Commit Graph

245 Commits

Author SHA1 Message Date
Anthony Calosa 5985c518f6 buff.c_str() 2015-09-20 14:17:43 +08:00
Anthony Calosa 0e90426cff Support for Silumgar Assassin, Minor PT color and Token, Clone Indicators
When a creature is damaged and has critical life, PT turns to
red(critical life is 2 and below), if a card has a powered down status
like from -1/-1 counter, the PT turns to thistle, if powered up above 4,
the PT turns into yellow, default is white. legendary eldrazi pt is
violet. Token Indicator is T, and C for cards with copy abilities(so we
can differentiate them from originals), TC for both token and copy cat
cards.
2015-09-20 13:19:03 +08:00
Anthony Calosa c372ffa111 Switching PT, Token Indicator
Added Switching PT like Layer 7e, Token Indicator for cloned Cards
2015-09-19 23:25:33 +08:00
Anthony Calosa e25b78953c other indicators must be somewhere else 2015-09-19 10:29:02 +08:00
Anthony Calosa 81f0c916f5 readjustment 2015-09-19 08:04:26 +08:00
Anthony Calosa ef690f6438 update pt colors 2015-09-19 07:50:04 +08:00
Anthony Calosa 11124205e5 basic color code on PT
if a creature was damaged or has a negative toughness bonus, the pt
changes to crimson red, if the creature was not damaged and has power
buff, the color changes to spring green, normal was default white.
2015-09-18 20:16:28 +08:00
Anthony Calosa b2b54b7c5b attribute -multicolor will return single colored cards
use iscolorless to find colorless... :)
2015-08-31 22:03:41 +08:00
Anthony Calosa 29ac95362d multicolor correction
not multicolored is single colored or monocolored not colorless...
colorless has no color...
2015-08-31 19:06:51 +08:00
Bjørn Snoen 928ca3497a More code compliance. New tests. 2013-12-21 19:31:32 +01:00
Bjørn Snoen 60219411f6 Coding style compliance 2013-12-21 14:33:44 +01:00
Bjørn Snoen 20e878a102 Made damager keyword work. Fixed Executioner's Swing in mtg.txt 2013-12-21 11:05:15 +01:00
Tobias Loose 12b71de63c Render small cards as thumbnails 2013-12-06 19:51:42 +01:00
Tobias Loose 667b95f2b8 Refactor gamestatedeckviewer and add a grid view suited...
for bigger screens.
2013-12-05 23:06:30 +01:00
Tobias Loose 94c3ac9ad9 Fix FTBFS 2013-11-17 21:02:08 +01:00
omegablast2002@yahoo.com ad50ce1d48 added a few items to translate on card gui. names and text should now correctly translate in trophy room and shop. 2012-12-31 16:17:38 +00:00
omegablast2002@yahoo.com 9564250179 added targetedplayer as a who for most abilities and token reciever..
adjusted the way cardsacrificed events were sent

added a ability which is a way to tell a targeted player, yourself, or opponent to do a set of abilities.
ability$! EFFECT _ EFFECT !$ WHO 
the idea here is that the abilities are being added to the targeted players game...so 
target(player) ability$!target(<2>*|myhand) reject!$ targetedplayer

this line tells the player to discard 2 cards...

you can also use it without targeting by using WHO words..
controller, owner, targetcontroller, opponent, targetedplayer

this ability defualts to opponent.

cards coming soon...
2012-03-18 15:57:35 +00:00
omegablast2002@yahoo.com 97bd418aac in this commit, if we move a card from the library to the library then we were intending on placing that card on top of the library.
taught ai when not to play a planeswalker, told ai to look for planeswalkers as a card type to play.
fixed a crash related to tokens and cardgui..tokens dont have models....
made a 1 line change to deckveiwer that makes it usable on touch devices and improves the overall look and feel of deckveiwer....
2012-03-13 16:20:19 +00:00
techdragon.nguyen@gmail.com 719fb41dc2 changed FALSE/TRUE references to true/false. I think TRUE/FALSE is a windows thing only. It is causing compilation errors on iOS. 2012-02-16 06:48:51 +00:00
rodrigodemoura@gmail.com 45b4272c5e Include the Phyrexian mana display. Include more features in modrules.xml: Now is possible to change font color, Size. Include icon tag. Is possible select position to show the icon, size and where the image is stored
<item name="icon">
 <position x="0" y="25"/>
 <iconposition x="1" y="2"/> 
 <filename>menuicons.png</filename> 
 <sizeicon>5<sizeicon>
</item>
Issue: 663
2012-02-13 15:28:55 +00:00
Xawotihs@gmail.com bd1afebbea Hid Subtypes behind MTGAllCards and added a mutex to be able to use both singleton from several threads. 2012-02-12 22:20:05 +00:00
omegablast2002@yahoo.com 53b1c4a742 2 major bug fixes and 1 minor fix
first somehow accidentally line 3616 mtgability.cpp removefromgame was adding an observer instead of removing it, this explains "abilities sometimes acting strangely or not being removed"...I'm surprised it didn't create memleaks or extremely visible side-effects...
2nd fixed a bug where triggered abilities would share a menu with activated abilities of a card when ever you had enough mana floating to pay an activated ability before the trigger resolved.

