Commit Graph

18 Commits

Author SHA1 Message Date
wagic.the.homebrew@gmail.com 7ce2c563e1 Erwan
- 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
2009-09-13 12:42:18 +00:00
jean.chalard 34d973c60d J :
* Create selection zones to remember the last card the cursor was on.
2009-09-12 12:57:50 +00:00
jean.chalard ea92876d7b J :
* Fix a little memory leak.
2009-09-07 17:18:46 +00:00
jean.chalard 5b473a1505 J :
* Fix almost all tests.
* This version "nearly" works.
2009-09-07 14:37:32 +00:00
jean.chalard 74bd57cb55 J :
* Fix a bug where a creature dying would not leave the battlefield.
2009-09-05 15:38:01 +00:00
jean.chalard e5b09cf5ec J :
* Fix a bug where combat damage would be wrongly assigned.
2009-09-05 15:05:16 +00:00
jean.chalard 2e7570fdea J :
* Add some pretty printers to help debugging.
2009-09-04 13:22:15 +00:00
wagic.jeck f220d2e9b9 Jeck - Cache and resource manager merged, streamlined.
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.
2009-09-03 09:28:16 +00:00
jean.chalard 7214248494 J :
* Some more tweaking for combat.
* This still doesn't work, but it's closer.
2009-09-03 02:16:53 +00:00
jean.chalard 336412f006 J :
* Fix PSP compilation errors
* This does not magically make it work
2009-08-31 16:55:03 +00:00
jean.chalard f407fa31ef J :
* Display the avatar in the damaged list if the attacker has trample.
2009-08-31 12:35:16 +00:00
wagic.the.homebrew@gmail.com 0454fb20ec Erwan
- fixed textures cache bug
- fixed one card in TMP
2009-08-31 12:22:43 +00:00
jean.chalard 6dab048a9e J :
* Interface for damage assignment.
2009-08-31 02:00:33 +00:00
wagic.jeck 79fe55c71c Jeck - Quick patch to GuiCombat so it continues without the missing file. Did someone forget to commit OK.png? 2009-08-29 08:39:46 +00:00
jean.chalard 1496f9ecd2 J :
* Really not pop out when not my turn
2009-08-28 15:16:03 +00:00
jean.chalard 71e9a3b2cc J :
* Attempt not to display when it's not my turn.
  Does not work because of the internals of GameObs, will ask when I get
  the chance
2009-08-28 14:22:06 +00:00
jean.chalard 2ff279fad8 J :
* Order blocker interface.
2009-08-28 13:57:12 +00:00
jean.chalard b2f75d45e7 J :
* Add missing files.
2009-08-22 06:01:52 +00:00