Commit Graph

4012 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
3757ae2b1a fixed a crash that would occur when you select a player deck then cancel without selecting an ai deck....this also reviles a strange bug, instead of going back to main screen it put you into deck editor. 2011-10-25 11:52:34 +00:00
wagic.the.homebrew
4c42636bd5 - Fixed issues and memory leaks related to decks unlocking
- Fixed an issue where a GameObserver could be null for some mana costs associated to a targetChooser
2011-10-22 13:38:43 +00:00
wagic.the.homebrew
91e9881903 Fix for issue 476 (Test suite debug error in VC++) 2011-10-20 13:22:54 +00:00
Xawotihs
84a074aede Added action logging during attack/block of the AI player. To do that, I wrapped some of the direct access from the player to the action layer into the game observer.
First version where I managed to finish a normal game while undoing several actions until the end. There are still some problems in direct damage spells and interruption management. I added several assert in the code to catch them.
2011-10-16 22:16:47 +00:00
techdragon.nguyen@gmail.com
8554076f3c removed dead code "shuffleTopToBottom()" method. 2011-10-15 21:10:05 +00:00
techdragon.nguyen@gmail.com
189351d82c modified signatures to allow it to pass compilation in XCode 2011-10-15 19:32:00 +00:00
techdragon.nguyen@gmail.com
a1d278a140 updated XCode project file with new class definition 2011-10-15 18:30:12 +00:00
techdragon.nguyen@gmail.com
1018f392b3 changed shuffleTopToBottom method to use STL library to shuffle cards vector.
* This resolves a compiler warning found in XCode.

NOTE: This method is not even called in the code anywhere.  The only reference I can find is in the AladdinsLamp.fire() method, but it's commented out.  This method sounds like it should exist, but nothing is using it.  Was this not working before for Aladdin's lamp, and commented out to get it to sort of work?
2011-10-15 18:29:43 +00:00
wagic.the.homebrew
6825082d6d - Add a simple macro system for auto lines (the goal is to help mostly with repetitive card auto lines such as the ones we have in MotD mod) Check the MotD mod for examples.
-- I added an AbilityParser.cpp file, mid term goal is to move AbilityFactory there, so that MTGAbility.cpp becomes a bit less big.
-- I tried to add the file reference in Makefiles, but only tested windows compilation so far
- Fixed bugs related to "castRestriction" variables in MTGAbility. these variables were declared in both the parent and children classes, leading to bugs and duplicate code/content

The test suite passes
2011-10-15 16:19:29 +00:00
techdragon.nguyen@gmail.com
28069e980b modified iOS touch algorithm to match Android deployment. 2011-10-15 13:48:57 +00:00
wagic.the.homebrew
c32a3b6aa1 Fix a memory leak in test suit player constructor 2011-10-15 02:37:11 +00:00
wagic.the.homebrew
101f2d9ece Adding Google Ads library 2011-10-15 02:06:29 +00:00
wagic.the.homebrew
512f214374 Fix Miraculous Recovery 2011-10-15 02:01:21 +00:00
Xawotihs
5777475340 Fixed a mismatch between the action produced on player click and the related action parsing 2011-10-13 21:34:30 +00:00
Xawotihs
cd4c7ae085 Fixed a crash on undo on windows, and another one when you tried it before any action was done. Undo is still present in the menu even if there is nothing to undo. 2011-10-13 20:58:32 +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
663058cdab Remove all _Myfirs from vectors. 2011-10-13 18:00:16 +00:00
guzhenjie1@gmail.com
71949f636d Corrected Undead Alchemist and rarity of Skaab Ruinator. 2011-10-13 14:44:32 +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
guzhenjie1@gmail.com
dee49728aa Removed all { } inside "name(" code in following cards:
Azorius Herald
Boros Fury-Shield
Dryad's Caress
Ogre Savant
Patagia Viper
Plaxmanta
Ribbons of Night
Rolling Spoil
Seed Spark
Steamcore Weird
Tin Street Hooligan
Vigor Mortis

