- 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
View File
@@ -7,9 +7,14 @@
class Targetable
{
protected:
GameObserver* observer;
public:
Targetable(GameObserver* observer) : observer(observer) {};
virtual int typeAsTarget() = 0;
virtual const string getDisplayName() const = 0;
inline GameObserver* getObserver() { return observer; };
virtual void setObserver(GameObserver*g) { observer = g; };
};
#endif