Files
wagic/projects/mtg/include/GameApp.h
Xawotihs c3dc51aed1 I just played 3 long games and I was able to undo two fully and got an assert on the third one after more than 1000 actions... so I commit what I have:
- Modified undo to stop at "next phase" action
- Added "muligan" and "force library shuffling" to the list of logged action
- Fixed random logging
- Fixed double logging of actions
- Merged all the "next game" functions into a single one
- Created a PlayerType type instead of using int
- Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that.
- Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]"
- Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers
- Broke the network game ... hoh well, I'll repair it when everything else works !!
- various code cleanup and compilation fixes on Linux
2011-10-26 22:14:12 +00:00

89 lines
1.8 KiB
C++

/*
* Wagic, The Homebrew ?! is licensed under the BSD license
* See LICENSE in the Folder's root
* http://wololo.net/wagic/
*/
#ifndef _GAMEAPP_H_
#define _GAMEAPP_H_
#include <JApp.h>
#include <JGE.h>
#include <JSprite.h>
#include <JLBFont.h>
#include <hge/hgeparticle.h>
#include "WResourceManager.h"
#include "GameState.h"
#include "MTGDeck.h"
#include "MTGCard.h"
#include "MTGGameZones.h"
#include "CardEffect.h"
#ifdef NETWORK_SUPPORT
#include "JNetwork.h"
#endif //NETWORK_SUPPORT
#include "GameObserver.h"
class Rules;
class MTGAllCards;
class TransitionBase;
class GameApp: public JApp
{
private:
#ifdef DEBUG
int nbUpdates;
float totalFPS;
#endif
bool mShowDebugInfo;
int mScreenShotCount;
GameState* mCurrentState;
GameState* mNextState;
GameState* mGameStates[GAME_STATE_MAX];
public:
GameType gameType;
Rules * rules;
CardEffect *effect;
#ifdef NETWORK_SUPPORT
JNetwork* mpNetwork;
#endif //NETWORK_SUPPORT
GameApp();
virtual ~GameApp();
virtual void Create();
virtual void Destroy();
virtual void Update();
virtual void Render();
virtual void Pause();
virtual void Resume();
virtual void OnScroll(int inXVelocity, int inYVelocity);
void LoadGameStates();
void SetNextState(int state);
void SetCurrentState(GameState * state);
void DoTransition(int trans, int tostate, float dur = -1, bool animonly = false);
void DoAnimation(int trans, float dur = -1);
static hgeParticleSystem * Particles[6];
static bool HasMusic;
static string systemError;
static JMusic* music;
static string currentMusicFile;
static void playMusic(string filename = "", bool loop = true);
static void stopMusic();
static PlayerType players[2];
};
extern vector<JQuadPtr> manaIcons;
#endif