Files
wagic/projects/mtg/src/ActionStack.cpp
wagic.the.homebrew@gmail.com f94df3862b Erwan
- Added translation mechanism, and basic french translation as an example
2009-05-16 15:23:26 +00:00

873 lines
25 KiB
C++

/*
The Action Stack contains all information for Game Events that can be interrupted (Interruptible)
*/
#include "../include/config.h"
#include "../include/ActionStack.h"
#include "../include/MTGAbility.h"
#include "../include/GameObserver.h"
#include "../include/Damage.h"
#include "../include/ManaCost.h"
#include "../include/GameOptions.h"
// WALDORF - added to support drawing big cards during interrupts
#include "../include/CardGui.h"
#include "../include/Translate.h"
/*
NextGamePhase requested by user
*/
int NextGamePhase::resolve(){
GameObserver::GetInstance()->nextGamePhase();
return 1;
}
void NextGamePhase::Render(){
int nextPhase = (GameObserver::GetInstance()->getCurrentGamePhase() + 1) % Constants::MTG_PHASE_CLEANUP;
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont->SetBase(0);
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
char buffer[200];
int playerId = 1;
if (GameObserver::GetInstance()->currentActionPlayer == GameObserver::GetInstance()->players[1]) playerId = 2;
sprintf(buffer, "%s %i : -> %s", _("Player").c_str(), playerId, _(Constants::MTGPhaseNames[nextPhase]).c_str());
mFont->DrawString(buffer, x + 30 , y, JGETEXT_LEFT);
}
NextGamePhase::NextGamePhase(int id): Interruptible(id){
mHeight = 40;
type = ACTION_NEXTGAMEPHASE;
}
/* Ability */
int StackAbility::resolve(){
return (ability->resolve());
}
void StackAbility::Render(){
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont->SetBase(0);
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
char buffer[200];
sprintf(buffer, "%s", _(ability->getMenuText()).c_str());
mFont->DrawString(buffer, x + 30 , y, JGETEXT_LEFT);
JRenderer * renderer = JRenderer::GetInstance();
JQuad * quad = ability->source->getThumb();
if (quad){
quad->SetColor(ARGB(255,255,255,255));
float scale = 30 / quad->mHeight;
renderer->RenderQuad(quad, x , y , 0,scale,scale);
}else{
mFont->DrawString(_(ability->source->getName()).c_str(),x,y-15);
}
}
StackAbility::StackAbility(int id,MTGAbility * _ability): Interruptible(id),ability(_ability){
type=ACTION_ABILITY;
}
/* Spell Cast */
Spell::Spell(MTGCardInstance * _source): Interruptible(0), TargetsList(){
source = _source;
mHeight= 40;
type = ACTION_SPELL;
cost = NEW ManaCost();
}
Spell::Spell(int id, MTGCardInstance * _source, Targetable * _targets[], int nb_targets, ManaCost * _cost): Interruptible(id), TargetsList(_targets, nb_targets),cost(_cost){
source = _source;
mHeight = 40;
type = ACTION_SPELL;
}
Spell::~Spell(){
SAFE_DELETE(cost);
}
int Spell::resolve(){
GameObserver * game = GameObserver::GetInstance();
//TODO Remove target if it's not targettable anymore
while (source->next){
source = source->next;
}
source = source->controller()->game->putInPlay(source);
//Play SFX
if (GameOptions::GetInstance()->values[OPTIONS_SFXVOLUME].getIntValue() > 0){
JSample * sample = source->getSample();
if (sample){
JSoundSystem::GetInstance()->PlaySample(sample);
}
}
AbilityFactory af;
af.addAbilities(game->mLayers->actionLayer()->getMaxId(), this);
return 1;
}
void Spell::Render(){
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont->SetBase(0);
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
mFont->DrawString(_(source->getName()).c_str(), x + 30 , y, JGETEXT_LEFT);
JRenderer * renderer = JRenderer::GetInstance();
JQuad * quad = source->getThumb();
if (quad){
quad->SetColor(ARGB(255,255,255,255));
float scale = mHeight / quad->mHeight;
renderer->RenderQuad(quad, x , y , 0,scale,scale);
}else{
//
}
// WALDORF - added these lines to render a big card as well as the small one
// in the interrupt window. A big card will be rendered no matter whether
// the user has been using big cards or not. However, I do take into which
// kind of big card they like.
