- fix issue 20 (triangle button usage inplay)
- close issue 27 (gold effect on the gold bar). Please feel free to change the gold glow if you come up with something better, but I consider this perfectly releasable now
- code cleanup
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-09-24 12:32:08 +00:00
parent 8d6f3567ed
commit 7bc8bba6f1
7 changed files with 31 additions and 70 deletions

View File

@@ -452,17 +452,7 @@ int ActionStack::resolve(){
action->state = RESOLVED_NOK;
}
if (action->type == ACTION_DAMAGE) ((Damage * )action)->target->afterDamage();
/*
if (action->type == ACTION_DAMAGES){
DamageStack * ds = (DamageStack *) action;
for (int i = 0; i < ds->mCount; i++){
Damage * damage = ((Damage *) ds->mObjects[i]);
damage->state = ds->state;
}
unpackDamageStack(ds);
ds->mCount = 0;
}
*/
if (!getNext(NULL,NOT_RESOLVED)){
for (int i = 0; i< 2 ; i++){
interruptDecision[i] = 0;
@@ -537,52 +527,6 @@ Interruptible * ActionStack::getLatest(int state){
return NULL;
}
/*
void ActionStack::unpackDamageStack(DamageStack * ds){
for (int j = 0; j < ds->mCount; j++){
Damage * damage = ((Damage *)ds->mObjects[j]);
Add(damage);
}
}
void ActionStack::unpackDamageStacks(){
for (int i = mCount-1; i >=0; i--){
Interruptible * action = ((Interruptible *)mObjects[i]);
if (action->type == ACTION_DAMAGES){
DamageStack * ds = (DamageStack *) action;
unpackDamageStack(ds);
}
}
}
void ActionStack::repackDamageStacks(){
std::vector<JGuiObject *>::iterator iter = mObjects.begin() ;
while( iter != mObjects.end() ){
Interruptible * action = ((Interruptible *) *iter);
int found = 0;
if (action->type == ACTION_DAMAGE){
Damage * damage = (Damage *) action;
for (int j = 0; j < mCount; j++){
Interruptible * action2 = ((Interruptible *)mObjects[j]);
if (action2->type == ACTION_DAMAGES){
DamageStack * ds = (DamageStack *) action2;
for (int k = 0; k< ds->mCount; k++){
Damage * dsdamage = ((Damage *)ds->mObjects[k]);
if (dsdamage==damage){
//Remove(damage);
iter = mObjects.erase( iter ) ;
found = 1;
mCount--;
}
}
}
}
}
if (!found) ++iter;
}
}
*/
void ActionStack::Update(float dt){
askIfWishesToInterrupt = NULL;
//modal = 0;