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

932 lines
29 KiB
C++

#include "PrecompiledHeader.h"
#include "DeckMenu.h"
#include "GameStateDuel.h"
#include "utils.h"
#include "AIPlayer.h"
#include "AIMomirPlayer.h"
#include "PlayerData.h"
#include "DeckStats.h"
#include "DeckManager.h"
#include "DeckMetaData.h"
#include "Credits.h"
#include "Translate.h"
#include "Rules.h"
#include "ModRules.h"
#ifdef TESTSUITE
#include "TestSuiteAI.h"
#endif
#ifdef NETWORK_SUPPORT
#include "NetworkPlayer.h"
#endif
#if defined (WIN32) || defined (LINUX) || defined(IOS)
#include <time.h>
#endif
const float MENU_FONT_SCALE = 1.0f;
enum ENUM_DUEL_STATE
{
DUEL_STATE_UNSET = 0,
DUEL_STATE_START,
DUEL_STATE_END,
DUEL_STATE_CHOOSE_DECK1,
DUEL_STATE_DECK1_DETAILED_INFO,
DUEL_STATE_DECK2_DETAILED_INFO,
DUEL_STATE_CHOOSE_DECK1_TO_2,
DUEL_STATE_CHOOSE_DECK2,
DUEL_STATE_CHOOSE_DECK2_TO_PLAY,
DUEL_STATE_ERROR_NO_DECK,
DUEL_STATE_CANCEL,
DUEL_STATE_PLAY,
DUEL_STATE_BACK_TO_MAIN_MENU,
DUEL_STATE_MENU,
DUEL_STATE_OPPONENT_WAIT, // used For Network only
DUEL_STATE_ERROR
};
const char * stateStrings[] = { "unset", "start", "end", "choose_deck1", "deck1_detailed_info", "deck2_detailed_info", "choose_deck1_to_2", "choose_deck2", "choose_deck2_to_play",
"error_no_deck", "cancel", "play", "back_to_main_menu", "menu", "oponent_wait", "error" };
enum ENUM_DUEL_MENUS
{
DUEL_MENU_GAME_MENU,
DUEL_MENU_CHOOSE_DECK,
DUEL_MENU_CHOOSE_OPPONENT,
DUEL_MENU_DETAILED_DECK1_INFO,
DUEL_MENU_DETAILED_DECK2_INFO
};
int GameStateDuel::selectedPlayerDeckId = 0;
int GameStateDuel::selectedAIDeckId = 0;
GameStateDuel::GameStateDuel(GameApp* parent) :
GameState(parent, "duel")
{
premadeDeck = false;
game = NULL;
deckmenu = NULL;
opponentMenu = NULL;
menu = NULL;
popupScreen = NULL;
mGamePhase = DUEL_STATE_UNSET;
#ifdef TESTSUITE
testSuite = NULL;
#endif
#ifdef AI_CHANGE_TESTING
totalTestGames = 0;
testPlayer2Victories = 0;
totalAIDecks = 0;
{
int found = 1;
while (found)
{
found = 0;
char buffer[512];
sprintf(buffer, "ai/baka/deck%i.txt", totalAIDecks + 1);
if (FileExists(buffer))
{
found = 1;
totalAIDecks++;
}
}
}
#endif
credits = NULL;
#ifdef NETWORK_SUPPORT
RegisterNetworkPlayers();
#endif //NETWORK_SUPPORT
}
GameStateDuel::~GameStateDuel()
{
End();
}
void GameStateDuel::Start()
{
JRenderer * renderer = JRenderer::GetInstance();
renderer->EnableVSync(true);
OpponentsDeckid = 0;
game = NEW GameObserver(WResourceManager::Instance(), JGE::GetInstance());
#ifdef TESTSUITE
SAFE_DELETE(testSuite);
testSuite = NEW TestSuite("test/_tests.txt");
#endif
setGamePhase(DUEL_STATE_CHOOSE_DECK1);