// The card will be rendered in the same place as the GuiHand
// card. It doesn't attempt to hide the GUIHand card, it
// just overwrites it.
// I stole the render code from RenderBig() in CardGUI.cpp
quad = source->getQuad();
if (quad){
quad->SetColor(ARGB(220,255,255,255));
float scale = 257.f / quad->mHeight;
renderer->RenderQuad(quad, 10 , 20 , 0.0f,scale,scale);
}
else
{
MTGCard * mtgcard = source->model;
JLBFont * font = GameApp::CommonRes->GetJLBFont("graphics/magic");
CardGui::alternateRender(mtgcard, NULL, 10 + 90 , 20 + 130, 0.0f,0.9f);
quad = source->getThumb();
if (quad){
float scale = 250 / quad->mHeight;
quad->SetColor(ARGB(40,255,255,255));
renderer->RenderQuad(quad, 20, 20, 0.0f, scale, scale);
}
}
// WALDORF - end
Damageable * target = getNextDamageableTarget();
if (target){
quad = target->getIcon();
if (quad){
quad->SetColor(ARGB(255,255,255,255));
float scale = 30 / quad->mHeight;
renderer->RenderQuad(quad, x + 150 , y , 0,scale,scale);
}else{
if (target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE)
mFont->DrawString(_(((MTGCardInstance *)target)->getName()).c_str(),x+120,y);
}
}
}
/* Put a card in graveyard */
PutInGraveyard::PutInGraveyard(int id, MTGCardInstance * _card):Interruptible(id){
card = _card;
removeFromGame = 0;
type = ACTION_PUTINGRAVEYARD;
}
int PutInGraveyard::resolve(){
GameObserver * g = GameObserver::GetInstance();
MTGGameZone * zone = card->getCurrentZone();
if (zone == g->players[0]->game->inPlay || zone == g->players[1]->game->inPlay){
card->owner->game->putInZone(card,zone,card->owner->game->graveyard);
return 1;
}
return 0;
}
void PutInGraveyard::Render(){
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont->SetBase(0);
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
if (!removeFromGame){
mFont->DrawString(_("goes to graveyard").c_str(), x + 30 , y, JGETEXT_LEFT);
}else{
mFont->DrawString(_("is removed from game").c_str(), x + 30 , y, JGETEXT_LEFT);
}
JRenderer * renderer = JRenderer::GetInstance();
JQuad * quad = card->getThumb();
if (quad){
quad->SetColor(ARGB(255,255,255,255));
float scale = 30 / quad->mHeight;
renderer->RenderQuad(quad, x , y , 0,scale,scale);
}else{
mFont->DrawString(card->getName(),x,y-15);
}
}
/* Draw a Card */
DrawAction::DrawAction(int id, Player * _player, int _nbcards):Interruptible(id), nbcards(_nbcards), player(_player){
}
int DrawAction::resolve(){
for (int i = 0 ; i < nbcards ; i++){
player->game->drawFromLibrary();
}
return 1;
}
void DrawAction::Render(){
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont->SetBase(0);
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
char buffer[200];
int playerId = 1;
if (player == GameObserver::GetInstance()->players[1]) playerId = 2;
sprintf(buffer, "Player %i draws %i card", playerId, nbcards);
mFont->DrawString(buffer, x + 20 , y, JGETEXT_LEFT);
}
/* The Action Stack itself */
int ActionStack::addPutInGraveyard(MTGCardInstance * card){
PutInGraveyard * death = NEW PutInGraveyard(mCount,card);
addAction(death);
return 1;
}
int ActionStack::addAbility(MTGAbility * ability){
StackAbility * stackAbility = NEW StackAbility(mCount,ability);
addAction(stackAbility);
return 1;
}
int ActionStack::addDraw(Player * player, int nb_cards){
