Commit Graph

150 Commits

Author SHA1 Message Date
Anthony Calosa
cd1b629191 Fix Segmentation Fault & Formatting 2015-11-10 11:58:36 +08:00
Anthony Calosa
406f68ac5b Overload Cards
the alias is for the Overload Check and Alternate Cost Restriction...
???Bestow???
2015-11-09 19:04:31 +08:00
Anthony Calosa
60ba4e3eeb altercost should affect retrace, flashback, buyback costs 2015-11-04 06:41:59 +08:00
Anthony Calosa
9a66b0c6e4 some fix and polished static mana and action stack
I moved the target quad near the source card and moved the action string
forward so there is no overlapping of action string and the target quad
if the action string is too long...
2015-10-13 19:27:25 +08:00
Anthony Calosa
8fe5000ce1 polished action stack 2015-10-12 19:54:03 +08:00
Anthony Calosa
c7b9e6f9b8 fix avatar scaling on guicombat, border on combat 2015-10-11 23:04:28 +08:00
Anthony Calosa
4c86cae7fe disabled wood & gold texture, backdrop size 480x272
blending of wood and/or gold texture on some resolutions(mobile,
tablets, etc) draws line which can be distracting. The backdrop is now
full size of PSP resolution (480x272, 2x res can be loaded like 960x544)
2015-10-11 14:29:36 +08:00
Anthony Calosa
664589c642 Visual Targeting Indicator, Borders 2015-10-05 22:03:30 +08:00
xawotihs
bedd1e8da8 Merge branch 'valgrind' of https://github.com/ZobyTwo/wagic into ZobyTwo-valgrind 2013-11-29 19:41:46 +01:00
Tobias Loose
031f2dbffb Fix Valgrind warnings appearing during the test suit. 2013-11-29 18:21:53 +01:00
Tobias Loose
9ee44ca091 Substitute more char arrays with strings 2013-11-29 11:51:22 +01:00
Tobias Loose
3ca2f1c1ed Replace defines in Damage.h with enums. 2013-11-17 17:12:58 +01:00
Xawotihs@gmail.com
98861dd916 Fixed memory leaks and refactored a bit the ManaCost class while I was at it. 2013-10-19 14:29:17 +00:00
pankdm
0c6d77daa0 Refactored FizzleToZone
Get rid of common code
Better naming of zone (where we put spell after countering)
More generic syntax: fizzleto(X) where X in [hand, exile, librarytop]
which will give more flexibility later
2013-10-08 23:18:42 +00:00
pankdm
17fdedb648 Draft of the "fizzle to zone"
(credit goes to excessum)
2013-10-08 23:17:43 +00:00
omegablast2002@yahoo.com
b61cd2f69a megapatch contents
added
"whenever a creature enters the battlefield you may pay {1}, if you do gain one life"
conditional may pay({cost}) effect 
this version is a super type ability, and can only be used in certain combos.

to nest you will need to use it in its subtype pay[[{cost}]] effect
pay keyword can have sideeffects coded as follows
pay[[{1}]] life:1?life:-1
pay one mana and gain 1 life, if you dont then you lose one life. notice no space between the abilities and the question mark.

added castcard()
a method to cast a targeted card, this contains the following subkeywords which can be used in combinations
(normal)
(restricted)
(copied)
(noevent)
castcard(restricted copied noevent) for example will cast a card that is a copy or the spell without sending a cast event only when the spell is castable.
"normal" subkeyword cast the actual spell, not a copy.

extended the use of exiledeath to everyzone, any card going from any zone to graveyard is placed in exile if it has exiledeath.

limited swipe left to open hand only when hand is closed view.

"moveto(" can now be named.
2013-06-18 01:41:34 +00:00
Xawotihs@gmail.com
26ab65860e Fixed a gazillion of warnings occuring when compiling Wagic with Clang with Werror. 2013-06-09 21:16:39 +00:00
omegablast2002@yahoo.com
c994886ca8 polished the actionstack rendering a little. draw only as much black square as we need to render so we dont make a massive black square for nothing. 2013-03-23 20:53:33 +00:00
omegablast2002@yahoo.com
c078af5f24 fix for crash from not having a playerTarget when ability$! is used on targetedPlayer by an instant. 2013-01-30 03:51:16 +00:00
omegablast2002@yahoo.com
ca3dc49d71 added basic card draw replacement,
auto=replacedraw choice damage:2

auto=replacedraw choice draw:2 noreplace

notice noreplace exempts the draw from sending a draw event. draw events and drawn events are seperate events.

added dredge and it's rules.