credits = NEW Credits();
menu = NULL;
int decksneeded = 0;
for (int i = 0; i < 2; i++)
{
if (mParent->players[i] == PLAYER_TYPE_HUMAN)
{
//DeckManager::EndInstance();
decksneeded = 1;
deckmenu = NEW DeckMenu(DUEL_MENU_CHOOSE_DECK, this, Fonts::OPTION_FONT, "Choose a Deck",
GameStateDuel::selectedPlayerDeckId, true);
deckmenu->enableDisplayDetailsOverride();
DeckManager *deckManager = DeckManager::GetInstance();
vector<DeckMetaData *> playerDeckList = BuildDeckList(options.profileFile());
int nbDecks = playerDeckList.size();
if (nbDecks)
decksneeded = 0;
if (nbDecks > 1)
deckmenu->Add(MENUITEM_RANDOM_PLAYER, "Random", "Play with a random deck.");
renderDeckMenu(deckmenu, playerDeckList);
// save the changes to the player deck list maintained in DeckManager
deckManager->updateMetaDataList(&playerDeckList, false);
playerDeckList.clear();
break;
}
}
if (deckmenu)
{
if (decksneeded)
{
if (gModRules.general.hasDeckEditor())
{
//translate deck creating desc
Translator * t = Translator::GetInstance();
string desc = "Highly recommended to get\nthe full Wagic experience!";
map<string, string>::iterator it = t->deckValues.find("Create your Deck!");
if (it != t->deckValues.end())
desc = it->second;
deckmenu->Add(MENUITEM_NEW_DECK, "Create your Deck!", desc);
}
premadeDeck = true;
fillDeckMenu(deckmenu, "player/premade");
}
else if (gModRules.general.hasDeckEditor())
{
deckmenu->Add(MENUITEM_NEW_DECK, "New Deck...", "Create a new deck to play with.");
}
deckmenu->Add(MENUITEM_CANCEL, "Main Menu", "Return to Main Menu");
}
}
void GameStateDuel::initRand(unsigned int seed)
{
if (!seed)
seed = static_cast<unsigned int>(time(0));
srand(seed);
}
#ifdef TESTSUITE
void GameStateDuel::loadTestSuitePlayers()
{
if (!testSuite) return;
initRand(testSuite->seed);
SAFE_DELETE(game);
game = new GameObserver(WResourceManager::Instance(), JGE::GetInstance());
testSuite->setObserver(game);
for (int i = 0; i < 2; i++)
{
game->loadTestSuitePlayer(i, testSuite);
}
mParent->gameType = testSuite->getGameType();
game->startGame(mParent->gameType, mParent->rules);
}
#endif
void GameStateDuel::End()
{
DebugTrace("Ending GameStateDuel");
#ifdef TRACK_OBJECT_USAGE
ObjectAnalytics::DumpStatistics();
#endif
JRenderer::GetInstance()->EnableVSync(false);
SAFE_DELETE(game);
premadeDeck = false;
SAFE_DELETE(credits);
SAFE_DELETE(menu);
SAFE_DELETE(opponentMenu);
SAFE_DELETE(deckmenu);
SAFE_DELETE(popupScreen);
#ifdef TESTSUITE
SAFE_DELETE(testSuite);
#endif
}
//TODO Move This to utils or ResourceManager. Don't we have more generic functions that can do that?