Replaced all counter(1/1), counter(1/2) and counter(2/2) to counter(1/1,1), counter(1/2,1) and counter(2/2,1).
2011-10-11 12:46:43 +00:00
omegablast2002@yahoo.com
6fa016ca54 corrected my logic, for some reason i remember clearly already having moved this line, but i guess it didn't make it into the last change i did to choosecard function. THIS is what it was meant to do...
also corrected an issue with the changed logic of ALife eff return. you have to take into account that "{cost}:life:200" <---is not targeted so there is no player targeting involved with such code, making the eff return always 0 in cases where you don't have {cost}:target(player) life:200...i might need to review the eff returns to check that there are not other cases similar to this, :P my original code there was messy but took that into account. so careful with refactors in this area.
to see how this function was intended to work, try the following lines on any card

auto={t(creature|opponentbattlefield)}:life:233
auto={s(creature|mybattlefield)}:damage:4 target(player)
2011-10-11 11:14:55 +00:00
omegablast2002@yahoo.com
e1620c0a5f re-added a line which was removed in r4000, when ai is forced to "chooseCard" through the effects of "choice " or "target(" and a valid target exist, we run into a lock down becuase we don't switch playerZones to the other players game after the first run of the playerZone...the TC will see that there is indeed a valid target however, since it can not target the other side it will contenue to try over and over, locking it up. 2011-10-10 14:34:55 +00:00
omegablast2002@yahoo.com
e3d0ab8ba0 corrected a mistake i made with name and other manacost, I meant to erase the name from value not s this caused strange issues when a name was given to a "other" cost which contained an actual parseable mana cost inside.
do note tho, our text menues will not display "{" and "}" charectors, so its best to keep them out of "name(" anyways as they serve no purpose.
2011-10-10 14:20:50 +00:00
omegablast2002@yahoo.com
516089869d phased cards shouldn't be removed from the game by treason or the effects of unearth if they we're phased out by an effect during the turn in which they were to be destroyed. 2011-10-10 14:09:04 +00:00
omegablast2002@yahoo.com
060164acce copy function grants the source of the abilities the castMethod of "notcast" which is default, however for cards which are played, such as vesuva on "copy" it would be granted a "not_cast" as its play method, allowing players to play another card of the type that a restriction would normally prevent you from playing...this effected all cards which "copy" such as shapeshifters.
note: I do know it's as dirty as "mtgidbackup" but unfortunately I don't think there would be a simpler way to maintain it's cast method.
2011-10-10 13:41:38 +00:00
wagic.the.homebrew
c17d07d476 Minor simplification of MTGRules.cpp 2011-10-10 13:27:30 +00:00
wagic.the.homebrew
e17b20c9d8 Adding a test for issue 718 (vesuva land limit) 2011-10-10 12:47:58 +00:00
wagic.the.homebrew
f0964d9af8 Fix issue 563 (double strike VS regenerate)
-- also made "blocked" variable a private.
2011-10-10 12:29:52 +00:00
guzhenjie1@gmail.com
9b2654997e Added ID for all double faced card.
Corrected ID and typo of following cards:
Deranged Assistant
Gatstaf Shepherd
Ludevic's Test Subject
Mirror-Mad Phantasm
2011-10-09 10:38:03 +00:00
wagic.the.homebrew
9dbe0e2a53 Adding Italian cards translation by kabir94 (don't know why I didn't notice it before) 2011-10-09 07:43:15 +00:00
techdragon.nguyen@gmail.com
a33d862d4b updated XCode project to be on latest SDK
fixed a few minor warnings.
2011-10-09 07:06:32 +00:00
techdragon.nguyen@gmail.com
6f10ef8425 fixed last check in. Test suite passes. Added comments on possible null pointer exceptions.
Updated XCode project file to include AIPlayerBaka classes.
Added test suite to iOS build
2011-10-09 05:51:45 +00:00
wagic.the.homebrew
2bfe76e124 - Android: landscape only ( issue 668 )
