Commit Graph

986 Commits

Author SHA1 Message Date
Xawotihs
c2879b0b6e Fixed a selection problem sometimes hapenning on the hand zone in touch/mouse mode and removed dead code. 2011-07-14 21:21:24 +00:00
wagic.the.homebrew
8c79e0644c Fix memory leak in ATransforms ability
- Blame is on me for the bad design behind the "isClone" flag, I need to get rid of that flag in the long term.
2011-07-14 13:49:46 +00:00
wagic.the.homebrew
3148a25f3a - Manual cache cleanup in the menu to help a bit with issue 693. This is unfortunately not enough, we are dealing with ram fragmentation problems here :( 2011-07-10 13:51:39 +00:00
wagic.the.homebrew
e84ad44e47 - Extended TutorialMessages into a message system that shows up every time a new game is started.
-- instead of tutorial(my message), use message(my message) for such messages. 
-- Counting on people to use it, now that it's here ;)
2011-07-10 01:55:20 +00:00
wagic.the.homebrew
8546f3dff8 Fix for issue 700 (Basic Lands randomly stop working) 2011-07-09 09:25:31 +00:00
omegablast2002@yahoo.com
f88178f2cf refactored the typemin: cast restriction, there was a reported bug with it and while debugging it screamed refactor.
so i converted it from string comparisons and counting the battlefield..into targetchoosers with declarable operator.
simplified the code from the mess it was before into something alot easier to card code with.

example before:
mytypemin:less type(land),opponenttypemin:* type(land)
becomes
type(land|mybattlefield)~lessthan~type(land|opponentbattlefield)

the new syntax is:
type(targetchooser)~operator~number
type(targetchooser)~operator~type(targetchooser)
the operator are:
morethan
lessthan
equalto
2011-07-07 11:39:06 +00:00
wrenczes@gmail.com
c5963c3c23 Three improvements involving image caching:
1) prevent the textureQuad map from containing references to cards when we're returning a temp (card backdrop) image in the threaded version.
2) we had two copies of the pspicon image in the cache (ie the regular & managed).  Changed the reference in the DeckMenu code to use the managed instance.
3) Fixed a problem with a default constructor param that would set RESOURCE_LOCKED on certain images.  I noticed that the 'NEW' image was locking itself in the cache because no resource modes was being passed in, so the default constructor param was setting it to locked.  This seems like a bad idea - if you're not explicitly locking a resource in the call, that shouldn't be the default behaviour.

Also added an assert safeguard to catch the possibility of 'overlocking' an image resource, as this probably means the image fetching routine is being abused somehow.
2011-07-07 07:37:17 +00:00
omegablast2002@yahoo.com
a59dec1500 added "once" support for the remaining triggers that did not have it.
this is basically one activation for the existence of the trigger, meaning if it is used on a card, and the trigger exist for inplay, it will only activate one time while that card is inplay, it will activate again if the card leaves play and is put back in play again by another effect, 
this was originally added for cards such as the hidden enchantment cycle.
2011-07-05 14:14:18 +00:00
Xawotihs
c25dfe426f Fixed issue 677 2011-07-04 19:09:19 +00:00
wagic.the.homebrew
52b83a135c - Added TutorialMessage ability
-- Tutorial Messages are an ability like any other, except it can only be displayed once. Subsequent calls are ignored, the ability is removed from the game as soon as it is added
-- This allows to add event triggered messages ingame. Messages are either text, or images (I don't have an image sample, but rules/classic.txt has a few examples that might help)
-- only tested on Windows, although I made sure the PSP version compiles. Hopefully I also made the necessary for it to work in the touch version (touching the screen should be enough to close the tuto message)
-- Room for improvement: possibility to choose a title in text mode, possibility to have some messages depending on others (e.g.: don't show message X until message Y has been shown), improve some of the abilities and triggers to give more flexibility, add events outside of game, to allow tuto messages in deck creator, etc...
2011-07-03 08:47:51 +00:00
Xawotihs
7bb49068b1 Use Will's scrolling support to add next phase (scroll up) and interrupt (scroll down) in the duel state. 2011-06-26 20:51:45 +00:00
wrenczes@gmail.com
741f662bb0 Tied in my recent Android flick gesture addition to a Scroll() function. GameState now has a virtual function OnScroll() call that, by default is a no-op; each game state can choose to override how to respond to flick gestures. I've added one such override in the Deck Editor so that a flick up/down acts like the psp button up/down for scrolling between color filters. 2011-06-15 09:52:11 +00:00
Xawotihs
4bf255596f Activated mouse tracking in option and award menus. Activated offset support in SimpleMenu, it should help for issue 674 2011-06-04 16:22:45 +00:00
Xawotihs
40208c4835 Fixed issue 674 for deck selection in menu by mouse/touch 2011-06-03 20:01:50 +00:00
wrenczes@gmail.com
bed971c84c Last of my warning cleanup - as of this revision, all warnings in the windows build are gone. I've turned on the 'treat warnings as errors' option in the mtg project to mirror our makefile behaviour on psp. 2011-06-03 01:07:48 +00:00
omegablast2002@yahoo.com
cb9e5f2e95 as requested by doc, added a tag for lords to allow an over-ride for effect so theyre not removed from the game by GameObserver until the lords remove it themselves.
ie:
Card Name:
Quick Sliver
Mana Cost:
Converted Mana Cost:2
Types:Creature — Sliver
Card Text:Flash
Any player may cast Sliver cards as though they had flash.

