* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
  probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
This commit is contained in:
jean.chalard
2009-08-22 05:59:43 +00:00
parent bf4262c0a0
commit 3349f974f1
101 changed files with 2424 additions and 2361 deletions

View File

@@ -45,6 +45,9 @@ class TargetChooser;
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;};
@@ -53,8 +56,8 @@ class Interruptible: public PlayGuiObject, public Targetable{
virtual int resolve(){return 0;};
virtual void Render(){};
int typeAsTarget(){return TARGET_STACKACTION;};
Interruptible(int id,bool hasFocus = false):PlayGuiObject(id,40,x,y,hasFocus){state=NOT_RESOLVED;display=0;source=NULL;};
virtual const char *getDisplayName(){return "stack object";};
Interruptible(bool hasFocus = false):PlayGuiObject(40,x,y,hasFocus){state=NOT_RESOLVED;display=0;source=NULL;};
virtual const string getDisplayName(){return "stack object";};
#if defined (WIN32) || defined (LINUX)
virtual void Dump();
#endif
@@ -79,7 +82,7 @@ class Spell: public Interruptible {
~Spell();
int resolve();
void Render();
const char *getDisplayName();
const string getDisplayName();
virtual ostream& toString(ostream& out) const;
MTGCardInstance * getNextCardTarget(MTGCardInstance * previous = 0);
Player * getNextPlayerTarget(Player * previous = 0);
@@ -123,6 +126,7 @@ class DrawAction: public Interruptible {
class ActionStack :public GuiLayer{
protected:
GameObserver* game;
int interruptDecision[2];
float timer;
int currentState;
@@ -165,7 +169,7 @@ class ActionStack :public GuiLayer{
void Update(float dt);
bool CheckUserInput(u32 key);
virtual void Render();
ActionStack(int id, GameObserver* _game);
ActionStack(GameObserver* game);
int resolve();
int CombatDamages();
int CombatDamages(int firststrike);