bool GameStateDuel::MusicExist(string FileName)
{
return FileExists(WResourceManager::Instance()->musicFile(FileName));
}
void GameStateDuel::ConstructOpponentMenu()
{
if (opponentMenu == NULL)
{
opponentMenu = NEW DeckMenu(DUEL_MENU_CHOOSE_OPPONENT, this, Fonts::OPTION_FONT, "Choose Opponent",
GameStateDuel::selectedAIDeckId, true);
opponentMenu->Add(MENUITEM_RANDOM_AI, "Random");
if (options[Options::EVILTWIN_MODE_UNLOCKED].number) opponentMenu->Add(MENUITEM_EVIL_TWIN, "Evil Twin",
_("Can you defeat yourself?").c_str());
DeckManager * deckManager = DeckManager::GetInstance();
vector<DeckMetaData*> opponentDeckList;
int nbUnlockedDecks = options[Options::CHEATMODEAIDECK].number ? 1000 : options[Options::AIDECKS_UNLOCKED].number;
opponentDeckList = fillDeckMenu(opponentMenu, "ai/baka", "ai_baka", game->getPlayer(0), nbUnlockedDecks);
deckManager->updateMetaDataList(&opponentDeckList, true);
opponentMenu->Add(MENUITEM_CANCEL, "Cancel", _("Choose a different player deck").c_str());
opponentDeckList.clear();
}
}
void GameStateDuel::setGamePhase(int newGamePhase) {
if (mGamePhase == newGamePhase)
return;
if (mGamePhase)
JGE::GetInstance()->SendCommand("leaveduelphase:" + string(stateStrings[mGamePhase]));
mGamePhase = newGamePhase;
if (mGamePhase )
JGE::GetInstance()->SendCommand("enterduelphase:" + string(stateStrings[mGamePhase]));
}
#ifdef AI_CHANGE_TESTING
boost::mutex GameStateDuel::mMutex;
void GameStateDuel::ThreadProc(void* inParam)
{
GameStateDuel* instance = reinterpret_cast<GameStateDuel*>(inParam);
float counter = 1.0f;
while(instance->mGamePhase != DUEL_STATE_BACK_TO_MAIN_MENU)
{
GameObserver observer;
int oldTurn = -1;
int oldPhase = -1;
int stagnationCounter = -1;
observer.loadPlayer(0, PLAYER_TYPE_TESTSUITE);
observer.loadPlayer(1, PLAYER_TYPE_TESTSUITE);
observer.startGame(instance->mParent->gameType, instance->mParent->rules);
while(!observer.gameOver) {
if(observer.turn == oldTurn && observer.currentGamePhase == oldPhase) {
stagnationCounter++;
} else {
stagnationCounter = 0;
oldTurn = observer.turn;
oldPhase = observer.currentGamePhase;
}
if(stagnationCounter >= 1000)
{
observer.dumpAssert(false);
}
observer.Update(counter++);
}
instance->handleResults(&observer);
}
}
#endif //AI_CHANGE_TESTING
void GameStateDuel::Update(float dt)
{
switch (mGamePhase)
{
case DUEL_STATE_ERROR_NO_DECK:
if (JGE_BTN_OK == mEngine->ReadButton()) mParent->SetNextState(GAME_STATE_DECK_VIEWER);
break;
case DUEL_STATE_DECK1_DETAILED_INFO:
case DUEL_STATE_DECK2_DETAILED_INFO:
popupScreen->Update(dt);
break;
case DUEL_STATE_CHOOSE_DECK1:
if (!mParent->rules->canChooseDeck())
{
setGamePhase(DUEL_STATE_PLAY);
}
#ifdef TESTSUITE
else if (mParent->players[1] == PLAYER_TYPE_TESTSUITE)
{