without an over-ride testdestroy removes the observer before it can be any use to us.

i only enabled this for the lords/this'es....
2011-06-02 23:46:44 +00:00
wrenczes@gmail.com
945c2601d0 Fixed the SimpleMenu to recenter itself as its default behaviour during construction. (You can still override it to position it explicitly if needed.) This fixes the bad alignment of the menu when you'd select single player & the hermit mode was unlocked. 2011-06-02 18:27:00 +00:00
wrenczes@gmail.com
5b8ecd0cf7 More warning cleanup - converted certain class functions to return bool instead of int where appropriate. Also fixed the sdl update() tickCount assignment that I just broke in my last checkin. 2011-06-02 07:01:42 +00:00
wrenczes@gmail.com
90b1058ad5 More warning cleanup (type to type conversion warnings). 2011-06-02 06:14:28 +00:00
wrenczes@gmail.com
4018d17370 more compiler warning cleanup. 2011-06-02 05:48:37 +00:00
wrenczes@gmail.com
a06558be55 Some warning cleanup involving (seemlingly unintended) bool to int conversions. It seems that the original design intent was to pass down IDs to the base class JGuiObject, but certain classes broke the pattern with their constructors.
(One could argue that this ID is completely meaningless and could be entirely ripped out, as the IDs obviously never made it to their intended target...)
2011-06-02 05:33:45 +00:00
wagic.the.homebrew
34311a4499 - Removing "mCount" variable from GuiLayers 2011-05-29 04:40:13 +00:00
wagic.the.homebrew
a84eb8dc22 -Fix for issue 583 (fireball crash)
-- converted an array into a vector to avoid weird edge cases
-- fixed bugs with array "backupTargets"
2011-05-26 12:27:44 +00:00
omegablast2002@yahoo.com
31ed7d38e6 removing unused variables... 2011-05-24 03:46:06 +00:00
Xawotihs
00aa339a1b Fixed linking problem 2011-05-23 18:14:04 +00:00
omegablast2002@yahoo.com
0727343ebe first moved the def of handsize for a game into the rules.txt as discussed with wololo...
this update requires you to update your rules folder files!!!

2nd
added 2 new vanguard game modes.
Stone Hewer Basic - when ever a creature enters play, a random equipment with a converted mana cost less than or equal to that creature is put into play and attached to it.
this mode is unlockable, requirement = win a match where 10 or more equipment were in the battlefeild at the moment you won.

