Commit Graph

3865 Commits

Author SHA1 Message Date
solo81@web.de d28847d929 Updated all Clockwork creatures by adding the "once"-tag to their phaseaction code.
Without this change, the Clockwork family was losing a +1/+0 counter at the end of each end of combat after having attacked for the first time.
2011-05-01 10:11:38 +00:00
solo81@web.de a9ca76e77e Added New Phyrexia (NPH). 2011-05-01 09:44:30 +00:00
wagic.the.homebrew 8b6400e12d Cleanup of some trigger parsing 2011-04-30 15:52:48 +00:00
wagic.the.homebrew 0933294ca4 Fix an issue where pressing "triangle" on the PSP in the play menu would crash the game 2011-04-30 13:43:12 +00:00
wagic.the.homebrew 847a11f6ec fix an issue where the PSP would not find the rule files 2011-04-30 11:28:25 +00:00
wagic.the.homebrew cde63ed4be Fix for issue 640 (Keldon Marauders crash on PSP) 2011-04-30 06:44:17 +00:00
wrenczes@gmail.com 3a4eef68ae Fixed an uninitialized var. 2011-04-30 00:42:17 +00:00
wagic.the.homebrew cd07248df5 UPDATE YOUR rules FOLDER!!!
- This is some Work in progress to make Wagic less "game" dependent.
This change especially is an attempt at moving away from some dangerous patents owned by some company.
It introduces "modrules.xml", a global configuration file describing dynamic settings for any given Wagic mod. It is very basic for now, but allows to customize a bit. In particular, it allows to remove the concept of shop and deck editor from the game, dynamically generate the main menu, and represent card activation with a mask rather than a rotation.
I have a sample in progress which I hope to submit in the days to come, a proof of concept (nothing fancy yet) for another type of game using these ideas, as well as a few other things I introduced recently.
In the future, I am hoping to extend modrules.xml so that it entirely describes the rules of a given card game. the other files in rules.txt will describe "extensions" to the core rules, just like they do right now, so this new file does not make them obsolete.


- Also fixed minor bugs I stumbled upon while developing
2011-04-29 17:30:57 +00:00
omegablast2002@yahoo.com 654f4d34bb don't want to include players in this rule. 2011-04-29 14:59:12 +00:00
omegablast2002@yahoo.com 0fba6994a6 fixed a reported bug with @vampired, it was tricky, but ultimately i had to move the building of vampevent outside of TRVampired...the reason being that all instances of TRVamp were able to send and react to other instances of it sending out "vampevents", so move it into rules so only one object handles that, also changed the method it was handled, it now maps the cards with a 2nd vector of the vampires...basically "this card was dealt damage by X, Y, Z this turn"...
let me know if i missed some strange edge case somewhere. as far as i tested, it seems to work just fine.
2011-04-29 13:24:02 +00:00
solo81@web.de 95987c6d87 Removed NPH folder. Was unintended, sorry! 2011-04-28 22:19:59 +00:00
solo81@web.de 72e1d8079e Fixed Nullmage Shepherd + Sword of Feast and Famine. 2011-04-28 22:17:49 +00:00
omegablast2002@yahoo.com 669f8744b6 changed a previous fix a bit, also, altho this is not the "layers system" and we don't really support it, i thought i could atleast support the reapply of p/t bonuses from counters for atransformer...
and while messing around i found out that i forgot an important check in the new kicker with menu, to check if the card was still in the hand :P
2011-04-28 15:17:49 +00:00
omegablast2002@yahoo.com 59a8afb745 reinstating a piece of counters code i commented out which was originally explained to me as a "bug" when infact i found a ruling on it which was added during timespiral block...putting a +1/+1 counter on a creature which has a -1/-1 counter on it does indeed cancel out BOTH counters. good thing i didn't delete it. 2011-04-28 12:35:14 +00:00
omegablast2002@yahoo.com 7840e3cde8 fixed a issue where token workaround revealed that 2 "may" abilities back to back screws up "isInterrupting" player variable..this was only when the may ability contained manaproducers, which truely no longer use the stack in any format. 2011-04-28 10:20:42 +00:00
wrenczes@gmail.com 531c7f20ae Turned back on the shadow drawing. This wasn't meant to be checked in, only temporarily disabled while debugging. 2011-04-28 08:49:53 +00:00
wrenczes@gmail.com ba0f5c4191 Reduced ManaCostHybrid's internals to uint8_t instead of ints. Removed the hardsized array of ManaCostHybrid pointers, and replaced it with a vector of objects, got rid of all the unnecessary new/delete code everywhere.