DrawAction * draw = NEW DrawAction(mCount,player, nb_cards);
addAction(draw);
return 1;
}
int ActionStack::addDamage(MTGCardInstance * _source, Damageable * _target, int _damage){
Damage * damage = NEW Damage(mCount, _source, _target, _damage);
addAction(damage);
return 1;
}
int ActionStack::AddNextGamePhase(){
if (getNext(NULL,NOT_RESOLVED)) return 0;
NextGamePhase * next = NEW NextGamePhase(mCount);
addAction(next);
int playerId = 0;
if (game->currentActionPlayer == game->players[1]) playerId = 1;
interruptDecision[playerId] = 1;
return 1;
}
int ActionStack::setIsInterrupting(Player * player){
if (player == game->players[0]){
interruptDecision[0] = -1;
}else{
interruptDecision[1] = -1;
}
game->isInterrupting = player;
askIfWishesToInterrupt = NULL;
return 1;
}
int ActionStack::addAction(Interruptible * action){
for (int i=0; i<2; i++){
interruptDecision[i] = 0;
}
Add(action);
return 1;
}
int ActionStack::addSpell(MTGCardInstance * _source, Targetable * _targets[], int _nbtargets, ManaCost * mana){
#if defined (WIN32) || defined (LINUX)
char buf[4096], *p = buf;
sprintf(buf, "Add spell\n");
OutputDebugString(buf);
#endif
Spell * spell = NEW Spell(mCount,_source,_targets,_nbtargets, mana);
return addAction(spell);
}
Interruptible * ActionStack::getAt(int id){
if (id < 0) id = mCount + id;
if (id > mCount -1) return NULL;
return (Interruptible *)mObjects[id];
}
ActionStack::ActionStack(int id, GameObserver* _game):GuiLayer(id, _game){
for (int i=0; i<2; i++){
interruptDecision[i] = 0;
}
askIfWishesToInterrupt = NULL;
timer = -1;
currentState = -1;
mode = ACTIONSTACK_STANDARD;
checked = 0;
}
int ActionStack::has(MTGAbility * ability){
for (int i = 0; i < mCount ; i++){
if (((Interruptible *)mObjects[i])->type==ACTION_ABILITY){
StackAbility * action = ((StackAbility *)mObjects[i]);
if (action->state == NOT_RESOLVED && action->ability == ability) return 1;
}
}
return 0;
}
int ActionStack::has(Interruptible * action){
for (int i = 0; i < mCount ; i++){
if (mObjects[i] == action) return 1;
}
return 0;
}
int ActionStack::resolve(){
Interruptible * action = getLatest(NOT_RESOLVED);
if (!action)
return 0;
if (action->resolve()){
action->state = RESOLVED_OK;
}else{
action->state = RESOLVED_NOK;
}
if (action->type == ACTION_DAMAGE) ((Damage * )action)->target->afterDamage();
if (action->type == ACTION_DAMAGES){
DamageStack * ds = (DamageStack *) action;
for (int i = 0; i < ds->mCount; i++){
Damage * damage = ((Damage *) ds->mObjects[i]);
damage->state = ds->state;
}
unpackDamageStack(ds);
ds->mCount = 0;
}
if (!getNext(NULL,NOT_RESOLVED)){
for (int i = 0; i< 2 ; i++){
interruptDecision[i] = 0;
}
}else{
for (int i = 0; i< 2 ; i++){
if (interruptDecision[i] != 2) interruptDecision[i] = 0;
}
}
return 1;
}
Interruptible * ActionStack::getPrevious(Interruptible * next, int type, int state, int display){
int n = getPreviousIndex( next, type, state, display);
if (n==-1) return NULL;
return ((Interruptible *) mObjects[n]);
}
int ActionStack::getPreviousIndex(Interruptible * next, int type, int state, int display){
int found = 0;
if (!next) found = 1;
for (int i = mCount -1; i >= 0 ; i--){
Interruptible * current = (Interruptible *)mObjects[i];
if (found && (type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1 || current->display == display)){