[card]
name=Dakmor Salvage
auto=tap
auto={t}:add{b}
dredge=dredge(2)
text=Dakmor Salvage enters the battlefield tapped. -- {T}: Add {B} to your mana pool. -- Dredge 2 (If you would draw a card, instead you may put exactly two cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
type=Land
[/card]
2013-01-20 20:13:07 +00:00
omegablast2002@yahoo.com
a26f872ff3 add restriction for checking what alternative cost was paid. combined with if/ifnot ability becomes a very powerful tool.
paid(blah)
auto=if paid(alternative) then damage:3 target(creature)
auto=if paid(alternative) then life:10 target(player)
auto=ifnot paid(alternative) then damage:3 controller
auto=ifnot paid(alternative) then life:4 opponent

it can be used any place a restriction can be used. 
rearranged the constants for the payment type keywords to match the order we int the alternatePayment array on a card, added keywords for the remaining payment types, 

    "notpaid",
    "paidmana",
the 2 above pretain to paying the real manacost of a card
it checks the mana={1} cost line and is not joined to the other types.

    "kicker", 
    "alternative", 
    "buyback", 
    "flashback", 
    "retrace", 
    "facedown",
    "suspended"

note: all test pass in this revision.
2013-01-15 02:11:05 +00:00
omegablast2002@yahoo.com
eabbbe3f77 passing the storedcard for use by instants and sorceries with extracost in thier manacost, also fixed a parsing oversight with stored values parsing, "-" would throw off the value of s string parsed for stored by 1, returning 0 for these....this is corrected now. 2012-04-05 11:24:57 +00:00
omegablast2002@yahoo.com
9564250179 added targetedplayer as a who for most abilities and token reciever..
adjusted the way cardsacrificed events were sent

added a ability which is a way to tell a targeted player, yourself, or opponent to do a set of abilities.
ability$! EFFECT _ EFFECT !$ WHO 
the idea here is that the abilities are being added to the targeted players game...so 
target(player) ability$!target(<2>*|myhand) reject!$ targetedplayer

this line tells the player to discard 2 cards...

you can also use it without targeting by using WHO words..
controller, owner, targetcontroller, opponent, targetedplayer

this ability defualts to opponent.

cards coming soon...
2012-03-18 15:57:35 +00:00
Xawotihs@gmail.com
ebc4eb331f Removed modifications that should not have been part of my previous commit and were causing compilation problems. 2012-02-12 08:44:22 +00:00
Xawotihs@gmail.com
c38c52c6ad Refactored audio sample playback 2012-02-11 18:20:08 +00:00
omegablast2002@yahoo.com
fbebcd681e added a new aihint #HINT:dontattackwith(targetchooser)
which tells the ai not to use the targetible cards as attackers, this can be card names, and CD modes.

modified the way ai handles multikicker. it will not be casting 1/1 joragas anymore :D

made WParsedInt ignore "+" signs....

added a new affinity ability...autohand=affinity(creature[vampire]|mygraveyard) ....
this is essentially affinity for creatures in your grave.

added supkeyword to clone clone addtype(zombie)....it adds the type listed to the cards types on clone...

reparse PT bonus on resolve.

reworked bushido, it should now work correctly...aside from that it now excepts word variables...fumiko is now bushido(type:creature[attacking]:battlefield/type:creature[attacking]:battlefield)

added a keyword to access acontrolsteal..the keyword is "steal"
auto=ueot steal target(creature) 

reworked persist to handle undying..added the new counter handling rules intruduced by wotc in ISD


added a vector cardsAbilities to mtgcardinstance...this keeps the abilities added to the game for a card to use stored where we can easly alter or remove them.

added an automatic increase to geteff return if the ability is a putinplay ability.

finished coding support for flip and double sided cards, though viewing the "other side" is still not possible yet.
the ability follows the mtg rules.
the ability syntax is flip(card name)...a card can flip into any other card by name...even flip into itself.