Also deleted "extraCostsIsCopy" from ManaCost - unused variable.

Overall, drops ManaCost from 148 bytes to 120 (which in turn reduces CardPrimitive's memory footprint by the same amount, since it encapsulates a ManaCost).
2011-04-28 07:49:51 +00:00
wrenczes 8610531bf3 Fixes for exclusion/inclusion combinations of colors or abilities. 2011-04-28 05:01:06 +00:00
Xawotihs 7e4364b484 - Allows writing on sdcard
- Bound "back" key to menu, "volume down" to next phase and "volume down" to interrupt ... like on the N900 :)
2011-04-27 21:19:25 +00:00
guzhenjie1@gmail.com 86042c206a Added "once" limit for following cards with phaseaction[endofturn]:
Blood Frenzy
Brood of Cockroaches
Celestial Sword
Goatnapper
Crazed Armodon
Dark Maze
Dragon Whelp
Farrelite Priest
Giant Caterpillar
Initiates of the Ebon Hand
Mogg Cannon
Puffer Extract
Rainbow Vale
Rukh Egg
Season of the Witch
Surprise Deployment
Transluminant
2011-04-26 15:20:40 +00:00
omegablast2002@yahoo.com 6e6ccddbde fixed a crash witnessed when ai was trying to get the efficiency return of aamover the ai had a target, but the ability did not have a target, when "destinationZone()" was run, the game would crash due to a null pointer.
increase the "random" chance to use unknown, the old method almost always returned 0.
2011-04-26 14:49:15 +00:00
omegablast2002@yahoo.com ef942d46b5 2 changes,
comparing counters to p instead of isAi(), and hope to close off an edge case where ai would get stuck cycling through setting the target of a may ability. caught it stuck 2 times while watching demo. i watched demo for close to an hour without seeing any adverse effect, and without getting stuck, tho this is so hard to debug, since there is no call stack loaded for this case when it happens.
2011-04-26 14:10:57 +00:00
omegablast2002@yahoo.com 2e25d24f20 2 changes
first, subjecting manaproducers built unnested to the same restrictions/limits/sideffects as thier activated ability counterparts...
2nd
allowing either "," or " " to be a seperator for the variables in phaseaction so they can be used in transformer "newability"
if i recieve another bug about phaseaction, im scrapping it completely and recoding it from the ground up.
2011-04-26 12:47:27 +00:00
wrenczes@gmail.com a73fd4e99f Converted CardPrimitive's basicAbilities from a map<int, int> to a bitset. With 92 abilities, that means our base container for abilities is now 16 bytes in size (down from 28), and is a fixed size, whereas the map would grow by 8 bytes per added ability. 2011-04-26 09:35:38 +00:00
wrenczes@gmail.com 425e49e608 Cleaned up some type conversion warnings. 2011-04-26 06:16:49 +00:00
wrenczes@gmail.com f5bd6b2794 Removed ABasicAbilityModifierUntilEOT. Zeth, please review - I started to try to fix the array notation of this class, but then realized that the compiler was optimizing out this class entirely out of the binary - it's not currently used at all. Is this deprecated, and just got left behind..?
(If you do have a reason to put it back, let's find a more compact way to write this.)
2011-04-26 06:15:58 +00:00
wrenczes@gmail.com 46168bfb6d Fixed tab alignment. No code changes. 2011-04-26 06:08:53 +00:00
Xawotihs f2a52edba7 - wait for SDL events intead of pooling them, this allow very smooth CPU usage
- added texture deactivate around each renderer call implemented in opengl es 1.1. It fixes a couple of artifacts but a couple are remaining
- added a compilation switch to allow simulation of opengl es 1.1 on desktop
2011-04-25 21:26:12 +00:00
omegablast2002@yahoo.com 9de076db75 added",once" tag for phaseaction, to denote that the effect is only to happen once before forcedestroy is declared.
auto=@movedTo(graveyard) from(this|battlefield):phaseaction[endofturn,once] token(Bird,Creature Bird,4/4,red,flying)
2011-04-25 14:48:03 +00:00
omegablast2002@yahoo.com cf46404ed1 bracket around wrong section sorry! ai now again uses level up the way it was taught before. 2011-04-25 14:32:47 +00:00
Xawotihs 071facd43d "Full" fullscreen support on Android 2011-04-25 12:48:24 +00:00
omegablast2002@yahoo.com 934e0af004 moved the eventsending for drawing cards into the resolve of adrawer. tho i think this will make this event unusable for "card draw replacement effects"...it really doesn't matter as i don't see card draw replacement being added to wagic any time soon, if ever.