testSuite->setRules(mParent->rules);
if (testSuite && testSuite->loadNext())
{
loadTestSuitePlayers();
setGamePhase(DUEL_STATE_PLAY);
testSuite->initGame(game);
}
else
{
if (!game)
{
setGamePhase(DUEL_STATE_ERROR);
}
else
{
setGamePhase(DUEL_STATE_END);
}
}
}
#endif
else
{
if (mParent->players[0] == PLAYER_TYPE_HUMAN)
{
if (!popupScreen || popupScreen->isClosed()) deckmenu->Update(dt);
}
else
{
game->loadPlayer(0, mParent->players[0]);
setGamePhase(DUEL_STATE_CHOOSE_DECK2);
}
}
break;
case DUEL_STATE_CHOOSE_DECK1_TO_2:
if (deckmenu->isClosed())
setGamePhase(DUEL_STATE_CHOOSE_DECK2);
else
deckmenu->Update(dt);
break;
case DUEL_STATE_CHOOSE_DECK2:
if (mParent->players[1] == PLAYER_TYPE_HUMAN)
deckmenu->Update(dt);
else
{
if (mParent->players[0] == PLAYER_TYPE_HUMAN)
{
ConstructOpponentMenu();
opponentMenu->Update(dt);
}
else
{
game->loadPlayer(1, mParent->players[1]);
setGamePhase(DUEL_STATE_PLAY);
}
}
break;
case DUEL_STATE_CHOOSE_DECK2_TO_PLAY:
if (mParent->players[1] == PLAYER_TYPE_HUMAN)
{
if (deckmenu->isClosed())
setGamePhase(DUEL_STATE_PLAY);
else
deckmenu->Update(dt);
}
else
{
ConstructOpponentMenu();
if (opponentMenu->isClosed())
setGamePhase(DUEL_STATE_PLAY);
else
opponentMenu->Update(dt);
}
break;
case DUEL_STATE_PLAY:
if (!game->isStarted())
{
game->startGame(mParent->gameType, mParent->rules);
//start of in game music code
musictrack = "";
//check opponent id and choose the music track based on it
if (OpponentsDeckid)
{
char temp[4096];
sprintf(temp, "ai_baka_music%i.mp3", OpponentsDeckid);
musictrack.assign(temp);
}
else if (mParent->gameType == GAME_TYPE_CLASSIC)
musictrack = "ai_baka_music.mp3";
else if (mParent->gameType == GAME_TYPE_MOMIR)
musictrack = "ai_baka_music_momir.mp3";
else if (mParent->gameType == GAME_TYPE_RANDOM1 || mParent->gameType == GAME_TYPE_RANDOM2) musictrack
= "ai_baka_music_random.mp3";
if (!MusicExist(musictrack)) musictrack = "ai_baka_music.mp3";
GameApp::playMusic(musictrack);
}
game->Update(dt);
//run a "post update" init call in the rules. This is for things such as Manapool, which gets emptied in the update
// That's mostly because of a legacy bug, where we use the update sequence for some things when we should use events (such as phase changes)
mParent->rules->postUpdateInit(game);
if (game->gameOver)
{
if (game->players[1]->playMode != Player::MODE_TEST_SUITE) credits->compute(game, mParent);
setGamePhase(DUEL_STATE_END);
#ifdef TESTSUITE
if (mParent->players[1] == PLAYER_TYPE_TESTSUITE)
{
if (testSuite->loadNext())
{
loadTestSuitePlayers();
setGamePhase(DUEL_STATE_PLAY);
testSuite->initGame(game);
}
else {
setGamePhase(DUEL_STATE_END);
}
}
else
#endif
#ifdef AI_CHANGE_TESTING
{
if (mParent->players[0] == PLAYER_TYPE_CPU_TEST && mParent->players[1] == PLAYER_TYPE_CPU_TEST)
