Files
wagic/projects/mtg/src/DuelLayers.cpp
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

219 lines
5.4 KiB
C++

#include "PrecompiledHeader.h"
#include "MTGRules.h"
#include "CardSelector.h"
#include "GuiCombat.h"
#include "GuiBackground.h"
#include "GuiFrame.h"
#include "GuiPhaseBar.h"
#include "GuiAvatars.h"
#include "GuiHand.h"
#include "GuiPlay.h"
#include "GuiMana.h"
#include "Trash.h"
#include "DuelLayers.h"
void DuelLayers::init(GameObserver* go)
{
observer = go;
mCardSelector = NEW CardSelector(go, this);
//1 Action Layer
action = NEW ActionLayer(go);
action->Add(phaseHandler = NEW MTGGamePhase(go, action->getMaxId())); //Phases handler
action->Add(NEW OtherAbilitiesEventReceiver(go, -1)); //autohand, etc... handler
//Other display elements
action->Add(NEW HUDDisplay(go, -1));
Add(NEW GuiMana(20, 20, go->players[1]));
Add(NEW GuiMana(440, 20, go->players[0]));
Add(stack = NEW ActionStack(go));
Add(combat = NEW GuiCombat(go));
Add(action);
Add(mCardSelector);
Add(hand = NEW GuiHandSelf(go, go->players[0]->game->hand));
Add(avatars = NEW GuiAvatars(go));
Add(NEW GuiHandOpponent(go, go->players[1]->game->hand));
Add(NEW GuiPlay(go));
Add(NEW GuiPhaseBar(go));
Add(NEW GuiFrame(go));
Add(NEW GuiBackground(go));
}
void DuelLayers::CheckUserInput(int isAI)
{
JButton key;
int x, y;
JGE* jge = observer->getInput();
if(!jge) return;
while ((key = jge->ReadButton()) || jge->GetLeftClickCoordinates(x, y))
{
if ((!isAI) && ((0 != key) || jge->GetLeftClickCoordinates(x, y)))
{
if (stack->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
if (combat->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
if (avatars->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break; //avatars need to check their input before action (CTRL_CROSS)
}
if (action->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
if (hand->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
if (mCardSelector->CheckUserInput(key)) {
jge->LeftClickedProcessed();
break;
}
}
jge->LeftClickedProcessed();
}
}
void DuelLayers::Update(float dt, Player * currentPlayer)
{
for (int i = 0; i < nbitems; ++i)
objects[i]->Update(dt);
int isAI = currentPlayer->isAI();
if (isAI && !currentPlayer->getObserver()->isLoading())
currentPlayer->Act(dt);
CheckUserInput(isAI);
}
ActionStack * DuelLayers::stackLayer()
{
return stack;
}
GuiCombat * DuelLayers::combatLayer()
{
return combat;
}
ActionLayer * DuelLayers::actionLayer()
{
return action;
}
GuiAvatars * DuelLayers::GetAvatars()
{
return avatars;
}
DuelLayers::DuelLayers() :
nbitems(0)
{
}
DuelLayers::~DuelLayers()
{
int _nbitems = nbitems;
nbitems = 0;
for (int i = 0; i < _nbitems; ++i)
{
if (objects[i] != mCardSelector)
{
SAFE_DELETE(objects[i]);
objects[i] = NULL;
}
}
for (size_t i = 0; i < waiters.size(); ++i)
delete (waiters[i]);
observer->mTrash->cleanup();
SAFE_DELETE(mCardSelector);
}
void DuelLayers::Add(GuiLayer * layer)
{
objects.push_back(layer);
nbitems++;
}
void DuelLayers::Remove()
{
--nbitems;
}
void DuelLayers::Render()
{
bool focusMakesItThrough = true;
for (int i = 0; i < nbitems; ++i)
{
objects[i]->hasFocus = focusMakesItThrough;
if (objects[i]->modal)
focusMakesItThrough = false;
}
for (int i = nbitems - 1; i >= 0; --i)
objects[i]->Render();
}
int DuelLayers::receiveEvent(WEvent * e)
{
#if 0
#define PRINT_IF(type) { type *foo = dynamic_cast<type*>(e); if (foo) cout << "Is a " #type " " << *foo << endl; }
cout << "Received event " << e << " ";
PRINT_IF(WEventZoneChange);
PRINT_IF(WEventDamage);
PRINT_IF(WEventPhaseChange);
PRINT_IF(WEventCardUpdate);
PRINT_IF(WEventCardTap);
PRINT_IF(WEventCreatureAttacker);
PRINT_IF(WEventCreatureBlocker);
PRINT_IF(WEventCreatureBlockerRank);
PRINT_IF(WEventCombatStepChange);
PRINT_IF(WEventEngageMana);
PRINT_IF(WEventConsumeMana);
PRINT_IF(WEventEmptyManaPool);
#endif
int used = 0;
for (int i = 0; i < nbitems; ++i)
used |= objects[i]->receiveEventPlus(e);
if (!used)
{
Pos* p;
if (WEventZoneChange *event = dynamic_cast<WEventZoneChange*>(e))
{
MTGCardInstance* card = event->card;
if (card->view)
waiters.push_back(p = NEW Pos(*(card->view)));
else
waiters.push_back(p = NEW Pos(0, 0, 0, 0, 255));
const Pos* ref = card->view;
while (card)
{
if (ref == card->view)
card->view = p;
card = card->next;
}
}
}
for (int i = 0; i < nbitems; ++i)
objects[i]->receiveEventMinus(e);
if (WEventPhaseChange *event = dynamic_cast<WEventPhaseChange*>(e))
if (MTG_PHASE_BEFORE_BEGIN == event->to->id)
observer->mTrash->cleanup();
return 1;
}
float DuelLayers::RightBoundary()
{
return MIN (hand->LeftBoundary(), avatars->LeftBoundarySelf());
}