- opponentshroud small bug fix
- added "kicker=" line and "kicker" auto keyword. See Vines of Vastwood (ZEN) for an example. WARNING: kicker= line has to be AFTER "mana=" line
- daily build
-Issue 31 fixed. Land and tokens don't use the stack anymore. Taking control of a card in opponent's battlefield doesn't trigger "spell cast" triggers either
- Fixed empty ActionStack "interrupt" messages
- If no attackers are declared, go straight to Combat end phase
- Once First strike damage is declared, attacking player needs to "actively" request a next phase event to go to the next damage step
- Second Damage step is called "Combat Damage (2)"
- UserRequestNextPhase is to be used knowing that it might not succeed
- Step change for GuiCombat is now computed at GameObserver::nextGamePhase
Note: Combat damage to creatures is not assigned when AI attacks. As this seems to be a problem with the previous SVN version, I4m still committing this change
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
- InGame Text display is now an option
- Fixed *Duos in SHM, benalish knight, beeligerent hatchling, removed demigod of revenge (needs extensive testing)
- added "ueot" for p/t and abilities gaining in the parser, as part as the fix for safehold duo
- Updated Parser mechanism. Right now this doesn't change functionalities much, but should be more readable, and make it easier to code some new abilities in the future
- Fixed regenerate, broken with r532
- Death Ward now works
- I think "&&" now works with all abilities, needs to be tested...
- Moved "extraPayment" cancel verification into ActionLayer (was in GuiLayers)
- added "HUDDisplay" MTGAbility (displays damage/graveyard info)
- Added option to NOT interrupt own's spells and abilities. Allows smoother gameplay. We should add a "quick options" menu ingame to change those options on the fly
- a few bug fixes with cards that bring other cards back to play (zombify, resurrection...)
- bug fix with abilities parsing "reachshadow"
- a few card fixes
- add Mercadian Masques, Mirrodin, Odyssey -> let's do some cleanup!
- Attempt at solving a bug with AI+psychic venom (manaburn), not tested
- Added Abrasax's monocolor AI decks
- Momir better randomizer
- Removed 64 Abilities limitation, I hope...
- Added WEvent class, allows to send events to abilities
- Cards that change zones now becomes new objects (as specified in the Comprehensive rules). This should allow to fix lots of stupid bugs in the near future, but probably brings loads of new issues :(
- new Ability : ALifeGiver (bottle gnomes)
- Added a few cards from Tempest
- Hybrid mana fix for hybrid mana involving uncolored mana costs (see tests/generic/hybridmana2.txt - spectral possession)
- Fixed bugs with targetting for TargetAbilities
- Fixed multiple sacrifice abilities cost (Siege gang commander, see tests)
- Fixed a small font issue
- Added Dr Solomat's TEMPEST expansion
- Added Sacrifice as part of the cost of activated abilities. Making it work as an extra cost for "put in play" still requires some work though. "Render" methods need to be written correctly
- Added cards with sacrifice in the existing sets. Most of them need testing...