added a "canPay() call for Ninja cost...to prevent it from coming up in a menu unless you're in blockers....

added 3 new restriction types that work very similar to type(
thisturn(tc)~morethan~2
lastturn(tc)~lessthan~thisturn(tc)
compare(wordvarible)~equalto~compare(wordvarible)

these are pretty self explanitory.

moved "&&" ability parsing below "this(" allowing "this(" to grant abilities now which contain &&...enclave egologist bug is fixed by this.

fixed an issue with combatspirit link for some reason the way i was doing the bool was not always working.

took care of the todo for AProtectionFrom...you can now give a protection from(blah) in a instant or ueot ability.

added altho very limited right now a "targetedplayer" tc word. i hope to increase this with time.

as always my sidekick doc already has some cards coded for this and test will follow the addition of the cards.
2012-01-31 14:07:40 +00:00
Xawotihs@gmail.com
4762ffea87 - Fixed compilation warning in GameStateShop.cpp
- Added a call to input reset after each update in the Qt frontends to avoid strange auto-keypress
- Removed tutorial display in AI vs AI (test AI mode)
- Commit Qt project with latest buttons files
- Added a small isHuman method to the Player class
2012-01-30 21:16:33 +00:00
techdragon.nguyen@gmail.com
1bd8c860c5 preliminary native touch interface for interrupting spell. Touch the icons for each action 2012-01-05 12:05:17 +00:00
Xawotihs
29132073de - Modified DeckManager class to not use a global instance anymore when used within the game engine
- Modified DuelLayers to not use a global MTGPhaseGame instance anymore
- Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite
- Added a method in ActionLayer converting a card ability into a menu index
- Used this new method in the game observer to log correctly AI ability actions
- Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction
- Cleaned up TargetList properties access
- Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode)
- Added a deadlock detection in the test AI vs AI multithreaded mode
- Fixed minor bugs in test AI vs AI multithreaded mode
- Added a games/second counter in the test AI vs AI rendering
2011-11-23 19:11:48 +00:00
wagic.the.homebrew
851e1f20f1 - some dangerous casts Player/MTGCardInstance fixed
- removed typeAsTarget function and replaced with dynamic casting
- The test suite passes, but it is possible that I busted some of AI's features :(
2011-11-19 14:07:57 +00:00
Xawotihs
f68c106e7e - Modified gameObserver and related classes to be able to work with a precise JGE instance given at construction and not the static global one. That allows to run gameObserver without JGE instance (for example in a worker thread).
- Added an "ACTION_LOGGING_TESTING" mode in the gameObserver. When this is defined, the game reloads itself in every update. I want to use that to track undo problems. Be aware that it kills performances and crashes with the testsuite if you want to activate it.
- Various cleanup/refactor of the game observer.
- Added a gameObserver == operator to compare two games
- Added player mode to the player serialization
- Added a multi-threaded mode to AI_CHANGE_TESTING. For the moment it's only useable with Qt. If you want to use it without, just defined a thread_count higher than 1.
- Refactored random generator class to use list intead of queue
- Defined a specific type for interrupt decision instead of int
2011-11-13 22:36:34 +00:00
Xawotihs
ad5edc224d Symbian^3 compilation fixes. 2011-11-07 23:32:02 +00:00
Xawotihs
e50fdba648 - Replaced static parts by per-instance parts of of several classes when they were not threadsafe (AIMomirPlayer, SimpleMenu, Trash, AIAction, MTGCardInstance, ATutorialMessage, MTGRules). The direct consequence is that we could consumme more memory. So, tell me if you have problems with low memory devices (PSP), there are some threadsafe optimizations that could be implemented if needed.
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
2011-11-06 17:31:44 +00:00
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
Xawotihs
0b6044551a - Added new code for serialization/deserializaiton of full games including initial game and all the player actions.
- Added an undo menu using this code (beware, it's still very very alpha).
- Removed various warning
- Cleaned up avatar loading
- Added full random lists load/save including the deck shuffling (not sure if I could not replace that with seed load/save)
- Moved momir and Co rules configuration out of GameStateDuel
- Create a GameType type to avoid mixing int everywhere
2011-10-13 19:43:51 +00:00
rodrigodemoura@gmail.com
e6b199f599 Modifications to make the game more generic.
Included in a new modrules.xml tags.
 <cardgui>
   <background> Stores information concerning the colors </ background>
   <renderbig> Stores information to draw the card </ renderbig>
  <rendertinycrop> Stores information to draw the card </ rendertinycrop>
 </ cardgui>