return i;
}
if (current == next) found = 1;
}
if (!found) return getPreviousIndex(NULL,type, state, display);
return -1;
}
int ActionStack::count( int type, int state, int display){
int result = 0;
for (int i = 0; i < mCount ; i++){
Interruptible * current = (Interruptible *)mObjects[i];
if((type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1 || current->display == display)){
result++;
}
}
return result;
}
Interruptible * ActionStack::getNext(Interruptible * previous, int type, int state, int display){
int n = getNextIndex( previous, type, state, display);
if (n==-1) return NULL;
return ((Interruptible *) mObjects[n]);
}
int ActionStack::getNextIndex(Interruptible * previous, int type, int state, int display){
int found = 0;
if (!previous) found = 1;
for (int i = 0; i < mCount ; i++){
Interruptible * current = (Interruptible *)mObjects[i];
if (found && (type == 0 || current->type == type) && (state == 0 || current->state == state) && (display == -1 || current->display == display)){
return i;
}
if (current == previous) found = 1;
}
if (!found) return getNextIndex(NULL,type, state, display);
return -1;
}
Interruptible * ActionStack::getLatest(int state){
for (int i = mCount-1; i >=0; i--){
Interruptible * action = ((Interruptible *)mObjects[i]);
if (action->state == state) return action;
}
return NULL;
}
void ActionStack::unpackDamageStack(DamageStack * ds){
for (int j = 0; j < ds->mCount; j++){
Damage * damage = ((Damage *)ds->mObjects[j]);
Add(damage);
}
}
void ActionStack::unpackDamageStacks(){
for (int i = mCount-1; i >=0; i--){
Interruptible * action = ((Interruptible *)mObjects[i]);
if (action->type == ACTION_DAMAGES){
DamageStack * ds = (DamageStack *) action;
unpackDamageStack(ds);
}
}
}
void ActionStack::repackDamageStacks(){
std::vector<JGuiObject *>::iterator iter = mObjects.begin() ;
while( iter != mObjects.end() ){
Interruptible * action = ((Interruptible *) *iter);
int found = 0;
if (action->type == ACTION_DAMAGE){
Damage * damage = (Damage *) action;
for (int j = 0; j < mCount; j++){
Interruptible * action2 = ((Interruptible *)mObjects[j]);
if (action2->type == ACTION_DAMAGES){
DamageStack * ds = (DamageStack *) action2;
for (int k = 0; k< ds->mCount; k++){
Damage * dsdamage = ((Damage *)ds->mObjects[k]);
if (dsdamage==damage){
//Remove(damage);
iter = mObjects.erase( iter ) ;
found = 1;
mCount--;
}
}
}
}
}
if (!found) ++iter;
}
/*
for (int i = mCount-1; i >=0; i--){
Interruptible * action = ((Interruptible *)mObjects[i]);
if (action->type == ACTION_DAMAGE){
Damage * damage = (Damage *) action;
for (int j = 0; j < mCount; j++){
Interruptible * action2 = ((Interruptible *)mObjects[j]);
if (action2->type == ACTION_DAMAGES){
DamageStack * ds = (DamageStack *) action2;
for (int k = 0; k< ds->mCount; k++){
Damage * dsdamage = ((Damage *)ds->mObjects[k]);
if (dsdamage==damage){
//Remove(damage);
mObjects[i] = mObjects[mCount-1];
mCount--;
}
}
}
}
}
}
*/
}
void ActionStack::Update(float dt){
askIfWishesToInterrupt = NULL;
//modal = 0;
GameObserver * game = GameObserver::GetInstance();
TargetChooser * tc = game->getCurrentTargetChooser();
int newState = game->getCurrentGamePhase();
currentState = newState;
if (!tc) checked = 0;
//Select Stack's display mode
