(22, SCREEN_HEIGHT / 2 + 10 - height / 2, 250, height, ARGB(127, red, 0, 0));
}
GuiPlay::GuiPlay(GameObserver* game) :
GuiLayer(game)
{
end_spells = cards.end();
}
GuiPlay::~GuiPlay()
{
for (iterator it = cards.begin(); it != cards.end(); ++it)
{
delete (*it);
}
}
bool isSpell(CardView* c)
{
return c->card->isSpell() && !c->card->isCreature() && !c->card->hasType(Subtypes::TYPE_PLANESWALKER);
}
void GuiPlay::Replace()
{
unsigned opponentSpellsN = 0, selfSpellsN = 0, opponentLandsN = 0, opponentCreaturesN = 0,
battleFieldAttackersN = 0, battleFieldBlockersN = 0, selfCreaturesN = 0, selfLandsN = 0;
end_spells = stable_partition(cards.begin(), cards.end(), &isSpell);
for (iterator it = cards.begin(); it != end_spells; ++it)
if (!(*it)->card->target)
{
if(!(*it)->card->hasSubtype(Subtypes::TYPE_AURA) && !(*it)->card->hasType(Subtypes::TYPE_PLANESWALKER))
{
if (observer->players[0] == (*it)->card->controller())
++selfSpellsN;
else
++opponentSpellsN;
}
}
for (iterator it = end_spells; it != cards.end(); ++it)
{
if ((*it)->card->isCreature())
{
if ((*it)->card->isAttacker())
++battleFieldAttackersN;
else if ((*it)->card->isDefenser())
++battleFieldBlockersN;
else if (observer->players[0] == (*it)->card->controller())
++selfCreaturesN;
else
++opponentCreaturesN;
}
else if ((*it)->card->isLand() || (*it)->card->hasType(Subtypes::TYPE_PLANESWALKER))
{
if (observer->players[0] == (*it)->card->controller())
++selfLandsN;
else
++opponentLandsN;
}
}
opponentSpells.reset(opponentSpellsN, 18, 60);
selfSpells.reset(selfSpellsN, 18, 215);
for (iterator it = cards.begin(); it != end_spells; ++it)
if (!(*it)->card->target)
{
if(!(*it)->card->hasSubtype(Subtypes::TYPE_AURA) && !(*it)->card->hasType(Subtypes::TYPE_PLANESWALKER))
{
if (observer->players[0] == (*it)->card->controller())
selfSpells.Enstack(*it);
else
opponentSpells.Enstack(*it);
}
}
float x = 24 + opponentSpells.nextX();
//seperated the variable X into 2 different variables. There are 2 players here!!
//we should not be using a single variable to determine the positioning of cards!!
float myx = 24 + selfSpells.nextX();
opponentLands.reset(opponentLandsN,x, 50);
opponentCreatures.reset(opponentCreaturesN, x, 95);
battleField.reset(x, 145);//what does this variable do? I can comment it out with no repercussions...is this being double handled?
selfCreatures.reset(selfCreaturesN, myx, 195);
selfLands.reset(selfLandsN, myx, 240);
for (iterator it = end_spells; it != cards.end(); ++it)
{
if ((*it)->card->isCreature())
{
if ((*it)->card->isAttacker())
battleField.EnstackAttacker(*it);
else if ((*it)->card->isDefenser())
battleField.EnstackBlocker(*it);
else if (observer->players[0] == (*it)->card->controller())
selfCreatures.Enstack(*it);
else
opponentCreatures.Enstack(*it);
}
else if ((*it)->card->isLand())
{
if (observer->players[0] == (*it)->card->controller())
selfLands.Enstack(*it);
else
opponentLands.Enstack(*it);
}
}
//rerun the iter reattaching planes walkers to the back of the lands.