2nd, having levelup and counters return effs separately.
2011-04-25 12:00:33 +00:00
wrenczes@gmail.com 1cbf3db582 Reducing the memory footprint: reworked the concept of 'colors' in CardPrimitives. What used to be an array of ints (ie 28 bytes) is now contained in a single byte, we use bit masking to support setting multiple colors on this variable. This also eliminates a lot of silly loops for setting colors in the code - now it's a straight byte copy.
Also thrown in are a couple of string to const string& conversions.
2011-04-25 11:20:07 +00:00
guzhenjie1@gmail.com b8310838f4 Corrected Serene Offering, Stream of Acid and a typo in Blightsteel Colossus' text. 2011-04-25 10:31:42 +00:00
Xawotihs 137ccdf446 - Activated debug and orientation management in Android manifest
- Coded double-click and orientation change for Android
- Clean up debug code badly introduced in opengl code in r3529
- updated Qt project to link against boost on linux
2011-04-25 10:04:44 +00:00
wrenczes@gmail.com 7a1ed5278a Wrong #define. 2011-04-25 08:42:47 +00:00
wrenczes@gmail.com 3ea5e54d95 Tweaks to allow the file usage statistics utils to run on psp. 2011-04-25 06:26:19 +00:00
wrenczes@gmail.com 0b1808a989 Style formatting. 2011-04-25 05:28:53 +00:00
wrenczes@gmail.com 56ab3ac5cf Minor code cleanup: removed a path to fetch thumbnails in the non-threaded code - at this point, it's trying to draw in text mode, so this shouldn't be here (it was always stepped over because of the options flag, so it was never executing anyway). 2011-04-25 05:26:46 +00:00
wrenczes@gmail.com ea2390e336 PSP specific compile error fix when Object Analytics is enabled. 2011-04-25 05:24:19 +00:00
guzhenjie1@gmail.com e91a6a31a0 Added Preeminent Captain.
Thanks to Spiwy and Zeth!
2011-04-24 16:07:54 +00:00
guzhenjie1@gmail.com 4a308455d1 Corrected following cards:
Boggart Mob
Oculus
Snapback
Weed-Pruner Poplar
2011-04-24 14:11:02 +00:00
wrenczes@gmail.com e82362d50a Missed a part of my psp side change for the ClearScreen change. Now the BeginScene call is consistent with the pc side, and calls clear. 2011-04-24 11:55:04 +00:00
wrenczes@gmail.com 6fbc019ecc Added object analytics around ExtraCost & ManaCost; some formatting style cleanup. 2011-04-24 10:33:38 +00:00
wrenczes@gmail.com be2a4ee4ec Mostly formatting cleanup, but a couple of openGL related fixes : don't call state change functions if their params haven't changed. In particular, we call ClearScreen() in several places in the code, but BeginScene() already does this. According to several openGL performance guides I skimmed through, if you call clear more than once per frame draw, performance will suffer.
This seems to help with issue r103 - on my win machine, it's substantially better; on psp, not quite as drastic, but it's still better than before.
2011-04-24 10:00:37 +00:00
wrenczes@gmail.com 9fdb3fbe3a Style formatting. No code changes. 2011-04-24 08:52:12 +00:00
Xawotihs 832904dce1 - Defined keys translation for SDL config
- Added boost thread files, that fixes all the threading/compiling/linking problems on Android ...
- Added opengles 1.1 code, there are still some bugs I need to tackle ... and I should realy split this file now !!!
- Added Android debug traces
- Hardcoded resources to "/sdcard/Wagic/Res" for the moment on Android
- Added a wagic SDL project for desktop, and the related SDL frontend used for Android. This frontend is currently mostly desktop based, it needs some work to be fully useable with touch and gesture on Android.
2011-04-23 21:30:36 +00:00
Xawotihs 4ed7f10def - Added SDL, libjpeg and libpng
- Added Android project and Java files
2011-04-23 19:25:48 +00:00
wrenczes d48176e390 Add ObjectAnalytics.h/.cpp to VS2008, QT projects. (Have we made an official call on deprecating 2008 yet?) 2011-04-23 17:05:22 +00:00
wagic.the.homebrew e1e52f910d - removed unused variables in Menu. These where used for the old moving "W" which is probably not coming back any time soon... 2011-04-23 13:52:46 +00:00