Hermit Druid basic- in this game mode, during each of the players upkeeps, a random land card from their deck is placed into the battlefield, these do not count against your 1 land per turn limit.
to unlock this, win any match with less then 10 lands.
2011-05-23 11:46:04 +00:00
omegablast2002@yahoo.com
4793ba76bb taught ai how to use ability fizzlers such as Glen Elendra Archmage...reworked fizzle to cover both cases of ai trying to target a card on the stack. 2011-05-17 13:58:28 +00:00
wagic.the.homebrew
9b63553c3e - Minor code cleanup (removed AABanishCard class and unused banishmentType variables) 2011-05-16 23:41:52 +00:00
wagic.the.homebrew
480875d57a - Subtypes "getValuesById" now returns a reference
- Minor cleanup of Transformer per one of my comments a few days ago.
2011-05-16 23:19:08 +00:00
wagic.the.homebrew
2f3e6b56e5 - Fix for issue 660 (changelings have become slower)
-- I removed the string comparison, which was expensive (the test is not necessary anymore, since it was "shielding" us from fake types (names), which are not creature subtypes, and therefore do not go through). I also moved one function call outside of the loop, just in case that wasn't optimized by the compiler.
- Removed unused Subtypes.cpp function (I don't really want people to use it, it can be quite expensive if used incorrectly)
- moved a test for issue 501 that has been fixed a while ago (we forgot to add the test to the test suite)
2011-05-15 14:38:41 +00:00
wagic.the.homebrew@gmail.com
1ee3c9eccc - revert r3645
- fix memory leak in GenericInstantAbility
2011-05-11 08:06:53 +00:00
omegablast2002@yahoo.com
2c9d029bdc fixed a memleak introduced in r3639..
i also changed the logic behind wololo "ueot " instant ability creator...instead of sending it directly to genericinstantability i created a new class called AGenericInstantWrapper...which handles the adding, cloning, removel ect, exactly how we have always handled "instant abilities"...this should correct any further "odd edge case" issues with the new "ueot " code...

later i will varify if it works with every single ability we current build with a wrapper class...and see if i cant remove them all and convert "ueot " into the NEW until end of turn handling method....lets cross our fingers as it would remove ALOT of extra code if successful....
2011-05-10 18:52:51 +00:00
omegablast2002@yahoo.com
e275a599b7 ok this may, or may not get me yelled at...but i can explain why i do it in rules...so don't kill me :(
added 
"offerinterruptonphase=blah"
to the parsing of the rules.txt files...the reason i want to handle it inside the rules.txt....
originally i was going to use the options variable for this, then i realized that if i use that variable, it would apply it to every game mode and peoples custom games...so instead i added the parsing in the actual rules.txt files, this way, if we want to offer interrupt on phase blah to MTG, but NOT have this interrupt offered in a mod or different mode, or if the different mod or mode should offer you a chance to interrupt ai in a different phase ...you can set each rule to interrupt in the phase you want...

now for the reason i added it in the first place...previously we were allowed an interrupt when the opponent drew a card in the draw step, this gave us a chance to do stuff on opponents turn....
recently wololo i beleave made draw actions not use the stack anymore(which was a good change, since as per MTG rules the actions of drawing is not a stack action)...but as a side-effect, we lose our chance to interrupt ai and do stuff on ais turn....

