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

663 lines
19 KiB
C++

#include "PrecompiledHeader.h"
#include "GameObserver.h"
#include "GameOptions.h"
#include "CardGui.h"
#include "Damage.h"
#include "Rules.h"
#include "ExtraCost.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);
}
GameObserver::GameObserver(Player * _players[], int _nb_players){
for (int i = 0; i < _nb_players;i ++){
players[i] = _players[i];
}
currentPlayer = NULL;
currentActionPlayer = NULL;
isInterrupting = NULL;
currentPlayerId = 0;
nbPlayers = _nb_players;
currentGamePhase = -1;
targetChooser = NULL;
cardWaitingForTargets = NULL;
waitForExtraPayment = NULL;
reaction = 0;
gameOver = NULL;
phaseRing = NULL;
replacementEffects = NEW ReplacementEffects();
combatStep = BLOCKERS;
mRules = NULL;
}
int GameObserver::getCurrentGamePhase(){
return currentGamePhase;
}
Player * GameObserver::opponent(){
int index = (currentPlayerId+1)%nbPlayers;
return players[index];
}
void GameObserver::nextPlayer(){
turn++;
currentPlayerId = (currentPlayerId+1)%nbPlayers;
currentPlayer = players[currentPlayerId];
currentActionPlayer = currentPlayer;
combatStep = BLOCKERS;
}
void GameObserver::nextGamePhase(){
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if (cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE)
if (FIRST_STRIKE == combatStep || END_FIRST_STRIKE == combatStep || DAMAGE == combatStep) {
nextCombatStep(); return;
}
if (cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS)
if (BLOCKERS == combatStep || TRIGGERS == combatStep) { nextCombatStep(); return; }
phaseRing->forward();
//Go directly to end of combat if no attackers
if (cPhaseOld->id == Constants::MTG_PHASE_COMBATATTACKERS && !(currentPlayer->game->inPlay->getNextAttacker(NULL))){
phaseRing->forward();
phaseRing->forward();
}
Phase * cPhase = phaseRing->getCurrentPhase();
currentGamePhase = cPhase->id;
if (Constants::MTG_PHASE_COMBATDAMAGE == currentGamePhase)
nextCombatStep();
if (currentPlayer != cPhase->player) nextPlayer();
//init begin of turn
if (currentGamePhase == Constants::MTG_PHASE_BEFORE_BEGIN){
cleanupPhase();
currentPlayer->canPutLandsIntoPlay = 1;
currentPlayer->castedspellsthisturn = 0;
currentPlayer->opponent()->castedspellsthisturn = 0;
currentPlayer->castcount = 0;
currentPlayer->nocreatureinstant = 0;
currentPlayer->nospellinstant = 0;
currentPlayer->onlyoneinstant = 0;
currentPlayer->damageCount = 0;
currentPlayer->preventable = 0;
mLayers->actionLayer()->cleanGarbage(); //clean abilities history for this turn;
mLayers->stackLayer()->garbageCollect(); //clean stack history for this turn;
mLayers->actionLayer()->Update(0);
for (int i=0; i < 2; i++){
delete (players[i]->game->garbage);
players[i]->game->garbage = NEW MTGGameZone();
players[i]->game->garbage->setOwner(players[i]);
}
combatStep = BLOCKERS;
return nextGamePhase();
}
for (int i = 0; i < 2; ++i)
players[i]->getManaPool()->init();
if (currentGamePhase == Constants::MTG_PHASE_AFTER_EOT){
//Auto Hand cleaning, in case the player didn't do it himself
while(currentPlayer->game->hand->nb_cards > 7 && currentPlayer->nomaxhandsize < 1)
currentPlayer->game->putInGraveyard(currentPlayer->game->hand->cards[0]);
mLayers->actionLayer()->Update(0);
return nextGamePhase();
}
//Phase Specific actions
switch(currentGamePhase){
case Constants::MTG_PHASE_UNTAP:
untapPhase();
break;
case Constants::MTG_PHASE_DRAW:
//mLayers->stackLayer()->addDraw(currentPlayer,1);
break;
case Constants::MTG_PHASE_COMBATBLOCKERS:
receiveEvent(NEW WEventAttackersChosen());
break;
default:
break;
}
}
int GameObserver::cancelCurrentAction(){
SAFE_DELETE(targetChooser);
return mLayers->actionLayer()->cancelCurrentAction();
}
void GameObserver::nextCombatStep()
{
switch (combatStep)
{
case BLOCKERS :
receiveEvent(NEW WEventBlockersChosen());
receiveEvent(NEW WEventCombatStepChange(combatStep = TRIGGERS));
return;
case TRIGGERS : receiveEvent(NEW WEventCombatStepChange(combatStep = ORDER)); return;
case ORDER : receiveEvent(NEW WEventCombatStepChange(combatStep = FIRST_STRIKE)); return;
case FIRST_STRIKE : receiveEvent(NEW WEventCombatStepChange(combatStep = END_FIRST_STRIKE)); return;