{
handleResults(game);
End();
Start();
}
if(mWorkerThread.empty())
{ // "I don't like to wait" mode
size_t thread_count = 1;
startTime = JGEGetTime();
#ifdef QT_CONFIG
thread_count = QThread::idealThreadCount();
#endif
for(size_t i = 0; i < (thread_count-1); i++)
mWorkerThread.push_back(boost::thread(ThreadProc, this));
}
}
#endif
if (mParent->players[0] == PLAYER_TYPE_CPU && mParent->players[1] == PLAYER_TYPE_CPU)
{
End();
Start();
}
}
if (mEngine->GetButtonClick(JGE_BTN_MENU))
{
if (!menu)
{
menu = NEW SimpleMenu(JGE::GetInstance(), DUEL_MENU_GAME_MENU, this, Fonts::MENU_FONT, SCREEN_WIDTH / 2 - 100, 25,
game->players[1]->deckName.c_str());
int cardsinhand = game->currentPlayer->game->hand->nb_cards;
//almosthumane - mulligan
if ((game->turn < 1) && (cardsinhand != 0) && game->currentGamePhase == MTG_PHASE_FIRSTMAIN
&& game->currentPlayer->game->inPlay->nb_cards == 0 && game->currentPlayer->game->graveyard->nb_cards == 0
&& game->currentPlayer->game->exile->nb_cards == 0 && game->currentlyActing() == (Player*)game->currentPlayer) //1st Play Check
//IF there was no play at the moment automatically mulligan
{
menu->Add(MENUITEM_MULLIGAN, "Mulligan");
}
//END almosthumane - mulligan
menu->Add(MENUITEM_MAIN_MENU, "Back to main menu");
menu->Add(MENUITEM_UNDO, "Undo");
#ifdef TESTSUITE
menu->Add(MENUITEM_LOAD, "Load");
#endif
menu->Add(MENUITEM_CANCEL, "Cancel");
}
setGamePhase(DUEL_STATE_MENU);
}
break;
#ifdef NETWORK_SUPPORT
case DUEL_STATE_OPPONENT_WAIT:
{
if(mPlayers[1] && mPlayers[1]->game)
{ // Player loaded
menu->Close();
SAFE_DELETE(menu);
setGamePhase(DUEL_STATE_PLAY);
} else if(menu == NULL)
{
loadPlayer(1, 42/* 0 not good*/, false, true);
menu = NEW SimpleMenu(DUEL_STATE_OPPONENT_WAIT, this, Fonts::MENU_FONT, 150, 60);
if (menu)
{
menu->Add(MENUITEM_MAIN_MENU, "Back to main menu");
}
} else
{
menu->Update(dt);
}
}
break;
#endif //NETWORK_SUPPORT
case DUEL_STATE_MENU:
menu->Update(dt);
break;
case DUEL_STATE_CANCEL:
menu->Update(dt);
if (menu->isClosed())
{
setGamePhase(DUEL_STATE_PLAY);
SAFE_DELETE(menu);
}
break;
case DUEL_STATE_BACK_TO_MAIN_MENU:
if (menu)
{
#ifdef AI_CHANGE_TESTING
while(mWorkerThread.size())
{
mWorkerThread.back().join();
mWorkerThread.pop_back();
}
#endif //AI_CHANGE_TESTING
menu->Update(dt);
if (menu->isClosed())
{
PlayerData * playerdata = NEW PlayerData(MTGCollection());
playerdata->taskList->passOneDay();
playerdata->taskList->save();
SAFE_DELETE(playerdata);
SAFE_DELETE(menu);
}
}
mParent->DoTransition(TRANSITION_FADE, GAME_STATE_MENU);
break;
default:
if (JGE_BTN_OK == mEngine->ReadButton()) mParent->SetNextState(GAME_STATE_MENU);
}
}
void GameStateDuel::Render()
{
WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