 Change the variables array for vectors
2011-10-13 12:25:58 +00:00
omegablast2002@yahoo.com
fe91960980 moved all basic MTG related rules out of the engine and into rules.txt.
this allows users to create a mod without having to struggle with avoiding certain phase based or cost actions.
attackrule and attacker phase can be seperated now by not including auto=attackrule in your rules.txt....this means you can still have an attackers phase, but clicking the cards won't put the cards into attacker mode or add "attacker" to thier menu abilities. ect...

this also allows us to eventaully change/add to these base rules without having to create entirely new rules for them by modifying the base classes with new variables and so on.

IMPORTANT: UPDATE YOUR RULES FOLDER, OR NOTHING WILL WORK FOR YOU.
2011-10-03 13:13:37 +00:00
Xawotihs
9adb9d625d - 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.
2011-10-01 13:30:30 +00:00
wagic.the.homebrew
ee4c7e23bd - fixed memory leaks introduced in previous revision
- removed incorrect casts of MTGCardInstance into Spell objects.
- AI Test system now allows you to put decks in ai/bakaA and ai/bakaB instead of ai/baka. This allows to let AIPlayerBaka and AIPlayerBakaB play with specific decks
- Test suite speed improvement. Improved the card name cache. Test suite now runs in 850 seconds instead of 950 on my machine.
- minor code cleanup
2011-09-22 04:43:05 +00:00
omegablast2002@yahoo.com
4419ed4637 changed some logic for getting the pre x without shellcasting(?) spell...the variable word "prex" now returns the difference between the cards cost and the curentmanapool...giving us the value of pre x.some cards might need updating, doc can confirm it.... 2011-09-21 20:27:29 +00:00
wagic.the.homebrew
e9ce574bca - Fix a memory leak in AI "payTheManaCost"
- Minor fixes in AI code
- Attempt at preventing the AI from interrupting itself while it's selecting targets. I don't know why this happens, and my fix didn't work. I believe it shouldn't be possible to interrupt when there is an active targetChooser, please let me know if this is an incorrect assumption.
2011-09-21 03:54:47 +00:00
omegablast2002@yahoo.com
6399917d25 changes:
added abilities:
proliferate
ProliferateChooser:new targetchooser for cards with counter and poison counters "proliferation".

MenuAbility:new internal ability to create custom menus of abilities which can be activated in sequence one after another.

multikicker, syntax kicker=multi{b}
works with variable word "kicked", the amount of times it was kicked.

target=<number>tc,target=<upto:>tc,target=<anyamount>tc,target(<number>tc),target(<upto:>tc),target(<anynumber>tc);
multitarget is now supported with the exception of "devided any way you choose" which can not be supported becuase we allow detoggling of targeted cards with a "second" click....so you can not click the same card 2 times to add it to the targets list twice for example.
this is minor, as the bulk of multitarget is not "devided"
removed 's' parsing for multitarget, added a limit of 1000 to "unlimited" for easier handling; we currently can't handle activation of an ability on a 1000 cards very well on any platform(infact i don't suggest it)

Countershroud(counterstring), this MTGAbility allows you to denote that a card can not have counters of the type "counterstring" put on it.
"any" is for no counters allowed at all. this is a replacement effect. cards state that they can still be the targets of counter effects, however on resolve nothing is placed on them instead.