adjust the way ai calculates if it should use cards like wrath of god, though it is still open to using it at a random chance, i noticed that the method we use might not be the best.
an ability with an eff of 1 for example actually has a 10% chance of being choosen....
lets say rng rolls 3402
when you % this it simply takes the 2 last numbers making this roll 2...meaning that unless we assign no "random chance to do blah" the actual chance of ai using a stupid ability is 10%...I'm leaving that logic how it is tho I "unfactored"(?) it to make it easier to track the numbers, also added a debug trace to help see how often we hit "lottery chance" ...
fixed a minor crash from multiability trying to fetch menutext when no abilities existed in the vector anymore.

this patch introduces a new subkeyword for "may " which is syntax pay(manacost)
auto=may pay({w}) untap
this is to allow the card group that was coded using the activated ability loophole i described at the start. it works the same way as it did with the loophole only it is actually something we want to happen instead of a flaw in the engine...you float the mana same as before and when the may line is triggered it will check if payment can be made with exist mana if so then it displays the menutext for the ability, if that ability is choosen it then charges you the mana directly before activation. 

this patch also include flip( ability, tho not intended originally for this version, I had previously had it finished and was polishing it right before I noticed the bugs above. since this keyword is not intended to add cards for this version, I wont go into massive details about it at this time.
2011-12-25 01:01:20 +00:00
wagic.the.homebrew 54a2f949b7 - Fix case sensitivity issue for some card sounds
- added null checks for "shadow" textures
2011-12-12 13:10:33 +00:00
wagic.the.homebrew c9fd53808f - fix compilation issue on psp
- attempt at reducing loading times on the PSP: I merged a few graphics files together, removed some unused calls from the initialization functions, and moved some other ones to have a more lazy approach. The PSP version remains fairly slow in some parts (especially loading, but also entering the shop, or starting a new game), so I will try to reduce file access as much as possible in the days to come. Not a release blocker IMO though, but I4d sure love if it were faster.
- uppercased "Track1.mp3" to be in line with the actual filename. Most likely this had been broken forever on case-sensitive OSes
- I removed costly calls from the textscroller. I believe it wasn't very useful in its previous state. Now it's only "advertising" for unlockable stuff, which I think is ok (and allows to refresh it every time the menu is loaded)
- As a counterpart, added a "% complete" progress bar in the menu, something I wanted to add a while ago.
2011-12-11 13:48:24 +00:00
omegablast2002@yahoo.com d01a5531d9 fix for shop crash. in the shop there is no "game" so cards in booster packs are never assigned a observer as no observer is ever created at this point. 2011-11-27 14:25:24 +00:00
wagic.the.homebrew dca6d3ad38 - Fix for issue 762 (render tinyCrops broken) 2011-11-20 13:09:52 +00:00
omegablast2002@yahoo.com 2240c14f56 only draw red and blue boarders on cards parent/child relationships if the connect rule is active, there is no way it would works correctly otherwise since connect rule is what handles the clean up and adding of cards to these vectors. 2011-11-13 20:05:25 +00:00
Xawotihs e50fdba648 - Replaced static parts by per-instance parts of of several classes when they were not threadsafe (AIMomirPlayer, SimpleMenu, Trash, AIAction, MTGCardInstance, ATutorialMessage, MTGRules). The direct consequence is that we could consumme more memory. So, tell me if you have problems with low memory devices (PSP), there are some threadsafe optimizations that could be implemented if needed.
- Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails).
- Replaced usage of CardSelectorSingleton by a card selector per game observer.
- Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ...
- Cleaned up the game observer constructors
- Fixed several problems in action logging code while testing proliferate decks
- Cleaned up Threading implementation based on QThread
2011-11-06 17:31:44 +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 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
Xawotihs 9adb9d625d - reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
2011-10-01 13:30:30 +00:00
omegablast2002@yahoo.com 2bb651c5b4 fixed a crash in "white" rendering when you don't actually have the graphic for "white". 2011-09-23 19:05:10 +00:00
wagic.the.homebrew c633dc805f - Adding "connected cards" color rendering
- Made "booster" check mod-dependent in test suite
2011-09-23 07:24:24 +00:00
omegablast2002@yahoo.com ac01adc6b8 added a check for "if(game" to painting of currentactioncard, menuobjects can exist when no game instance is present, this fixes a crash i introduced in buying shop boosters. 2011-09-03 16:21:41 +00:00
omegablast2002@yahoo.com 6399917d25 changes:
added abilities:
proliferate
ProliferateChooser:new targetchooser for cards with counter and poison counters "proliferation".

