9adb9d625d
- 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.
37 lines
902 B
C++
37 lines
902 B
C++
#include "PrecompiledHeader.h"
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#include "Token.h"
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Token::Token(string _name, MTGCardInstance * source, int _power, int _toughness) :
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MTGCardInstance()
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{
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isToken = true;
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tokenSource = source;
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power = _power;
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toughness = _toughness;
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life = toughness;
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lifeOrig = life;
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origpower = _power;
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origtoughness = _toughness;
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rarity = Constants::RARITY_T;
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name = _name;
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if (name.size() && name[0] >= 97 && name[0] <= 122) name[0] -= 32; //Poor man's camelcase. We assume strings we get are either Camelcased or lowercase
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setMTGId(-source->getMTGId());
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setId = source->setId;
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model = this;
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data = this;
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owner = source->owner;
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belongs_to = source->controller()->game;
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attacker = 0;
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defenser = NULL;
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banding = NULL;
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}
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Token::Token(int id) :
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MTGCardInstance()
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{
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isToken = true;
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name = "dummyToken";
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setMTGId(id);
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}
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