@counteradded(counterstring) from(target):,@counterremoved(counterstring) from(target):: these are triggers for cards which state "whenever you add a counter of "counterstring" to "target"; added counterEvents struct; 

other changes:
added support for ai handling of multitargeted spells.

changed a few of delete( into SAFE_DELETE(, safed up a couple areas where they did not seem safe to me;

added better handling of menus presented to ai, it will try to select the best based on eff returns.

added varible lastactioncontroller for ai use, it keeps it truely from ever tripping over itself and brings ai more inline with MTG rules.

converted TC into a protected member.
added "abilitybelongsto" string to tc, and set "owner" of the tc. a tc should never belong to "no one" it should always have a owner.
abilitybelongs to string is solely for easier debugging, i found it was a pain to never know what ability created a tc while i coded multitarget. the owner of the tc is the only one that should be using it, if an ability needs to declare the opponent as the owner (choose discard which is currently unsupported for example) this will allow us to better handle that situation by setting the tc owner in the ability which called it.

rewrote the logic of "checkonly" in ai choose targets, the only time it is "checkonly" is when it is trying to see if it had a target for a spell before it cast it, i now set this in the actual function call instead, the old method was far to error prone.

wrote logic for ai checking of menu objects presented to it,
ai will now make better choices when a menu is presented to it based on what it already knows. this changes it from it's old method of "just click the first option".

taught ai how to use multi-mana producers such as birds and duel lands by adding a method for it to find it's mana for a payment. it can effectively use cards like birds of paradise and sol ring(without locking up). It's primary method of pMana searching was maintain for performance(no need to deep search if we have it in pMana).

added a vector to actionlayer to store mana abilities for pMana. this provides us with a dramatic improvement when mana lords are present by reducing the amount of objects that need checking when ai checks pMana.
with 80 mana objects and a ton of lords one instance i checked went from 8000ish checks down to 80<===big difference.

added "tapped" green coloring(sorry i missed that!)...added red coloring to current actionLayers current action card (usually the source).

changed "type(" restrictions second amount from atoi into wparsedint for more flexiable coding.

add "&" parsing to CD targetchooser, removed "iscolorandcolor" variables and functions becuase they were a hack the real fix was this.
cretaure[dragon&black&blue] a creature that is a dragon, and black and also blue.

changed some of the ai computeactions and
removed unneeded gaurds in ai chooseblockers, they did more harm then good.
2011-09-01 20:03:26 +00:00
Xawotihs
c188b4d104 Fixed "Werror" related compilation problems on Linux and Meego. 2011-08-14 18:09:02 +00:00
wagic.the.homebrew
52b83a135c - Added TutorialMessage ability
-- Tutorial Messages are an ability like any other, except it can only be displayed once. Subsequent calls are ignored, the ability is removed from the game as soon as it is added
-- This allows to add event triggered messages ingame. Messages are either text, or images (I don't have an image sample, but rules/classic.txt has a few examples that might help)
-- only tested on Windows, although I made sure the PSP version compiles. Hopefully I also made the necessary for it to work in the touch version (touching the screen should be enough to close the tuto message)
-- Room for improvement: possibility to choose a title in text mode, possibility to have some messages depending on others (e.g.: don't show message X until message Y has been shown), improve some of the abilities and triggers to give more flexibility, add events outside of game, to allow tuto messages in deck creator, etc...
2011-07-03 08:47:51 +00:00
wrenczes@gmail.com
90b1058ad5 More warning cleanup (type to type conversion warnings). 2011-06-02 06:14:28 +00:00
wagic.the.homebrew
34311a4499 - Removing "mCount" variable from GuiLayers 2011-05-29 04:40:13 +00:00
omegablast2002@yahoo.com
4e86981231 fix for issue 642. noticed thier is a whole slew of bugs in story mode that didn't exist before. this mode has been neglected and we should consider taking some time to bring it back up to standard.
i'll open some tickets for it later.
2011-05-28 23:31:45 +00:00
wagic.the.homebrew
a84eb8dc22 -Fix for issue 583 (fireball crash)
-- converted an array into a vector to avoid weird edge cases
-- fixed bugs with array "backupTargets"
2011-05-26 12:27:44 +00:00
omegablast2002@yahoo.com
4793ba76bb taught ai how to use ability fizzlers such as Glen Elendra Archmage...reworked fizzle to cover both cases of ai trying to target a card on the stack. 2011-05-17 13:58:28 +00:00
wagic.the.homebrew
ab33d29682 - Fixed a bug where the AI would block its own attacking creatures (I reintroduced that bug recently when I removed a safeguard Zethfox had added a while ago)
- Added a way to specify "no interrupt" in modrules.xml (I need to write a doc about this file) for a given game. This does not mean the stack does not show up (the stack is interesting to see what the opponent does), but that it only offers to continue.
2011-05-07 11:58:37 +00:00