if (mode==ACTIONSTACK_STANDARD && tc && !checked){
checked = 1;
unpackDamageStacks();
for (int i = 0; i < mCount ; i++){
Interruptible * current = (Interruptible *)mObjects[i];
if (tc->canTarget(current)){
if (mObjects[mCurr]) mObjects[mCurr]->Leaving(PSP_CTRL_UP);
current->display = 1;
mCurr = i;
mObjects[mCurr]->Entering();
mode=ACTIONSTACK_TARGET;
modal = 1;
}else{
current->display = 0;
}
}
if (mode != ACTIONSTACK_TARGET){
repackDamageStacks();
}
}else if (mode==ACTIONSTACK_TARGET && !tc){
mode = ACTIONSTACK_STANDARD;
checked = 0;
repackDamageStacks();
}
if (mode == ACTIONSTACK_STANDARD){
modal = 0;
if (getLatest(NOT_RESOLVED)){
int currentPlayerId = 0;
int otherPlayerId = 1;
if (game->currentPlayer != game->players[0]){
currentPlayerId = 1;
otherPlayerId = 0;
}
if (interruptDecision[currentPlayerId] == 0){
askIfWishesToInterrupt = game->players[currentPlayerId];
game->isInterrupting = game->players[currentPlayerId];
modal = 1;
}else if (interruptDecision[currentPlayerId] == -1){
game->isInterrupting = game->players[currentPlayerId];
}else{
if (interruptDecision[otherPlayerId] == 0){
askIfWishesToInterrupt = game->players[otherPlayerId];
game->isInterrupting = game->players[otherPlayerId];
modal = 1;
}else if (interruptDecision[otherPlayerId] == -1){
game->isInterrupting = game->players[otherPlayerId];
}else{
resolve();
}
}
}
}else if (mode == ACTIONSTACK_TARGET){
GuiLayer::Update(dt);
}
if (askIfWishesToInterrupt){
// WALDORF - added code to use a game option setting to determine how
// long the Interrupt timer should be. If it is set to zero (0), the
// game will wait for ever for the user to make a selection.
if (GameOptions::GetInstance()->values[OPTIONS_INTERRUPT_SECONDS].getIntValue() > 0)
{
if (timer < 0) timer = GameOptions::GetInstance()->values[OPTIONS_INTERRUPT_SECONDS].getIntValue();
timer -= dt;
if (timer < 0) cancelInterruptOffer();
}
}
}
void ActionStack::cancelInterruptOffer(int cancelMode){
if (game->isInterrupting == game->players[0]){
interruptDecision[0] = cancelMode;
}else{
interruptDecision[1] = cancelMode;
}
askIfWishesToInterrupt = NULL;
game->isInterrupting = NULL;
timer = -1;
}
void ActionStack::endOfInterruption(){
if (game->isInterrupting == game->players[0]){
interruptDecision[0] = 0;
}else{
interruptDecision[1] = 0;
}
game->isInterrupting = NULL;
}
bool ActionStack::CheckUserInput(u32 key){
if (mode == ACTIONSTACK_STANDARD){
if (askIfWishesToInterrupt){
if (PSP_CTRL_CROSS == key){
setIsInterrupting(askIfWishesToInterrupt);
return true;
}else if ((PSP_CTRL_CIRCLE == key) || (PSP_CTRL_RTRIGGER == key) ){
cancelInterruptOffer();
return true;
}else if ((PSP_CTRL_SQUARE == key)){
cancelInterruptOffer(2);
return true;
}
return true;
}else if (game->isInterrupting){
if (PSP_CTRL_CROSS == key){
endOfInterruption();
return true;
}
}
}else if (mode == ACTIONSTACK_TARGET){
if (modal){
if (PSP_CTRL_UP == key){
if( mObjects[mCurr]){
int n = getPreviousIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1);
if (n != -1 && n != mCurr && mObjects[mCurr]->Leaving(PSP_CTRL_UP)){
mCurr = n;
mObjects[mCurr]->Entering();
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "Stack UP TO mCurr = %i\n", mCurr);
OutputDebugString(buf);
#endif
}
}
return true;
}else if (PSP_CTRL_DOWN == key){
