Files
wagic/projects/mtg/src/GuiPlay.cpp
Xawotihs@gmail.com f45c8e1d41 Just won my first Wagic network game :)
In details:
- I removed my player swap idea, it caused tons of issues with randoms
- instead I simply keep both peer on the exact same game and added one single parameter allowing to configure the view on the game. So, each peer is rendering the same game (gameObserver class) from a different player point of view (DuelLayers and related classes).
- a lot of gui stuff are missing to prevent user forbidden interactions but it works fine on Windows
2013-01-26 16:42:16 +00:00

435 lines
14 KiB
C++

#include "PrecompiledHeader.h"
#include "CardSelector.h"
#include "GameApp.h"
#include "GuiPlay.h"
#include "Subtypes.h"
#include "Trash.h"
#include "ModRules.h"
#include "DuelLayers.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 = CARD_WIDTH + 20 + (currentAttacker * (HORZWIDTH) / (attackers+1));
card->y = baseY + (card->card->getObserver()->getView()->getRenderedPlayer() == 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()->getView()->getRenderedPlayer() == 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(44, SCREEN_HEIGHT / 2 + 10 - height / 2, 318, height, ARGB(127, red, 0, 0));
}
GuiPlay::GuiPlay(DuelLayers* view) :
GuiLayer(view)
{
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->hasSubtype(Subtypes::TYPE_AURA) && (*it)->card->playerTarget)) && !(*it)->card->hasType(Subtypes::TYPE_PLANESWALKER))
{
if (mpDuelLayers->getRenderedPlayer() == (*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 (mpDuelLayers->getRenderedPlayer() == (*it)->card->controller())
++selfCreaturesN;
else
++opponentCreaturesN;
}
else if ((*it)->card->isLand() || (*it)->card->hasType(Subtypes::TYPE_PLANESWALKER))
{
if (mpDuelLayers->getRenderedPlayer() == (*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->hasSubtype(Subtypes::TYPE_AURA) && (*it)->card->playerTarget)) && !(*it)->card->hasType(Subtypes::TYPE_PLANESWALKER))
{
if (mpDuelLayers->getRenderedPlayer() == (*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 (mpDuelLayers->getRenderedPlayer() == (*it)->card->controller())
selfCreatures.Enstack(*it);
else
opponentCreatures.Enstack(*it);
}
else if ((*it)->card->isLand())
{
if (mpDuelLayers->getRenderedPlayer() == (*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 (mpDuelLayers->getRenderedPlayer() == (*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 (mpDuelLayers->getRenderedPlayer() == (*it)->card->controller())
selfLands.Render(*it, cards.begin(), end_spells);
else
opponentLands.Render(*it, cards.begin(), end_spells);
}
else if ((*it)->card->isCreature())
{
if (mpDuelLayers->getRenderedPlayer() == (*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 (mpDuelLayers->getRenderedPlayer() == (*it)->card->controller())
selfSpells.Render(*it, cards.begin(), end_spells);
else
opponentSpells.Render(*it, cards.begin(), end_spells);
}
}
else
{
if (!(*it)->card->target)
{
if (mpDuelLayers->getRenderedPlayer() == (*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();
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;
}