for (iterator it = end_spells; it != cards.end(); ++it)
{
if ((*it)->card->hasType(Subtypes::TYPE_PLANESWALKER))
{
if (observer->players[0] == (*it)->card->controller())
selfLands.Enstack(*it);
else
opponentLands.Enstack(*it);
}
}
}
void GuiPlay::Render()
{
battleField.Render();
for (iterator it = cards.begin(); it != cards.end(); ++it)
if ((*it)->card->isLand())
{
if (observer->players[0] == (*it)->card->controller())
selfLands.Render(*it, cards.begin(), end_spells);
else
opponentLands.Render(*it, cards.begin(), end_spells);
}
else if ((*it)->card->isCreature())
{
if (observer->players[0] == (*it)->card->controller())
selfCreatures.Render(*it, cards.begin(), end_spells);
else
opponentCreatures.Render(*it, cards.begin(), end_spells);
}
else if(!(*it)->card->hasType(Subtypes::TYPE_PLANESWALKER))
{
if (!(*it)->card->target)
{
if (observer->players[0] == (*it)->card->controller())
selfSpells.Render(*it, cards.begin(), end_spells);
else
opponentSpells.Render(*it, cards.begin(), end_spells);
}
}
else
{
if (!(*it)->card->target)
{
if (observer->players[0] == (*it)->card->controller())
selfPlaneswalker.Render(*it, cards.begin(), end_spells);
else
opponentPlaneswalker.Render(*it, cards.begin(), end_spells);
}
}
}
void GuiPlay::Update(float dt)
{
battleField.Update(dt);
for (iterator it = cards.begin(); it != cards.end(); ++it)
(*it)->Update(dt);
}
int GuiPlay::receiveEventPlus(WEvent * e)
{
if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
{
if ((observer->players[0]->inPlay() == event->to) || (observer->players[1]->inPlay() == event->to))
{
CardView * card;
if (event->card->view)
{
//fix for http://code.google.com/p/wagic/issues/detail?id=462.
// We don't want a card in the hand to have an alpha of 0
event->card->view->alpha = 255;
card = NEW CardView(CardView::playZone, event->card, *(event->card->view));
}
else
card = NEW CardView(CardView::playZone, event->card, 0, 0);
cards.push_back(card);
if (event->card->isTapped())
gModRules.cards.activateEffect->doEffect(card);
else
gModRules.cards.activateEffect->undoEffect(card);
card->alpha = 255;
// Make sure that the card is repositioned before adding it to the CardSelector, as
// the card's position is a cue for certain CardSelector variants as to what zone the card is placed in
Replace();
observer->getCardSelector()->Add(card);
return 1;
}
}
else if (WEventCreatureAttacker* event = dynamic_cast<WEventCreatureAttacker*>(e))
{
if (NULL != event->after)
battleField.addAttacker(event->card);
else if (NULL != event->before)
battleField.removeAttacker(event->card);
Replace();
}
else if (dynamic_cast<WEventCreatureBlocker*> (e))
{
Replace();
}
else if (WEventCardTap* event = dynamic_cast<WEventCardTap*>(e))
{
if (CardView* cv = dynamic_cast<CardView*>(event->card->view))
{
if (event->after)
gModRules.cards.activateEffect->doEffect(cv);
else
gModRules.cards.activateEffect->undoEffect(cv);
//cv->t = event->after ? M_PI / 2 : 0;
}
else if (event->card->view != NULL)
{
if (event->after)
gModRules.cards.activateEffect->doEffect(event->card->view);
else
gModRules.cards.activateEffect->undoEffect(event->card->view);
//event->card->view->actT = event->after ? M_PI / 2 : 0;
}
else
{
// this should never happen, if you have a consistent repro case, ping Wil please
assert(false);
}
return 1;
}
else if (WEventPhaseChange *event = dynamic_cast<WEventPhaseChange*>(e))
{
if (MTG_PHASE_COMBATEND == event->to->id)
battleField.colorFlow = -1;
}
else if (dynamic_cast<WEventCardChangeType*> (e))
Replace();
return 0;
}
int GuiPlay::receiveEventMinus(WEvent * e)
{
if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
{
if ((observer->players[0]->inPlay() == event->from) || (observer->players[1]->inPlay() == event->from))
for (iterator it = cards.begin(); it != cards.end(); ++it)
if (event->card->previous == (*it)->card || event->card == (*it)->card)
{
if (event->card->previous && event->card->previous->attacker)
battleField.removeAttacker(event->card->previous);
else if (event->card->attacker)
battleField.removeAttacker(event->card);
CardView* cv = *it;
observer->getCardSelector()->Remove(cv);
cards.erase(it);
observer->mTrash->trash(cv);
Replace();
return 1;
}
}
return 0;
}