- Moved the card collection out of the GameApp class to clean up the dependencies
- Added method to build a card collection independently of the GUI to ease my unitary test application - Added part of some network GUI I'm working on, it's #ifdef out, I'm only committing this part to ease later merges - Added the beginning of a serialization code of the Player and related classes used for network support - various other minor cleanup
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@@ -18,7 +18,7 @@ int Rules::getMTGId(string cardName)
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int cardnb = atoi(cardName.c_str());
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if (cardnb) return cardnb;
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if (cardName.compare("*") == 0) return -1; //Any card
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MTGCard * card = GameApp::collection->getCardByName(cardName);
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MTGCard * card = MTGCollection()->getCardByName(cardName);
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if (card) return card->getMTGId();
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DebugTrace("RULES: Can't find card:" << cardName.c_str());
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return 0;
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@@ -259,7 +259,7 @@ Player * Rules::loadPlayerMomir(int isAI)
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string deckFileSmall = "momir";
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char empty[] = "";
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MTGDeck * tempDeck = NEW MTGDeck(GameApp::collection); //Autogenerate a momir deck. Leave the "momir.txt" bits below for stats.
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MTGDeck * tempDeck = NEW MTGDeck(MTGCollection()); //Autogenerate a momir deck. Leave the "momir.txt" bits below for stats.
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tempDeck->addRandomCards(12, 0, 0, Constants::RARITY_L, "Forest");
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tempDeck->addRandomCards(12, 0, 0, Constants::RARITY_L, "Plains");
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tempDeck->addRandomCards(12, 0, 0, Constants::RARITY_L, "Swamp");
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@@ -287,7 +287,7 @@ Player * Rules::loadPlayerRandom(int isAI, int mode)
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string lands[] = { "forest", "forest", "island", "mountain", "swamp", "plains", "forest" };
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MTGDeck * tempDeck = NEW MTGDeck(GameApp::collection);
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MTGDeck * tempDeck = NEW MTGDeck(MTGCollection());
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tempDeck->addRandomCards(9, 0, 0, -1, lands[color1].c_str());
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tempDeck->addRandomCards(9, 0, 0, -1, lands[color2].c_str());
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tempDeck->addRandomCards(1, 0, 0, 'U', "land");
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@@ -337,7 +337,7 @@ Player * Rules::initPlayer(int playerId)
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MTGDeck * Rules::buildDeck(int playerId)
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{
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int nbcards = 0;
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MTGDeck * deck = NEW MTGDeck(GameApp::collection);
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MTGDeck * deck = NEW MTGDeck(MTGCollection());
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for (int j = 0; j < 4; j++)
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{
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for (size_t k = 0; k < initState.playerData[playerId].zones[j].cards.size(); k++)
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