case END_FIRST_STRIKE : receiveEvent(NEW WEventCombatStepChange(combatStep = DAMAGE)); return;
case DAMAGE : receiveEvent(NEW WEventCombatStepChange(combatStep = END_DAMAGE)); return;
case END_DAMAGE : ; // Nothing : go to next phase
}
}
void GameObserver::userRequestNextGamePhase(){
if (mLayers->stackLayer()->getNext(NULL,0,NOT_RESOLVED)) return;
if (getCurrentTargetChooser()) return;
bool executeNextPhaseImmediately = true;
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if ((cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER) ||
(cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == TRIGGERS)||
cPhaseOld->id == Constants::MTG_PHASE_COMBATDAMAGE ||
opponent()->isAI() ||
options[Options::optionInterrupt(currentGamePhase)].number)
{
executeNextPhaseImmediately = false;
}
if (executeNextPhaseImmediately)
{
nextGamePhase();
}
else
{
mLayers->stackLayer()->AddNextGamePhase();
}
}
int GameObserver::forceShuffleLibraries(){
int result = 0;
if (players[0]->game->library->needShuffle)
{
players[0]->game->library->shuffle();
players[0]->game->library->needShuffle = false;
++result;
}
if (players[1]->game->library->needShuffle)
{
players[1]->game->library->shuffle();
players[1]->game->library->needShuffle = false;
++result;
}
return result;
}
void GameObserver::startGame(Rules * rules){
turn = 0;
mRules = rules;
if (rules)
rules->initPlayers();
options.automaticStyle(players[0],players[1]);
mLayers = NEW DuelLayers();
mLayers->init();
currentPlayerId = 0;
currentPlayer = players[0];
currentActionPlayer = currentPlayer;
phaseRing = NEW PhaseRing(players,nbPlayers);
if (rules)
rules->initGame();
//Preload images from hand
if (!players[0]->isAI()){
for (int i=0; i< players[0]->game->hand->nb_cards; i++){
resources.RetrieveCard(players[0]->game->hand->cards[i],CACHE_THUMB);
resources.RetrieveCard(players[0]->game->hand->cards[i]);
}
}
startedAt = time(0);
//Difficult mode special stuff
if (!players[0]->isAI() && players[1]->isAI()){
int difficulty = options[Options::DIFFICULTY].number;
if (options[Options::DIFFICULTY_MODE_UNLOCKED].number && difficulty) {
Player * p = players[1];
for (int level=0; level < difficulty; level ++){
MTGCardInstance * card = NULL;
MTGGameZone * z = p->game->library;
for (int j = 0; j<z->nb_cards; j++){
MTGCardInstance * _card = z->cards[j];
if (_card->hasType("land")){
card = _card;
j = z->nb_cards;
}
}
if (card){
MTGCardInstance * copy = p->game->putInZone(card, p->game->library, p->game->stack);
Spell * spell = NEW Spell(copy);
spell->resolve();
delete spell;
}
}
}
}
}
void GameObserver::addObserver(MTGAbility * observer){
mLayers->actionLayer()->Add(observer);
}
void GameObserver::removeObserver(ActionElement * observer){
if (observer)mLayers->actionLayer()->moveToGarbage(observer);
else
{} //TODO log error
}
GameObserver::~GameObserver(){
LOG("==Destroying GameObserver==");
SAFE_DELETE(targetChooser);
SAFE_DELETE(mLayers);
SAFE_DELETE(phaseRing);
SAFE_DELETE(replacementEffects);
for (int i = 0; i < nbPlayers; ++i){
SAFE_DELETE(players[i]);
}
LOG("==GameObserver Destroyed==");
}
void GameObserver::Update(float dt){
Player * player = currentPlayer;
if (Constants::MTG_PHASE_COMBATBLOCKERS == currentGamePhase && BLOCKERS == combatStep)
player = player->opponent();
currentActionPlayer = player;
if (isInterrupting) player = isInterrupting;
mLayers->Update(dt,player);
while (mLayers->actionLayer()->stuffHappened){
mLayers->actionLayer()->Update(0);
}
stateEffects();
oldGamePhase = currentGamePhase;
if (combatStep == TRIGGERS)
{
if (!mLayers->stackLayer()->getNext(NULL,0,NOT_RESOLVED))
{
mLayers->stackLayer()->AddNextCombatStep();
}
}
//Auto skip Phases
int skipLevel = (player->playMode == Player::MODE_TEST_SUITE) ? Constants::ASKIP_NONE :
options[Options::ASPHASES].number;
int nrCreatures = currentPlayer->game->inPlay->countByType("Creature");
if (skipLevel == Constants::ASKIP_SAFE || skipLevel == Constants::ASKIP_FULL) {
if ((opponent()->isAI() && !(isInterrupting)) &&
(
currentGamePhase == Constants::MTG_PHASE_UNTAP
|| currentGamePhase == Constants::MTG_PHASE_DRAW
|| currentGamePhase == Constants::MTG_PHASE_COMBATBEGIN
|| ((currentGamePhase == Constants::MTG_PHASE_COMBATATTACKERS) && (nrCreatures == 0))