JRenderer * r = JRenderer::GetInstance();
r->ClearScreen(ARGB(0,0,0,0));
if (game) game->Render();
#ifdef AI_CHANGE_TESTING
if (game && totalTestGames)
{
char buf[4096];
int currentTime = JGEGetTime();
if (totalTestGames < 2.5 * totalAIDecks)
{
mFont->SetColor(ARGB(255,255,255,0));
sprintf(buf, "Results are not significant, you should let at least %i more games run", (int)(totalAIDecks * 2.5) - totalTestGames);
mFont->DrawString(buf,0,SCREEN_HEIGHT/2 - 20);
}
mFont->SetColor(ARGB(255,255,255,255));
float ratio = float(testPlayer2Victories) / float(totalTestGames);
if (ratio < 0.48)
mFont->SetColor(ARGB(255,255,0,0));
if (ratio > 0.52)
mFont->SetColor(ARGB(255,0,255,0));
sprintf(buf, "Victories Player 2/total Games: %i/%i - Games/second: %f",
testPlayer2Victories, totalTestGames, (float)(1000*totalTestGames)/(currentTime - startTime));
mFont->DrawString(buf,0,SCREEN_HEIGHT/2);
}
#endif
switch (mGamePhase)
{
case DUEL_STATE_END:
{
r->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(200,0,0,0));
credits->Render();
#ifdef TESTSUITE
if (mParent->players[1] == PLAYER_TYPE_TESTSUITE)
{
r->ClearScreen(ARGB(255,0,0,0));
char buf[4096];
mFont->SetColor(ARGB(255,255,255,255));
int elapsedTime = (testSuite->endTime - testSuite->startTime);
sprintf(buf, "Time to run the tests: %is", elapsedTime/1000);
mFont->DrawString(buf,0,SCREEN_HEIGHT/2 - 20);
int nbFailed = testSuite->nbFailed;
int nbTests = testSuite->nbTests;
if (!nbFailed)
{
sprintf(buf, "All %i tests successful!", nbTests);
}
else
{
sprintf(buf, "%i tests out of %i FAILED!", nbFailed, nbTests);
}
mFont->DrawString(buf,0,SCREEN_HEIGHT/2);
nbFailed = testSuite->nbAIFailed;
nbTests = testSuite->nbAITests;
if (nbTests)
{
if (!nbFailed)
{
sprintf(buf, "AI Tests: All %i tests successful!", nbTests);
}
else
{
sprintf(buf, "AI Tests: %i tests out of %i FAILED!", nbFailed, nbTests);
}
mFont->DrawString(buf,0,SCREEN_HEIGHT/2+20);
}
}
#endif
break;
}
case DUEL_STATE_ERROR:
{
r->ClearScreen(ARGB(200,0,0,0));
mFont->DrawString(_("AN ERROR OCCURRED, CHECK FILE NAMES").c_str(), 0, SCREEN_HEIGHT / 2);
break;
}
case DUEL_STATE_CHOOSE_DECK1:
case DUEL_STATE_CHOOSE_DECK1_TO_2:
case DUEL_STATE_CHOOSE_DECK2:
case DUEL_STATE_CHOOSE_DECK2_TO_PLAY:
case DUEL_STATE_DECK1_DETAILED_INFO:
case DUEL_STATE_DECK2_DETAILED_INFO:
if (mParent->gameType != GAME_TYPE_CLASSIC
#ifdef NETWORK_SUPPORT
&& mParent->gameType != GAME_TYPE_SLAVE
#endif //NETWORK_SUPPORT
&& mParent->gameType != GAME_TYPE_STONEHEWER
&& mParent->gameType != GAME_TYPE_HERMIT)
mFont->DrawString(_("LOADING DECKS").c_str(), 0, SCREEN_HEIGHT / 2);
else
{
if (opponentMenu)
opponentMenu->Render();
else if (deckmenu && !deckmenu->isClosed()) deckmenu->Render();
if (menu) menu->Render();
