Files
wagic/projects/mtg/include/GameObserver.h
wagic.the.homebrew@gmail.com ca3c2d30ab Erwan
- Magic 2010: Combat Damages don't go on the stack anymore
- Comp rules: "goes to graveyard" effects don't go on the stack anymore
- Regenerate "fixed" (untested)
- Basic "ReplacementEffect" mechanism for damage prevention. Can be extended to other replacement effects with some limits.
- TODO: Damages don't go on the stack, the abilities that create them do.
2009-06-23 14:22:00 +00:00

93 lines
2.3 KiB
C++

#ifndef _GAMEOBSERVER_H_
#define _GAMEOBSERVER_H_
#include "Player.h"
#include "MTGAbility.h"
#include "DuelLayers.h"
#include "MTGCardInstance.h"
#include "PlayGuiObject.h"
#include "DuelLayers.h"
#include "TargetChooser.h"
#include "PhaseRing.h"
#include "ReplacementEffects.h"
class MTGGamePhase;
class MTGAbility;
class MTGCardInstance;
class CardGui;
class Player;
class TargetChooser;
class GameObserver{
protected:
int reaction;
static GameObserver * mInstance;
MTGCardInstance * cardWaitingForTargets;
int nbPlayers;
int currentPlayerId;
int currentRound;
public:
int forceShuffleLibrary[2];
int turn;
int forceShuffleLibraries();
int targetListIsSet(MTGCardInstance * card);
PhaseRing * phaseRing;
int cancelCurrentAction();
int currentGamePhase;
ExtraCosts * waitForExtraPayment;
int oldGamePhase;
TargetChooser * targetChooser;
DuelLayers * mLayers;
ReplacementEffects *replacementEffects;
Player * gameOver;
Player * players[2]; //created outside
MTGGamePhase * gamePhaseManager; //Created Outside ?
TargetChooser * getCurrentTargetChooser();
void stackObjectClicked(Interruptible * action);
void cardClick(MTGCardInstance * card,Targetable * _object = NULL );
int enteringPhase(int phase);
int getCurrentGamePhase();
void userRequestNextGamePhase();
void nextGamePhase();
void cleanupPhase();
void nextPlayer();
static void Init(Player * _players[], int _nbplayers);
static GameObserver * GetInstance();
static void EndInstance();
Player * currentPlayer;
Player * currentActionPlayer;
Player * isInterrupting;
Player * opponent();
Player * currentlyActing();
GameObserver(Player * _players[], int _nbplayers);
~GameObserver();
void setGamePhaseManager(MTGGamePhase * _phases);
void stateEffects();
void eventOccured();
void addObserver(MTGAbility * observer);
void removeObserver(ActionElement * observer);
void startGame(int shuffle = 1, int draw = 1);
void untapPhase();
void draw();
int isInPlay(MTGCardInstance * card);
int isACreature(MTGCardInstance * card);
int tryToTapOrUntap(MTGCardInstance * card);
int checkManaCost(MTGCardInstance * card);
void Update(float dt);
void Render();
void ButtonPressed(int, PlayGuiObject*);
int receiveEvent(WEvent * event);
};
#endif