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