if (popupScreen && !popupScreen->isClosed()) popupScreen->Render();
}
break;
case DUEL_STATE_ERROR_NO_DECK:
mFont->DrawString(_("NO DECK AVAILABLE,").c_str(), 0, SCREEN_HEIGHT / 2);
mFont->DrawString(_("PRESS CIRCLE TO GO TO THE DECK EDITOR!").c_str(), 0, SCREEN_HEIGHT / 2 + 20);
break;
#ifdef NETWORK_SUPPORT
case DUEL_STATE_OPPONENT_WAIT:
if (menu) menu->Render();
break;
#endif //NETWORK_SUPPORT
case DUEL_STATE_MENU:
case DUEL_STATE_CANCEL:
case DUEL_STATE_BACK_TO_MAIN_MENU:
if (game)
{
r->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(100,0,0,0));
char buffer[4096];
sprintf(buffer, _("Turn:%i").c_str(), game->turn);
mFont->SetColor(ARGB(255,255,255,255));
mFont->DrawString(buffer, SCREEN_WIDTH / 2, 0, JGETEXT_CENTER);
}
if (menu) menu->Render();
}
}
void GameStateDuel::ButtonPressed(int controllerId, int controlId)
{
int deckNumber = controlId;
DeckManager * deckManager = DeckManager::GetInstance();
int aiDeckSize = deckManager->getAIDeckOrderList()->size();
switch (controllerId)
{
case DUEL_MENU_DETAILED_DECK1_INFO:
if ((popupScreen || deckmenu->showDetailsScreen()))
{
DeckMetaData* selectedDeck = deckmenu->getSelectedDeck();
if (!popupScreen->isClosed())
{
popupScreen->Close();
setGamePhase(DUEL_STATE_CHOOSE_DECK1);
SAFE_DELETE( popupScreen );
}
else
{
popupScreen->Update(selectedDeck);
popupScreen->Render();
}
}
break;
case DUEL_MENU_DETAILED_DECK2_INFO:
if ((popupScreen || opponentMenu->showDetailsScreen()))
{
DeckMetaData* selectedDeck = opponentMenu->getSelectedDeck();
if (!popupScreen->isClosed())
{
popupScreen->Close();
setGamePhase(DUEL_STATE_CHOOSE_DECK2_TO_PLAY);
SAFE_DELETE( popupScreen );
}
else
{
popupScreen->Update(selectedDeck);
popupScreen->Render();
}
}
break;
case DUEL_MENU_CHOOSE_OPPONENT:
switch (controlId)
{
case MENUITEM_RANDOM_AI:
game->loadPlayer(1, mParent->players[1]);
opponentMenu->Close();
setGamePhase(DUEL_STATE_CHOOSE_DECK2_TO_PLAY);
break;
default:
// cancel option. return to player deck selection
if (controlId == MENUITEM_CANCEL)
{
opponentMenu->Close();
deckmenu->Close();
mParent->SetNextState(DUEL_STATE_CHOOSE_DECK1);
setGamePhase(DUEL_STATE_CHOOSE_DECK1);
break;
}
else if (controlId == MENUITEM_MORE_INFO && opponentMenu->showDetailsScreen())
{
DeckMetaData* selectedDeck = opponentMenu->getSelectedDeck();
if (!popupScreen)
{
popupScreen = NEW SimplePopup(DUEL_MENU_DETAILED_DECK2_INFO, this, Fonts::MAIN_FONT, "Detailed Information",
selectedDeck, MTGCollection());
popupScreen->Render();
selectedAIDeckId = selectedDeck->getDeckId();
}
else
{
popupScreen->Update(selectedDeck);
}
setGamePhase(DUEL_STATE_DECK2_DETAILED_INFO);
break;
}
else if (controlId == MENUITEM_MORE_INFO && !opponentMenu->showDetailsScreen())
{
// do nothing, ignore all key requests until popup is dismissed.