|| currentGamePhase == Constants::MTG_PHASE_COMBATEND
|| currentGamePhase == Constants::MTG_PHASE_ENDOFTURN
|| ((currentGamePhase == Constants::MTG_PHASE_CLEANUP) && (currentPlayer->game->hand->nb_cards < 8))
))
userRequestNextGamePhase();
}
if (skipLevel == Constants::ASKIP_FULL) {
if ((opponent()->isAI() && !(isInterrupting)) &&
(currentGamePhase == Constants::MTG_PHASE_UPKEEP
|| currentGamePhase == Constants::MTG_PHASE_COMBATDAMAGE
))
userRequestNextGamePhase();
}
}
//applies damage to creatures after updates
//Players life test
void GameObserver::stateEffects()
{
if (mLayers->stackLayer()->count(0,NOT_RESOLVED) != 0) return;
if (mLayers->actionLayer()->menuObject) return;
if (targetChooser || mLayers->actionLayer()->isWaitingForAnswer()) return;
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();
//Remove auras that don't have a valid target anymore
if (card->target && !isInPlay(card->target) && !card->hasType("equipment")){
players[i]->game->putInGraveyard(card);
}
}
}
for (int i =0; i < 2; i++)
if (players[i]->life <= 0){
int cantlosers = 0;
MTGGameZone * z = players[i]->game->inPlay;
int nbcards = z->nb_cards;
for (int j = 0; j < nbcards; ++j){
MTGCardInstance * c = z->cards[j];
if (c->has(Constants::CANTLOSE) || c->has(Constants::CANTLIFELOSE)){
cantlosers++;
}
}
MTGGameZone * k = players[i]->opponent()->game->inPlay;
int onbcards = k->nb_cards;
for (int m = 0; m < onbcards; ++m){
MTGCardInstance * e = k->cards[m];
if (e->has(Constants::CANTWIN)){
cantlosers++;
}
}
if(cantlosers < 1){
gameOver = players[i];
}
}
for (int i =0; i < 2; i++)
if (players[i]->poisonCount >= 10) 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));
if (waitForExtraPayment)
waitForExtraPayment->Render();
for (int i = 0; i < nbPlayers; ++i){
players[i]->Render();
}
}
void GameObserver::ButtonPressed(PlayGuiObject * target){
DebugTrace("GAMEOBSERVER Click");
if (CardView* cardview = dynamic_cast<CardView*>(target)){
MTGCardInstance * card = cardview->getCard();
cardClick(card, card);
}
else if (GuiLibrary* library = dynamic_cast<GuiLibrary*>(target)){
if (library->showCards){
library->toggleDisplay();
forceShuffleLibraries();
} else {
TargetChooser * _tc = this->getCurrentTargetChooser();
if (_tc && _tc->targetsZone(library->zone)){
library->toggleDisplay();
library->zone->needShuffle = true;
}
}
}
else if (GuiGraveyard* graveyard = dynamic_cast<GuiGraveyard*>(target))
graveyard->toggleDisplay();
//opponenthand
else if (GuiOpponentHand* opponentHand = dynamic_cast<GuiOpponentHand*>(target))
if (opponentHand->showCards){
opponentHand->toggleDisplay();
} else {
TargetChooser * _tc = this->getCurrentTargetChooser();
if (_tc && _tc->targetsZone(opponentHand->zone)){
opponentHand->toggleDisplay();
}
}
//end opponenthand
else if (GuiAvatar* avatar = dynamic_cast<GuiAvatar*>(target)){
cardClick(NULL, avatar->player);
}
}
void GameObserver::stackObjectClicked(Interruptible * action){
if (targetChooser != NULL){
int result = targetChooser->toggleTarget(action);
if (result == TARGET_OK_FULL){
cardClick(cardWaitingForTargets);
}else{
return;
}
}else{
reaction = mLayers->actionLayer()->isReactingToTargetClick(action);
if (reaction == -1) mLayers->actionLayer()->reactToTargetClick(action);
}
}
void GameObserver::cardClick (MTGCardInstance * card, Targetable * object){
Player * clickedPlayer = NULL;
if (!card) clickedPlayer = ((Player *)object);
if (targetChooser){
int result;
if (card) {
if (card == cardWaitingForTargets){
int _result = targetChooser->ForceTargetListReady();
if (_result){
result = TARGET_OK_FULL;
}else{
result = targetChooser->targetsReadyCheck();
}
}else{
result = targetChooser->toggleTarget(card);
}
}else{
result = targetChooser->toggleTarget(clickedPlayer);
}
if (result == TARGET_OK_FULL)
card = cardWaitingForTargets;
else
return;
}
if (waitForExtraPayment){
if (card){
waitForExtraPayment->tryToSetPayment(card);
}
if (waitForExtraPayment->isPaymentSet()){
mLayers->actionLayer()->reactToClick(waitForExtraPayment->action, waitForExtraPayment->source);
waitForExtraPayment = NULL;
}
return;
}
if (ORDER == combatStep)
{
card->defenser->raiseBlockerRankOrder(card);
return;
}
if (card && card->paymenttype <= 0){//card played as normal.