- Android:  changed application package name ( issue 730 ) - also changed the publisherID to avoid confusion with the alpha, which is 3tied3 to org.libsdl.app
2011-10-09 04:53:21 +00:00
techdragon.nguyen@gmail.com
fbe2e44814 fixed memory leak in double tap gesture
fixed some compiler warnings
removed dead and useless code
2011-10-08 00:56:07 +00:00
Xawotihs
9f09bbeec3 Removed compilation warnings. 2011-10-07 15:25:15 +00:00
Xawotihs
c0c8688ede Fixed yet-another-retarded warning. 2011-10-05 21:26:40 +00:00
Xawotihs
c2ad12443f Removed compilation warning 2011-10-04 20:06:59 +00:00
punkeduard@gmail.com
71bab2ba7b fixed cards:
Bloodcrazed Neonate
Greatsword
Kite Shield
Swiftfoot Boots
Pride Guardian
2011-10-04 07:20:03 +00:00
omegablast2002@yahoo.com
bf42cc1922 updated rules. 2011-10-03 13:14:03 +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
74f17946c9 Commented out my wonderful deserialization template for the moment as it
causes problems on Windows
2011-10-02 16:12:22 +00:00
Xawotihs
86131f7ea0 Cleande up the deserialization code 2011-10-02 14:11:30 +00:00
guzhenjie1@gmail.com
7e1566fe77 Corrected Carrion Beetles and Reveillark. 2011-10-02 11:07:15 +00:00
wagic.the.homebrew
2cabab17e2 - Fixed Skirsdag High Priest's id. This is the last fix for issue 741 2011-10-02 09:11:50 +00:00
wagic.the.homebrew
3decbe7f1d - Fix Android compilation issues
- Added a "cachesize" option (not available from the menu, but can be manually edited in players/options.txt, for example cachesize=200 means 200MB of cache). The hardcoded cache on windows/linux is 20MB, which is not enough for Hi Res cards (60 is better, 200 is great)
2011-10-02 09:05:39 +00:00
wagic.the.homebrew
9e572ee416 - Moved "game mode" types of awards outside of a code, and inside of a configuration file (rules/awards.dat). No code is required anymore to create such an award (momir, hermit basic, etc...)
- fixed compilation errors in GameObserver (windows)
2011-10-02 01:03:45 +00:00
Xawotihs
483c767492 Fix players vector (had a couple of 4 players game with the new code), added more cleanup 2011-10-01 23:49:37 +00:00
omegablast2002@yahoo.com
76a8f406ec converted the player arrays into vectors, so we can test is a player is actually there at the time we are trying to access its variables.
this fixes 2 crashes I found, the first, 2 color random mode would crash on load.
2nd, ai vs ai testing would randomly crash, this should fix that also.
I noticed 2 color random mode is now trying to search for it's rules and sometimes flashes for a brief moment "error cant read file" or something like that....I could not find the source of that, it doesn't cause it to crash however it causes it to take a sec longer to load, this is before this commit btw, so the issue is still there.
it was trying to load the rules, flashed the error then crashes...i fixed the crash but not the rules error.

please review, i might have left in useless stuff...
I also did notice something, the way we are creating players is kind of all over the place. imo this is bad, it made this conversation extra hard becuase you create one player over here, another type over there, the human over in this direction, back track and create another somewhere else...this needs to be taken into account for a refactor, all player creation should happen in the same function, and at the same times...

the reason these 2 crashes existed was becuase players were being created before "gameobserver" in some modes, and in other modes, no player would exist at the time game was creating to set the player. but we then later call the same function when we actually load the player using the method specific to a mode.

this just leads to headaches, I mean no offense, just a general observation i made when converting this players array. unfortunately that kind of refactor is just a little beyond my coding ability.
2011-10-01 21:29:22 +00:00
omegablast2002@yahoo.com
70ab70651a fixed a few bad lines in mtg.txt...doc, elvish baserker had some pretty interesting abilities. 2011-10-01 21:28:05 +00:00
Xawotihs
bf37948823 Fixed shop touch/mouse support 2011-10-01 21:22:34 +00:00