- 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
+5 -3
View File
@@ -10,6 +10,7 @@ using namespace std;
*/
class Player;
class GameObserver;
typedef enum
{
@@ -37,19 +38,20 @@ public:
class PhaseRing
{
private:
static bool extraDamagePhase(int id);
bool extraDamagePhase(int id);
GameObserver* observer;
public:
list<Phase *> ring;
list<Phase *>::iterator current;
Phase * getCurrentPhase();
Phase * forward(bool sendEvents = true);
Phase * goToPhase(int id, Player * player, bool sendEvents = true);
PhaseRing(Player* players[], int nbPlayers = 2);
PhaseRing(GameObserver* observer);
~PhaseRing();
int addPhase(Phase * phase);
int addPhaseBefore(int id, Player* player, int after_id, Player * after_player, int allOccurences = 1);
int removePhase(int id, Player * player, int allOccurences = 1);
static const char * phaseName(int id);
const char * phaseName(int id);
static int phaseStrToInt(string s);
};