also, changed the ingame bonus thing, to start recording stuff towards bonuses on turn 2+...this solves reported issues with story mode "setting up" causing massive bonuses to be gained for doing nothing.....
2011-05-10 17:08:08 +00:00
wagic.the.homebrew
aed68a2cd9 Fix for issue 652 (Use Tidal warrior several times causes a crash) 2011-05-10 11:37:46 +00:00
omegablast2002@yahoo.com
01cfbf5a02 couple bug fixes, changed a subkeyword of transforms "removesubtypes" to "removealltypes" remove all the types of the card, added "removecreaturesubtypes" to maintain previous support it was used for. 2011-05-09 15:55:34 +00:00
wagic.the.homebrew
b1ea63cd79 changed Subtypes map into a vector, hoping for some speed improvements. 2011-05-09 13:56:22 +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
2c0b5baab7 Fix for issue 647 (Evil Presence cast on a swamp removes mana ability) 2011-05-08 09:06:56 +00:00
wagic.the.homebrew
ab33d29682 - Fixed a bug where the AI would block its own attacking creatures (I reintroduced that bug recently when I removed a safeguard Zethfox had added a while ago)
- Added a way to specify "no interrupt" in modrules.xml (I need to write a doc about this file) for a given game. This does not mean the stack does not show up (the stack is interesting to see what the opponent does), but that it only offers to continue.
2011-05-07 11:58:37 +00:00
wagic.the.homebrew
f96635541d - Fix for issue 650 (tidal Warrior effect doesn't end at end of turn)
- Fix PSP compilation
2011-05-07 04:10:47 +00:00
wagic.the.homebrew
b26bfb09bd Fix Build error on psp 2011-05-06 13:46:20 +00:00
wagic.the.homebrew
7beb958067 Adding a way to mark decks as "locked" based on options requirements (option on or off). Can be used for example to lock a deck until a specific set is not unlocked. Works for both player decks (could be used for premade?) and AI decks. 2011-05-06 06:40:00 +00:00
wagic.the.homebrew
efad3f652f Minor refactor of menu text for "move" abilities. Zeth, Dr.Solomat, please let me know if something goes wrong. 2011-05-06 04:43:27 +00:00
wagic.the.homebrew
12228b51a0 - Minor refactor of "transforms" ability
- Updated changeling and transforms to only get creature types (as initially intended by the code), removed hardcoded list of "types to avoid"

The test suite passes
2011-05-06 03:52:35 +00:00
wagic.the.homebrew
1e2ed785eb Fix for issue 646 (Tidal Warrior) 2011-05-06 02:27:49 +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
748af5b461 - Adding a generic "ueot" effect. This will be initially confusing, but the ultimate goal is to get rid of all the particular cases we handled with "until end of turn" effects. this "ueot " works like "may " and "choice ", it has to be at the very beginning of the ability(ies) it targets. The reason is to avoid conflicts with the existing "ueot" we have all over the place. I have only tested it with transforms and loseabilities for now (see "ovinize") but hopefully this will become the new norm. This should also reduce the code inside the parser, long term.
- Adding "Ovinize" as an example of this new keyword.
- moved "parseBetween" in utils as I am using it in other files for wome work in Progress.
2011-05-05 06:18:50 +00:00
wrenczes
5041916fdd Fixed the psp build breakage in r3595. Erwan, pls review - I think that the subtypesToType map probably should be unsigned ints instead of signed, but I wasn't about to sweep through the file right now. 2011-05-04 10:27:18 +00:00
wrenczes
0cb8c50b39 Replaced ManaCost's int array with int8_t. Shrinks ManaCost by another 24 bytes, which in turn lowers CardPrimitive's footprint by the same amount. 2011-05-04 10:02:47 +00:00
wagic.the.homebrew
d922d4fe06 - Added "loseSubtypesOf(type)" ability. For example, loseSubtypesOf(land) means "target loses all its land subtypes"
- Added Evil Presence, as an example of the new keywords loseabilities and losesubtypes. It's quite experimental but I added 3 tests that cover the basics. Please report if you find bugs.
- moved the "lands produce mana" rules outside of the primitives, and into the external rules. This was a necessary step to create cards such as Evil Presence. 
- real support for subtypes. Needs some more testing, but there are now functions in Subtypes.cpp to know if a given subtype is a creature subtype, or a land subtype, etc...
- minor refactor of MTGDeck.cpp

Notes:
- I checked that the AI can still use lands
- This change has a bad impact on primitives loading performance (thanks Wil for the loading time output). This is probably due to suboptimal algorithms and data structures for subtypes. If the impact is strong on lowend devices, I can probably optimize a bit (the map subtypesOf could be changed into a vector with some work)
- The test suite passes, added 3 tests for evil presence.
2011-05-04 04:04:03 +00:00