break;
}
else if (controlId != MENUITEM_EVIL_TWIN && aiDeckSize > 0) // evil twin
deckNumber = deckManager->getAIDeckOrderList()->at(controlId - 1)->getDeckId();
game->loadPlayer(1, mParent->players[1], deckNumber, premadeDeck);
OpponentsDeckid = deckNumber;
opponentMenu->Close();
setGamePhase(DUEL_STATE_CHOOSE_DECK2_TO_PLAY);
break;
}
break;
case DUEL_MENU_CHOOSE_DECK:
if (controlId == MENUITEM_RANDOM_PLAYER) // Random Player Deck Selection
{
vector<DeckMetaData *> * playerDeckList = deckManager->getPlayerDeckOrderList();
deckNumber = playerDeckList->at(WRand() % (playerDeckList->size()))->getDeckId();
game->loadPlayer(0, mParent->players[0], deckNumber, premadeDeck);
deckmenu->Close();
setGamePhase(DUEL_STATE_CHOOSE_DECK2_TO_PLAY);
break;
}
else if (controlId == MENUITEM_MAIN_MENU || controlId == MENUITEM_CANCEL) // user clicked on "Cancel"
{
if (deckmenu) deckmenu->Close();
setGamePhase(DUEL_STATE_BACK_TO_MAIN_MENU);
break;
}
else if (controlId == MENUITEM_MORE_INFO && deckmenu->showDetailsScreen())
{
DeckMetaData* selectedDeck = deckmenu->getSelectedDeck();
if (!popupScreen)
{
popupScreen = NEW SimplePopup(DUEL_MENU_DETAILED_DECK1_INFO, this, Fonts::MAIN_FONT, "Detailed Information",
selectedDeck, MTGCollection());
popupScreen->Render();
selectedPlayerDeckId = deckmenu->getSelectedDeckId();
}
else
{
popupScreen->Update(selectedDeck);
}
setGamePhase(DUEL_STATE_DECK1_DETAILED_INFO);
break;
}
else if (controlId == MENUITEM_MORE_INFO)
{
// do nothing
break;
}
if (controlId < 0)
{
mParent->SetNextState(GAME_STATE_DECK_VIEWER);
return;
}
if (mGamePhase == DUEL_STATE_CHOOSE_DECK1)
{
vector<DeckMetaData *> * playerDeck = deckManager->getPlayerDeckOrderList();
if (!premadeDeck && controlId > 0)
deckNumber = playerDeck->at(controlId - 1)->getDeckId();
game->loadPlayer(0, mParent->players[0], deckNumber, premadeDeck);
deckmenu->Close();
#ifdef NETWORK_SUPPORT
if(mParent->players[1] == PLAYER_TYPE_REMOTE)
{ // no need to choose an opponent deck in network mode
setGamePhase(DUEL_STATE_OPPONENT_WAIT);
}
else
#endif //NETWORK_SUPPORT
{
setGamePhase(DUEL_STATE_CHOOSE_DECK1_TO_2);
}
playerDeck = NULL;
}
else
{
game->loadPlayer(1, mParent->players[1], controlId, premadeDeck);
deckmenu->Close();
setGamePhase(DUEL_STATE_CHOOSE_DECK2_TO_PLAY);
}
break;
default:
switch (controlId)
{
case MENUITEM_MAIN_MENU:
menu->Close();
setGamePhase(DUEL_STATE_BACK_TO_MAIN_MENU);
break;
case MENUITEM_CANCEL:
menu->Close();
setGamePhase(DUEL_STATE_CANCEL);
break;
case MENUITEM_MULLIGAN:
//almosthumane - mulligan
game->Mulligan();
menu->Close();
setGamePhase(DUEL_STATE_CANCEL);
break;
case MENUITEM_UNDO:
{
game->undo();
menu->Close();
setGamePhase(DUEL_STATE_CANCEL);
break;
}
#ifdef TESTSUITE
case MENUITEM_LOAD:
{
std::string theGame;
if (JFileSystem::GetInstance()->readIntoString("test/game/timetwister.txt", theGame))
{
game->load(theGame);
}
menu->Close();
setGamePhase(DUEL_STATE_CANCEL);
break;
}
#endif
}
mEngine->ReleaseKey( JGE_BTN_MENU );
}
}
void GameStateDuel::OnScroll(int inXVelocity, int inYVelocity)
{
if (abs(inYVelocity) > 300)
{
bool flickUpwards = (inYVelocity < 0);
mEngine->HoldKey_NoRepeat(flickUpwards ? JGE_BTN_PREV : JGE_BTN_SEC);
}
}