if( mObjects[mCurr]){
int n = getNextIndex(((Interruptible *) mObjects[mCurr]), 0, 0, 1);
if (n!= -1 && n != mCurr && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN)){
mCurr = n;
mObjects[mCurr]->Entering();
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "Stack DOWN TO mCurr = %i\n", mCurr);
OutputDebugString(buf);
#endif
}
}
return true;
}else if (PSP_CTRL_CIRCLE == key){
#if defined (WIN32) || defined (LINUX)
char buf[4096];
sprintf(buf, "Stack CLIKED mCurr = %i\n", mCurr);
OutputDebugString(buf);
#endif
game->stackObjectClicked(((Interruptible *) mObjects[mCurr]));
return true;
}
return true; //Steal the input to other layers if we're visible
}
if (PSP_CTRL_TRIANGLE == key){
if (modal) {modal = 0;} else {modal = 1;}
return true;
}
}
return false;
}
int ActionStack::CombatDamages(){
CombatDamages(1);
CombatDamages(0);
return 1;
}
int ActionStack::CombatDamages(int strike){
DamageStack * damages = NEW DamageStack(mCount,game);
int damageitems = damages->CombatDamages(strike);
if (damageitems){
addAction(damages);
}else{
SAFE_DELETE(damages);
}
return damageitems;
}
//Cleans history of last turn
int ActionStack::garbageCollect(){
std::vector<JGuiObject *>::iterator iter = mObjects.begin() ;
while( iter != mObjects.end() ){
Interruptible * current = ((Interruptible *) *iter);
if (current->state != NOT_RESOLVED){
iter = mObjects.erase( iter ) ;
mCount--;
SAFE_DELETE(current);
}else {
++iter ;
}
}
return 1;
}
void ActionStack::Fizzle(Interruptible * action){
if (action->type == ACTION_SPELL){
Spell * spell = (Spell *) action;
spell->source->controller()->game->putInGraveyard(spell->source);
}
action->state = RESOLVED_NOK;
}
void ActionStack::Render(){
int x0 = 250;
int y0 = 30;
int width = 200;
int height = 90;
int currenty = y0 + 5 ;
if (mode == ACTIONSTACK_STANDARD){
if (!askIfWishesToInterrupt || !askIfWishesToInterrupt->displayStack()) return;
for (int i=0;i<mCount ;i++){
Interruptible * current = (Interruptible *)mObjects[i];
if (current->state==NOT_RESOLVED) height += current->mHeight;
}
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont->SetBase(0);
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
mFont->SetColor(ARGB(255,255,255,255));
JRenderer * renderer = JRenderer::GetInstance();
//JQuad * back = GameApp::CommonRes->GetQuad("interrupt");
//float xScale = width / back->mWidth;
//float yScale = height / back->mHeight;
renderer->FillRoundRect(x0 + 16 ,y0 + 16 ,width +2 ,height +2 , 10, ARGB(128,0,0,0));
renderer->FillRoundRect(x0 - 5 ,y0 - 5 ,width + 2,height +2 , 10, ARGB(200,0,0,0));
//renderer->RenderQuad(back,x0,y0,0,xScale, yScale);
renderer->DrawRoundRect(x0 - 5 ,y0 - 5 ,width + 2,height +2 , 10, ARGB(255,255,255,255));
for (int i=0;i<mCount ;i++){
Interruptible * current = (Interruptible *)mObjects[i];
if (current && current->state==NOT_RESOLVED){
current->x = x0 + 5;
if (i != mCount -1){
current->y = currenty;
currenty += current->mHeight;
}else{
current->y = currenty + 40 ;
currenty += current->mHeight + 40;
}
current->Render();
}
}
char buffer[200];
// WALDORF - changed "interrupt ?" to "Interrupt?". Don't display count down
// seconds if the user disables auto progressing interrupts by setting the seconds
// value to zero in Options.
