- 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.
- 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...
I tryed everything for weeks, adding lines of codes with no success...Finally the answer was so simple as 2 lines of code...
Also added/removed from code Spitting earth and corrupt... Need to chase and remove all the lookalike/alias in the rest of the code. And also as usual will require further testing...
Grü.
L.
- Magic 2010 - inplay becomes Battlefield. Wagic is still compatible with both, but try to use "battlefield" from now on. For example moveTo(battlefield) instead of moveTo(inPlay)
- Magic 2010 - "Removed from game" becomes "Exile". Wagic is still compatible with both, but try to use "exile" from now on. For example moveTo(exile) instead of moveTo(removedFromGame)
- Magic 2010 - "End of turn" step becomes "end" step. Wagic is still compatible with both, but try to use "end" from now on. for example: "@next end" rather than "@next endofturn" (not sure this is more clear than before, but at least it's consistent with the rules)
- 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...
- AI:increased percentage of chance to play an "unknown" Card
- removed delay before displaying big card ingame
- added 2 new AI Decks
- Fixed a bug with afflict (see tests/afflict.txt)
- fixed a problem with DOS card files under psp/linux
- Added a bunch of SAFE_DELETE, not sure they're really necessary
- fixed a small interface problem in Shop
- It is now possible to have avatars associated to each Deck
- Added SFX
- Added Music files
- Possibility to choose your opponent
- Opponents' difficulty is measured according to their number of victories against a given deck
- Added the possibility to narrow a spell/ability target according to color,tapped status, attacker/blocker, abilities...
- Changed the games phase system to become a phaseRing. This allows to add cards that have an impact on the phases, such as stasis
- Added a few cards
- Fixed a (windows) bug in gatherer tool
- Adding stdint.h for VC++ (see wikipedia->stdint.h)
- deleting the compiled PSP lib to avoid confusion. People who work from the sourcehave to compile the lib by themselves.