MenuAbility:new internal ability to create custom menus of abilities which can be activated in sequence one after another.

multikicker, syntax kicker=multi{b}
works with variable word "kicked", the amount of times it was kicked.

target=<number>tc,target=<upto:>tc,target=<anyamount>tc,target(<number>tc),target(<upto:>tc),target(<anynumber>tc);
multitarget is now supported with the exception of "devided any way you choose" which can not be supported becuase we allow detoggling of targeted cards with a "second" click....so you can not click the same card 2 times to add it to the targets list twice for example.
this is minor, as the bulk of multitarget is not "devided"
removed 's' parsing for multitarget, added a limit of 1000 to "unlimited" for easier handling; we currently can't handle activation of an ability on a 1000 cards very well on any platform(infact i don't suggest it)

Countershroud(counterstring), this MTGAbility allows you to denote that a card can not have counters of the type "counterstring" put on it.
"any" is for no counters allowed at all. this is a replacement effect. cards state that they can still be the targets of counter effects, however on resolve nothing is placed on them instead.

@counteradded(counterstring) from(target):,@counterremoved(counterstring) from(target):: these are triggers for cards which state "whenever you add a counter of "counterstring" to "target"; added counterEvents struct; 

other changes:
added support for ai handling of multitargeted spells.

changed a few of delete( into SAFE_DELETE(, safed up a couple areas where they did not seem safe to me;

added better handling of menus presented to ai, it will try to select the best based on eff returns.

added varible lastactioncontroller for ai use, it keeps it truely from ever tripping over itself and brings ai more inline with MTG rules.

converted TC into a protected member.
added "abilitybelongsto" string to tc, and set "owner" of the tc. a tc should never belong to "no one" it should always have a owner.
abilitybelongs to string is solely for easier debugging, i found it was a pain to never know what ability created a tc while i coded multitarget. the owner of the tc is the only one that should be using it, if an ability needs to declare the opponent as the owner (choose discard which is currently unsupported for example) this will allow us to better handle that situation by setting the tc owner in the ability which called it.

rewrote the logic of "checkonly" in ai choose targets, the only time it is "checkonly" is when it is trying to see if it had a target for a spell before it cast it, i now set this in the actual function call instead, the old method was far to error prone.

wrote logic for ai checking of menu objects presented to it,
ai will now make better choices when a menu is presented to it based on what it already knows. this changes it from it's old method of "just click the first option".

taught ai how to use multi-mana producers such as birds and duel lands by adding a method for it to find it's mana for a payment. it can effectively use cards like birds of paradise and sol ring(without locking up). It's primary method of pMana searching was maintain for performance(no need to deep search if we have it in pMana).

added a vector to actionlayer to store mana abilities for pMana. this provides us with a dramatic improvement when mana lords are present by reducing the amount of objects that need checking when ai checks pMana.
with 80 mana objects and a ton of lords one instance i checked went from 8000ish checks down to 80<===big difference.

added "tapped" green coloring(sorry i missed that!)...added red coloring to current actionLayers current action card (usually the source).

changed "type(" restrictions second amount from atoi into wparsedint for more flexiable coding.

add "&" parsing to CD targetchooser, removed "iscolorandcolor" variables and functions becuase they were a hack the real fix was this.
cretaure[dragon&black&blue] a creature that is a dragon, and black and also blue.