/* Fix for Issue http://code.google.com/p/wagic/issues/detail?id=270
put into play is hopefully the only ability causing that kind of trouble
If the same kind of issue occurs with other abilities, let's think of a cleaner solution
*/
if (targetChooser) {
MTGAbility * a = mLayers->actionLayer()->getAbility(MTGAbility::PUT_INTO_PLAY);
a->reactToClick(card);
return;
}
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1) mLayers->actionLayer()->reactToClick(card);
}
/* added same fix for buyback and alternative cost, the varible "paymenttype = int" only serves one purpose, to tell this bug fix what menu item you clicked on...all alternative cost or play methods suffered from the fix because if the card contained "target=" it would automatically force the play method to putinplayrule...even charge you the original mana cost.*/
else if (card && card->paymenttype == 1){//this is alternitive cost
if (targetChooser) {
MTGAbility * a = mLayers->actionLayer()->getAbility(MTGAbility::ALTERNATIVE_COST);
a->reactToClick(card);
return;
}
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1) mLayers->actionLayer()->reactToClick(card);
}
//--------------
else if (card && card->paymenttype == 2){//this is buyback
if (targetChooser) {
MTGAbility * a = mLayers->actionLayer()->getAbility(MTGAbility::BUYBACK_COST);
a->reactToClick(card);
return;
}
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1) mLayers->actionLayer()->reactToClick(card);
}
//=====================
else if (card && card->paymenttype == 3){//this is Flashback
if (targetChooser) {
MTGAbility * a = mLayers->actionLayer()->getAbility(MTGAbility::FLASHBACK_COST);
a->reactToClick(card);
return;
}
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1) mLayers->actionLayer()->reactToClick(card);
}
//=====================
else if (card && card->paymenttype == 4){//this is retrace
if (targetChooser) {
MTGAbility * a = mLayers->actionLayer()->getAbility(MTGAbility::RETRACE_COST);
a->reactToClick(card);
return;
}
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1) mLayers->actionLayer()->reactToClick(card);
}
//=====================
else{//this handles abilities on a menu...not just when card is being played
reaction = mLayers->actionLayer()->isReactingToTargetClick(object);
if (reaction == -1) mLayers->actionLayer()->reactToTargetClick(object);
}
if (reaction == -1) return;
if (!card) return;
//Current player's hand
if (currentPlayer->game->hand->hasCard(card) && currentGamePhase == Constants::MTG_PHASE_CLEANUP && currentPlayer->game->hand->nb_cards > 7 && currentPlayer->nomaxhandsize < 1){
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){
untap(card);
}
}
int GameObserver::untap(MTGCardInstance * card) {
if (!card->isUntapping()){
return 0;
}
if (card->has(Constants::DOESNOTUNTAP)) return 0;
if (card->frozen > 0) return 0;
card->attemptUntap();
return 1;
}
TargetChooser * GameObserver::getCurrentTargetChooser(){
TargetChooser * _tc = mLayers->actionLayer()->getCurrentTargetChooser();
if (_tc) return _tc;
return targetChooser;
}
/* 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(){
currentPlayer->game->drawFromLibrary();
}
void GameObserver::cleanupPhase(){
currentPlayer->cleanupPhase();
opponent()->cleanupPhase();
}
void GameObserver::untapPhase(){
currentPlayer->inPlay()->untapAll();
}
int GameObserver::receiveEvent(WEvent * e){
if (!e) return 0;
eventsQueue.push(e);
if (eventsQueue.size() > 1) return -1; //resolving events can generate more events
int result = 0;
while(eventsQueue.size()){
WEvent * ev = eventsQueue.front();
result += mLayers->receiveEvent(ev);
for (int i = 0; i < 2; ++i){
result += players[i]->receiveEvent(ev);
}
SAFE_DELETE(ev);
eventsQueue.pop();
}
return result;
}
Player * GameObserver::currentlyActing(){
if (isInterrupting) return isInterrupting;
return currentActionPlayer;
}
//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());
}