- 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.
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@@ -36,7 +36,7 @@ protected:
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vector<CardView*> cards;
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public:
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GuiHand(MTGHand* hand);
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GuiHand(GameObserver* observer, MTGHand* hand);
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~GuiHand();
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void Update(float dt);
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bool isInHand(CardView*);
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@@ -47,7 +47,7 @@ public:
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class GuiHandOpponent : public GuiHand
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{
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public:
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GuiHandOpponent(MTGHand* hand);
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GuiHandOpponent(GameObserver* observer, MTGHand* hand);
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virtual void Render();
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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@@ -65,7 +65,7 @@ protected:
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Pos backpos;
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public:
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GuiHandSelf(MTGHand* hand);
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GuiHandSelf(GameObserver* observer, MTGHand* hand);
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~GuiHandSelf();
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virtual int receiveEventPlus(WEvent* e);
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virtual int receiveEventMinus(WEvent* e);
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