changed some of the ai computeactions and
removed unneeded gaurds in ai chooseblockers, they did more harm then good.
2011-09-01 20:03:26 +00:00
wagic.the.homebrew 78efba08b1 - fix for counters slowness on psp 2011-07-30 14:29:12 +00:00
wagic.the.homebrew 794be140ce - graphical representation of counters. see graphics/counters/quest.jpg for an example
- rewrote some code dealing with text formatting for a card when rendering in text mode. I could swear my code has been reverted. If somebody has good reason to believe we should re-process the string formatting on every frame, please let me now. I believe my change can help rendering speed of text mode a lot.
- counters change to vector instead of array
2011-07-29 17:43:45 +00:00
wagic.the.homebrew fe98b3ca68 Removing the feature that loads the "big" card instead of the thumbnail when the thumbnail does not exist. Too many people using incorrect HQ packages are complaining about performance issues, so this will make the problem go away, and force people creating those packages to make them correctly 2011-07-13 12:58:21 +00:00
wagic.the.homebrew 9827e3f915 - Attempt at "fixing" issue 705: loading card frames (used for text mode) in 16bits instead of 32 2011-07-11 15:09:39 +00:00
omegablast2002@yahoo.com 700ee1a7db reinstated target coloring, added text display for stonehewer and hermit mode unlock. 2011-07-08 19:39:47 +00:00
wrenczes@gmail.com 7c65191faa Fix the build - missed submitting a change that was a part of my warnings cleanup, was open in another changelist. 2011-06-02 17:11:10 +00:00
techdragon.nguyen@gmail.com 82058e97c5 * fixed some formatting
* pruned out unused local variables. 
----  There's no need to define something if it isn't going to be referenced. It consumes extra memory temporarily and more than anything is a potential cause for confusion down the road.
2011-05-08 11:56:25 +00:00
wagic.the.homebrew 691a1e1b91 - Fixed a Bug where AI would not block any attacker in Demo mode (bug introduced in r2759)
- Fixed a Bug where AI would not correctly assign blockers if the first attacker is super strong.
- Added a hack to prevent AI from an infinite loop while choosing a target. There are edge cases where the AI gets to choose the targets for a TargetChooser that doesn't belong to it. I couldn't dig too long for the root cause, so I added a "return 0" when the case happens. Should probably open a ticket
- Added a "Hint" System in AI decks, to help the AI with its strategy. This is not really usable yet, it only works with abilities (not cards to play), and I only added some basic code for counters and tokens. This can probably be extended, but let's wait until we see it working on that other game I'm working on, before rushing into adding hints to all AI decks...
- minor cleanup of AI Code
2011-05-05 14:27:46 +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
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 8610531bf3 Fixes for exclusion/inclusion combinations of colors or abilities. 2011-04-28 05:01:06 +00:00
wrenczes@gmail.com 0b1808a989 Style formatting. 2011-04-25 05:28:53 +00:00
wrenczes@gmail.com ba07ca2334 Improvement on my last change for reducing the formatted text caching: chopped it out altogether. I ran some profiling to see how much time on the psp it took to process the formatting on the description text (ie word wrapping it into several lines to fit on a card), and it ends up taking an average of 0.14 ms per card. For context, 60 fps is 16 ms. So clearly the formatting time is not the bottleneck here, and we gain no real performance caching the text, but lose memory due to pooling. So I cut it out entirely of the base class and we format on the fly during renders.
I also profiled this after the fact, as we have an open bug on poor drawing performance on psp when in text mode - it turns out that in the AlternateRender() function, my numbers look like this: 10.2 seconds were spent in JBLFont::DrawString(); 0.5 seconds were spent in my new helper FormatText() call, so we know where the perf hit is now.

I compared before & after on the psp with this mod, and the difference really isn't perceptible.  (It's still juddery, but no worse than before.)  I'll look at the DrawString() call next to see if we can make it any faster, although at first glance it looks like a pain.
2011-04-23 09:54:19 +00:00
wrenczes@gmail.com 224b140f9f First pass at reducing the overall memory footprint: moved GetFormattedText() out of CardPrimitives and into MTGCard. The idea being, only keep the formatted text around for cards that are actually in use.
Also fixed a subtle memory pooling issue in the RenderCountersBig() routine:  if you're in regular card display mode, the idea is that formatted text is only fetched if you flip into alternate render mode.  However, in this function, if counters are being drawn, it would fetch the formatted text in order to determine where to draw the counters, EVEN IF the counters count was zero.  So it had nothing to draw, but it meanwhile pooled the formatted strings into memory anyway.
2011-04-22 16:04:41 +00:00
Xawotihs 78e34386ee Android cross-compiling fixes regarding constants 2011-04-20 20:14:25 +00:00