Files
wagic/projects/mtg/include/ActionStack.h
wrenczes d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00

199 lines
5.4 KiB
C++

/*
* Wagic, The Homebrew ?! is licensed under the BSD license
* See LICENSE in the Folder's root
* http://wololo.net/wagic/
*/
#ifndef _SPELLSTACK_H_
#define _SPELLSTACK_H_
#define MAX_SPELL_TARGETS 10
#define ACTION_SPELL 10
#define ACTION_DAMAGE 11
#define ACTION_DAMAGES 12
#define ACTION_NEXTGAMEPHASE 13
#define ACTION_DRAW 14
#define ACTION_PUTINGRAVEYARD 15
#define ACTION_ABILITY 16
#define NOT_RESOLVED -2
#define RESOLVED_OK 1
#define RESOLVED_NOK -1
#include "PlayGuiObject.h"
#include "GuiLayers.h"
#include "TargetsList.h"
#include "Targetable.h"
class GuiLayer;
class PlayGuiObject;
class MTGCardInstance;
class GameObserver;
class Player;
class Damageable;
class MTGAbility;
class Targetable;
class DamageStack;
class ManaCost;
class TargetChooser;
#define ACTIONSTACK_STANDARD 0
#define ACTIONSTACK_TARGET 1
class Interruptible: public PlayGuiObject, public Targetable{
public:
//TODO : remove these when they are back in PlayGuiObject
float x, y;
int state, display;
MTGCardInstance * source;
virtual void Entering(){mHasFocus = true;};
virtual bool Leaving(JButton key){mHasFocus = false;return true;};
virtual bool ButtonPressed(){return true;};
virtual int resolve(){return 0;};
virtual void Render(){};
int typeAsTarget(){return TARGET_STACKACTION;};
Interruptible(bool hasFocus = false):PlayGuiObject(40,x,y,hasFocus){state=NOT_RESOLVED;display=0;source=NULL;};
virtual const string getDisplayName() const;
void Render(MTGCardInstance * source, JQuad * targetQuad, string alt1, string alt2, string action, bool bigQuad = false);
virtual int receiveEvent(WEvent * event) {return 0;};
#if defined (WIN32) || defined (LINUX)
virtual void Dump();
#endif
};
class NextGamePhase: public Interruptible {
public:
int resolve();
bool extraDamagePhase();
void Render();
virtual ostream& toString(ostream& out) const;
virtual const string getDisplayName() const;
NextGamePhase(int id);
};
class Spell: public Interruptible {
protected:
public:
MTGGameZone * from;
TargetChooser * tc;
ManaCost * cost;
int payResult;
int computeX(MTGCardInstance * card);
int computeXX(MTGCardInstance * card);
Spell(MTGCardInstance* _source);
Spell(int id, MTGCardInstance* _source, TargetChooser *_tc, ManaCost * _cost, int payResult);
~Spell();
int resolve();
void Render();
bool kickerWasPaid();
bool AlternativeWasPaid();
bool BuyBackWasPaid();
bool FlashBackWasPaid();
bool RetraceWasPaid();
const string getDisplayName() const;
virtual ostream& toString(ostream& out) const;
MTGCardInstance * getNextCardTarget(MTGCardInstance * previous = 0);
Player * getNextPlayerTarget(Player * previous = 0);
Damageable * getNextDamageableTarget(Damageable * previous = 0);
Interruptible * getNextInterruptible(Interruptible * previous, int type);
Spell * getNextSpellTarget(Spell * previous = 0);
Damage * getNextDamageTarget(Damage * previous = 0);
Targetable * getNextTarget(Targetable * previous = 0, int type = -1);
int getNbTargets();
};
class StackAbility: public Interruptible {
public:
MTGAbility * ability;
int resolve();
void Render();
virtual ostream& toString(ostream& out) const;
virtual const string getDisplayName() const;
StackAbility(int id, MTGAbility * _ability);
};
class PutInGraveyard: public Interruptible {
public:
MTGCardInstance * card;
int removeFromGame;
int resolve();
void Render();
virtual ostream& toString(ostream& out) const;
PutInGraveyard(int id, MTGCardInstance * _card);
};
class DrawAction: public Interruptible {
public:
int nbcards;
Player * player;
int resolve();
void Render();
virtual ostream& toString(ostream& out) const;
DrawAction(int id, Player * _player, int _nbcards);
};
class ActionStack :public GuiLayer{
protected:
GameObserver* game;
int interruptDecision[2];
float timer;
int currentState;
int mode;
int checked;
public:
enum{
NOT_DECIDED = 0,
INTERRUPT = -1,
DONT_INTERRUPT = 1,
DONT_INTERRUPT_ALL = 2,
};
int setIsInterrupting(Player * player);
int count( int type = 0 , int state = 0 , int display = -1);
Interruptible * getPrevious(Interruptible * next, int type = 0, int state = 0 , int display = -1);
int getPreviousIndex(Interruptible * next, int type = 0, int state = 0 , int display = -1);
Interruptible * getNext(Interruptible * previous, int type = 0, int state = 0 , int display = -1);
int getNextIndex(Interruptible * previous, int type = 0, int state = 0 , int display = -1);
void Fizzle(Interruptible * action);
Interruptible * getAt(int id);
void cancelInterruptOffer(int cancelMode = 1);
void endOfInterruption();
Interruptible * getLatest(int state);
Player * askIfWishesToInterrupt;
int garbageCollect();
int addAction(Interruptible * interruptible);
Spell * addSpell(MTGCardInstance* card, TargetChooser * tc, ManaCost * mana, int payResult, int storm);
int AddNextGamePhase();
int AddNextCombatStep();
int addPutInGraveyard(MTGCardInstance * card);
int addDraw(Player * player, int nbcards = 1);
int addDamage(MTGCardInstance * _source, Damageable * target, int _damage);
int addAbility(MTGAbility * ability);
void Update(float dt);
bool CheckUserInput(JButton key);
virtual void Render();
ActionStack(GameObserver* game);
int resolve();
int has(Interruptible * action);
int has(MTGAbility * ability);
int receiveEventPlus(WEvent * event);
#if defined (WIN32) || defined (LINUX)
void Dump();
#endif
};
#endif