Added basic transition system that works with GameApp's phases. Currently does a fade-out between elements, which works well in some places and not-so-well in others. We'll definitely want to think about where and where not to use it... they'd work a lot better if we could spawn a thread to handle loading the next state while transitioning.
Also cleaned up the shop a bit, so it uses ReadButton() instead of GetButtonClick()-- hence the slight change to JGE. Added a tiled image for the task board, which loads conservatively (I tried 128x128, but it didn't look as good).
* Fixes for compilation on 64-bit architectures :
string position-returning functions return size_t, not uint.
Fix that.
* Fixes warnings with new gcc about non-fixed string AND no arguments.
NOTE : 64-bit architectures still do not compile. There are 2 different places
where printf is used with a specifier that is not large enough on 64-bit because
size_t is now a ulong and not a uint. The solution on GNU systems is the %zu
specifier, but as I'm not sure it is supported on windows I don't want to
introduce a huge hard-to-notice bug, so I'll do it at a time when I got a
windowser to back me up.
- fix for issue 301 (creatures go to graveyard)
- This adds an important change to "movedTo", which now accepts a "full" target description in both "from" and "movedTo". The point is that a card does not move to "creature|graveyard" from "battlefield" but moves from "creature|battlefield" to "graveyard".
* updated daily build
* Card spoiler now sorts by collector's number.
* Metadata looks for "[m" (for speed reasons), I've been using "[meta]" in files. No sets currently use metadata.
- fix issue 153 (Tokens should go to graveyard)
- "token" keyword can now be used in the parser with things such as Creature[-token] for "noncreature token"
- Let's stop using "token" as a type
- IMPORTANT: Legendary is not an ability anymore, creating cards with super types should be much more natural. You can now say "type=Snow Land", and stuff like that. No backward compatibility!!!
Notes to programmers:
1. This feature uses an awful lot of copy-pasta, using "protetcion from()" as a base. While I'm learning the architecture, it's easier for me to have a dedicated single-purpose piece of code to work with, than trying to create multi-purpose code. I'm aware that this isn't a very elegant approach though, and I hope to be able to refactor additions like this into multi-purpose code once I have a better understanding of the architecture as a whole.
2. Please check the questions I'll add in my next code comments, specifically about AI integration and activated abilities / instants / sorceries.
3. I did have a crash (with the debugger complaining about stack corruption around the cd variable) during testing. I wasn't able to reproduce it though. I did have to clean the solution in-between when I updated to the primitives system, so perhaps there was this cleaning solved whatever corruption was in my files. I'm mentioning the issue in case someone has an idea on where my code might be risky (I'm still probne to making beginners mistakes).
- Card Primitives system. Check Royal Assassin in RV, 10E, M10
- Please review, is sets/primitives a good directory? Should we rename MTGCard into "CardPrint"?
- Unfortunately for now it is not possible to "override" a Primitive. A card that links to a primitive but also defines new "values" will create its own data and ignore the data in the "linked" primitive for the time being. I hope to solve that at some point...