- reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes

- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
This commit is contained in:
Xawotihs
2011-10-01 13:30:30 +00:00
parent d6db0c4f63
commit 9adb9d625d
86 changed files with 1902 additions and 1961 deletions
+3 -3
View File
@@ -36,7 +36,7 @@ protected:
vector<CardView*> cards;
public:
GuiHand(MTGHand* hand);
GuiHand(GameObserver* observer, MTGHand* hand);
~GuiHand();
void Update(float dt);
bool isInHand(CardView*);
@@ -47,7 +47,7 @@ public:
class GuiHandOpponent : public GuiHand
{
public:
GuiHandOpponent(MTGHand* hand);
GuiHandOpponent(GameObserver* observer, MTGHand* hand);
virtual void Render();
virtual int receiveEventPlus(WEvent* e);
virtual int receiveEventMinus(WEvent* e);
@@ -65,7 +65,7 @@ protected:
Pos backpos;
public:
GuiHandSelf(MTGHand* hand);
GuiHandSelf(GameObserver* observer, MTGHand* hand);
~GuiHandSelf();
virtual int receiveEventPlus(WEvent* e);
virtual int receiveEventMinus(WEvent* e);