- Added new code for serialization/deserializaiton of full games including initial game and all the player actions.
- Added an undo menu using this code (beware, it's still very very alpha). - Removed various warning - Cleaned up avatar loading - Added full random lists load/save including the deck shuffling (not sure if I could not replace that with seed load/save) - Moved momir and Co rules configuration out of GameStateDuel - Create a GameType type to avoid mixing int everywhere
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@@ -15,6 +15,10 @@ class Player: public Damageable
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{
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protected:
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ManaPool * manaPool;
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JTexture * mAvatarTex;
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JQuadPtr mAvatar;
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bool loadAvatar(string file, string resName = "playerAvatar");
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public:
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enum ENUM_PLAY_MODE
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@@ -25,8 +29,6 @@ public:
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};
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string mAvatarName;
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JTexture * mAvatarTex;
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JQuadPtr mAvatar;
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int playMode;
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bool nomaxhandsize;
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MTGPlayerCards * game;
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@@ -35,7 +37,7 @@ public:
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string deckFileSmall;
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string deckName;
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string phaseRing;
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int offerInterruptOnPhase;
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int offerInterruptOnPhase;
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Player(GameObserver *observer, string deckFile, string deckFileSmall, MTGDeck * deck = NULL);
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virtual ~Player();
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virtual void setObserver(GameObserver*g);
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@@ -89,22 +91,18 @@ public:
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{
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}
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void loadAvatar(string file);
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/**
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** Returns the path to the stats file of currently selected deck.
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*/
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std::string GetCurrentDeckStatsFile();
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bool parseLine(const string& s);
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friend ostream& operator<<(ostream&, const Player&);
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};
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class HumanPlayer: public Player
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{
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public:
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HumanPlayer(GameObserver *observer, string deckFile, string deckFileSmall = "", MTGDeck * deck = NULL);
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HumanPlayer(GameObserver *observer, string deckFile, string deckFileSmall, MTGDeck * deck = NULL);
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};
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ostream& operator<<(ostream&, const Player&);
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#endif
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