if (GameOptions::GetInstance()->values[OPTIONS_INTERRUPT_SECONDS].getIntValue() == 0)
sprintf(buffer, _("Interrupt?").c_str());
else
sprintf(buffer, "%s %i", _("Interrupt?").c_str(),static_cast<int>(timer));
//WALDORF - removed all the unnecessary math. just display the prompt at the
// top of the box.
//mFont->DrawString(buffer, x0 + 5 , currenty - 40 - ((Interruptible *)mObjects[mCount-1])->mHeight);
mFont->DrawString(buffer, x0 + 5, y0);
if (mCount > 1) sprintf(buffer, _("X Interrupt - 0 No - [] No to All").c_str());
else sprintf(buffer, _("X Interrupt - 0 No").c_str());
// WALDORF - puts the button legend right under the prompt. the stack
// will be displayed below it now. no more need to do wierd currY math.
//mFont->DrawString(buffer, x0 + 5 , currenty);
mFont->DrawString(buffer, x0 + 5, y0 + 14);
}else if (mode == ACTIONSTACK_TARGET && modal){
for (int i=0;i<mCount ;i++){
Interruptible * current = (Interruptible *)mObjects[i];
if (current->display) height += current->mHeight;
}
JLBFont * mFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT);
mFont->SetBase(0);
mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
JRenderer * renderer = JRenderer::GetInstance();
renderer->FillRect(x0 ,y0 , width ,height , ARGB(200,0,0,0));
renderer->DrawRect(x0 - 1 ,y0 - 1 ,width + 2 ,height +2 , ARGB(255,255,255,255));
for (int i=0;i<mCount ;i++){
Interruptible * current = (Interruptible *)mObjects[i];
if (mObjects[i]!=NULL && current->display){
((Interruptible *)mObjects[i])->x = x0 + 5;
if (i != mCount -1){
((Interruptible *)mObjects[i])->y = currenty;
currenty += ((Interruptible *)mObjects[i])->mHeight;
}else{
((Interruptible *)mObjects[i])->y = currenty + 40 ;
currenty += ((Interruptible *)mObjects[i])->mHeight + 40;
}
mObjects[i]->Render();
}
}
}
}
#if defined (WIN32) || defined (LINUX)
void Interruptible::Dump(){
string stype, sstate, sdisplay = "";
switch (type){
case ACTION_SPELL:
stype = "spell";
break;
case ACTION_DAMAGE:
stype = "damage";
break;
case ACTION_DAMAGES:
stype = "damages";
break;
case ACTION_NEXTGAMEPHASE:
stype = "next phase";
break;
case ACTION_DRAW:
stype = "draw";
break;
case ACTION_PUTINGRAVEYARD:
stype = "put in graveyard";
break;
case ACTION_ABILITY:
stype = "ability";
break;
default:
stype = "unknown";
break;
}
switch(state){
case NOT_RESOLVED:
sstate = "not resolved";
break;
case RESOLVED_OK:
sstate = "resolved";
break;
case RESOLVED_NOK:
sstate = "fizzled";
break;
default:
sstate = "unknown";
break;
}
char buf[4096];
sprintf(buf, " type %s(%i) - state %s(%i) - display %i\n", stype.c_str(), type, sstate.c_str(),state, display);
OutputDebugString(buf);
}
void ActionStack::Dump(){
OutputDebugString("=====\nDumping Action Stack=====\n");
for (int i=0;i<mCount ;i++){
Interruptible * current = (Interruptible *)mObjects[i];
current->Dump();
}
}
#endif