- 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

View File

@@ -74,8 +74,8 @@ CardSelector::SelectorMemory::SelectorMemory()
x = y = 0;
}
CardSelector::CardSelector(DuelLayers* duel) :
active(NULL), duel(duel), limitor(NULL), bigpos(300, 145, 1.0, 0.0, 220)
CardSelector::CardSelector(GameObserver *observer, DuelLayers* duel) :
CardSelectorBase(observer), active(NULL), duel(duel), limitor(NULL), bigpos(300, 145, 1.0, 0.0, 220)
{
}
@@ -195,11 +195,11 @@ bool CardSelector::CheckUserInput(JButton key)
switch (key)
{
case JGE_BTN_SEC:
GameObserver::GetInstance()->cancelCurrentAction();
observer->cancelCurrentAction();
goto switch_active;
break;
case JGE_BTN_OK:
GameObserver::GetInstance()->ButtonPressed(active);
observer->ButtonPressed(active);
goto switch_active;
break;
case JGE_BTN_LEFT: