Commit Graph

35 Commits

Author SHA1 Message Date
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
0b9ff076e6 Please update your rules folder
- "Manapool empties at the end of each step" becomes an ability, and was moved into the external rules file. "removemana(*) to remove all, removemana(*{G}) to remove all green, removemana(*{G}{B}{R}) to remove all green black red, removemana({G}{G}{B}{U}) (no "*") to remove a specific value.
- Added a possibility to make abilities non interruptible. With little work, this could be added to the parser if needed. Please use with care, let's discuss what is an acceptable usage of this now functionality, if needed.
2011-05-03 11:59:27 +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@gmail.com
6fbc019ecc Added object analytics around ExtraCost & ManaCost; some formatting style cleanup. 2011-04-24 10:33:38 +00:00
omegablast2002@yahoo.com
1b6991107b few changes here, mostly small bug fixes,
recoded altercost, its finally not using a dirty clean up.
this fixes the bug with it not effecting ai also and the bug where it was ineffective when combined with affinity creatures...

removed a aspect of the wolf class...
soft coded support for aspect of the wolf...using word variable subkeyword "halfup" and "halfdown"
it can go anywhere a parsable word vairable is stringing...i preffer the front of it...
these are Wparsedint subkeywords, not keywords you can use with standard abilities...
its meant to return half the varible rounds up, or down...

fixed player not losing with cantlifelose when they have 10 or more poison...the player should die.

reworked taplandformana, i send the main card as a target now, check against the cost if its affordable...anyways, i discussed this bool function a while back with devs and wololo saw the same issues i saw in it...he then removed it from being used as an if statement...i changed it back to an if statement with the new checks...we are either going to go back to a void, or go all the way bool, but not inbetween.
2011-04-16 17:00:51 +00:00
omegablast2002@yahoo.com
93d9347566 added "colors" to word variables
========================================
added a function to return the action element id by mtgcardinstance.
=======================================
refactored all 5 combat triggers to be handled in a single class, this change helps reduce the "bits and pieces" of trigger restrictions which some did support while others didnt, it also allows for easier editing and debugging if future code needs to be added to it.
refactored the parsing for the combat triggers also, so that a combat trigger can be built from a single object if it only contains "or"...amongst other reasons.
the new syntax is auto=@combat(blocking,attacking,turnlimited,once) source(TC) from(TC):effect...all the same words are still used, except they are now all included inside the combat(-----) this includes restrictions for the triggers. if a card still needs multiple triggers from some reason...it is still 100% allowed to have as many as you want, with whatever you want inside them...check updated primitive for examples.
the required sections are auto=@combat(atleast one trigger) source(TC):effect.

=========================================

moved the limitsperturn "limit:" from genericactivatedability up to its parent class activatedability, did this for the following reason
first rules correction, the previous method tracked uses on resolve, which is incorrect, it should count as the ability is fired and placed on the stack.
second, it keeps all the actiavted ability restrictions in the same place, this is the location we are checking summoning sickness, actived restrictions such as "myturnonly" ect. makes sense to handle it in the parent.
third, it allow any and all future activated abilities easy access to "limit:" if needed, it would only require adding a limit string to pass on construction to the child classes instead of recoding the same exact checks as genericactivated.
=======================================================
reworked "name(" so that it no longer is required to be used inside a "&&" ability, also it no longer will create a MTGAbility object with a false return. that was just dirty of me :/
enabled "name(" to replace the menutext of alternative cost. 
"other={cost} name(holy cow)"
will display "holy cow" instead of "pay alternative cost", this change is nice because we ended up using "other" cost for WAY more then originally planned...now we can label it exactly what it should say when you click it.
======================================================
added a subtype keyword for powertoughnessmodifier so that you can basically switch on non-static variables for it...lifetotal/lifetotal nonstatic...PT can now except all word variables as i added reparsing of the ints, had to maintain old methods as ai needs them to decide what to do with them.
======================================================
removed the following extremely redundant classes
both ABecomes classes---atransformer has become far superior to it, i kept the "becomes(" parsing tho, and it will act exactly as it use to, except now it has access to most of the subkeywords of transforms...it also now allows word variables. and excepts "forever" as a tag. added "newcolor" subkeyword to transforms to create the "becomes(" adding a color without removing colors effect. "becomes(" now returns a constructor for ATransformer that emulates becomes( exactly as it worked before.

both forevertransformer classes, the only difference between the 2 was one subkeyword, and "forever" did not return a "destroy()"...i recreated this in less then 4 lines and a bool. that was sloppy of me :( i guess we learn and improve.
============================================================================
i removed the parsing of card casting restriction from the first pass when cards load, instead of making it a cardprimitive object, i now simply pass the string through the card and build the restrictions when theyre actually needed and checked.
this change allowed for alot of clean up, removing enum and dependancy on cardprimitive, and combining both allowedAltCast and allowedtocast functions checks through a new function "parseCastRestrictions"...this change keeps all the cast resrictions in a single place, which makes it easier to debug or add if needed, and while i was at it, i enabled it so cards can now contain as many restrictions as you want *of the available ones* 
added "turn:" as a restriction to make it so "fourth turn" could actually be ANY turn you list, this allowed me to remove a dirty line of code which was checking if a card was o converted cost but had a suspend...lotus bloom...which can not be cast normally..for cards like this now you can use restriction=turn:200 or otherrestriction=turn:200....
=========================================================================
added Phyrexian Mana...svntax {p(r)} ....this will always be payable with 2 life, but if you have a red mana for this example, it will charge you the red mana instead...you can have any combination of P mana you want in any of the games manacost.
===================================================
reworked a bit of the ai logic i added, it now has true interrupting and can now correctly target for fizzles, Ai will go into full out counterspell wars with you now...
===================================================
added a ingame reward system with fancy flying text animations, they reward the player with actual credits, but are extremely hard to trigger off, theyre not meant to be something you see every 5 secs, but something that when you see them trigger you go "damn that was cool"
the triggers and effects are as follows
first the combo system:
you have to chain cast 5 or more card, without tapping or being interupted, tiny bonus for this..chain is broken as soon as you or your opponent tap something.
next combo level is
Abundant Resources - chain 10 or more spells same condition 
then
killer - chain 15 or more same condition
this will include a flying text render once a chain is successfully started (5+ cast)
this bonus can be triggered multiple times in a match

the next bonus is
+ //creatures entering play consecutively will allow you a chance 
+ //to gain a bonus for maintaining force sizes, it will trigger every 10th
+ //creature which enters play consecutively.
this is restarted every time a noncreature enters play.
the levels are as follows, 
Deadly Force Bonus! -10 creatures enter play consecutively
Extreme Infantry Bonus! - 10 creatures enter play consecutively and you maintain a force size of 20+
Malignant Conqueror Bonus! -10 creatures enter play consecutively and you maintain a force size of 40+
this can only be triggered once per level per match.

next bonus is given for having alot of a specific type come into play under your control during a match, this bonus only triggers once per match.
the levels are:
Toy Collector!
Beast Tamer!
Vampire King!
Lord of Swarms!
Master of Elements!
Zombie Apocalypse!
Sword And Shield!
Medic!
The Promenade!
Heavenly Host!
Teeth And Scales!
its pretty easy to figure out what each requires to trigger, teeth and scales for example is dragons, wurms, drakes, and snakes.
the final bonus is deal 100 damage from a single source in a single damage event, this one triggers only once per match.
============================================================
fixed the following bugs::::
regenerate was not working for non-creature regeneration ie:welding jar

ai would sometime get stuck in a infinate loop tho extremely rarely while deciding what to do, the cause 
if (clickstream.empty())
computeActions();
is NOT enough...ai should NEVER be computing actions (finding a card or ability to play) when it is NOT the active player..meaning, it does not have priority. 
g->currentlyActing() is the player that has priority. 
if (clickstream.empty() && g->currentlyActing() == this)...loop fixed :)

dynamicability had a couple weird results, from sources which dont have an amount to return, i now check this and if non, the amount is 0.

transformer will no longer add the same types a card already has..

removed an unneeded 
if (!activated) ....oris bug seems to be corrected with this change.

wrapped limitsperturn checks in a conditional to skip it if there is no limit string. 

added safer method to get the target of the combat trigger. the previous could potentially cause a crash if you interrupted the ability while the combat trigger was on the stack, it would do a call to "getnextopponent" and return a null pointer. i now send the opponent with the event. 

fixed a crash that would happen when a card did not have a type= line. having a type or subtype line is now optional. and highly recommended to avoid using "type=nothing"

moved a function call in buyback isreactingtoclick so that it checks if its in the hand before parsing the restrictions for it.

removed allowedtocast function calls from the alternative payment types, they are only supposed to check allowedtocast if it is something like "buyback" and kicker...not "you may pay this instead"....

corrected an issue with type: variable where it would add the amount depending on the activeplayer. to correct i added a method to call TargetZoneChooser::targetsZone( with a mSource...so that you can set the source card for the scan.

note: all test pass.
2011-04-12 20:54:34 +00:00
omegablast2002@yahoo.com
3f090c7be8 added basic suspend.
syntax
suspend(number of time counter)={cost}
suspend(3)={g}
2011-02-25 18:40:23 +00:00
techdragon.nguyen@gmail.com
4cbf3ddeb5 removed extraneous function. Not meant for last check in 2011-02-09 13:21:26 +00:00
techdragon.nguyen@gmail.com
2c0da5e7e6 added copy constructor with operator=
updated constructor for ManaCost*

TODO:  May have to look at ManaPool in case that needs updates as well.
2011-02-09 12:03:15 +00:00
techdragon.nguyen@gmail.com
767983631a * moved deck saving to end of match. It now only saves when you've actually completed a game.
* added additional meta data for decks when saving them back to file.
  - decks saved this way now are split into three regions: creatures, spells and lands.  It's more for a visual sorting if a
     player wanted to look at the deck outside of the game.  It does not impact the deck loading negatively at all.  It may
     increase performance in cases where the deck was previously defined using the canonical names of the cards as the numeric ids
     reduce the work done when looking up the cards by name.
* modified ManaCost toString method.
* added toString method for ManaCostHybrid ( possibly make ManaCostHybrid a subclass of ManaCost)
* added additional operator overloading for ManaCost for printing to cover ManaCost when it's a pointer as well as a copy
   ( TODO: might want to check if making usage of ManaCost as a copy as opposed to a ptr is really necessary in most cases. )
* added alternate version of "trim" to handle trimming temporary strings as returned by things like ostringstream.str().
 - This was necessary since the PSP compiler doesn't do the necessary adjustments for those types of calls.
2011-02-04 12:37:44 +00:00
omegablast2002@yahoo.com
473abd9814 im forced to do this commit in whole instead of parts as originally planned, and before my beta test period of the changes is complete BECAUSE there are people doing "clean up" and the MASSIVE amount of conflicts i have to resolve from it is WAY too much for me to take on after nearly 200 hours of coding this patch. i cant seem to get enough respect to have people hold off on "clean up" so this brings me to being forced to do a full commit before playtest period is done, so they can go ahead with there *super important* clean up.
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.

first bug fixes, and there were many, 
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed

token text now displays source name and tokens abilities

fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.

epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.

extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.

angelic chorus bug fixed, the card will be soft coded now.

and many other minor bugs fixed, hard to remember all which were fixed.

now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",

all true landwalks will now be supported.

new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned 
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]

you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines

card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle

[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature 
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]

other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.

[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]

activated ability gained a new restriction "opponentturnonly"

variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature

draw:type:ally <---counts the allys in your field. self explanitory

draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much

draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.

new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.

new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])

new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)

new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.

livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.

token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.


phaseout <--self explanitory

spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.

stacking flanking, requires 2 abilities unfortunately

[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking 
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]

removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.

added new tools for transforms
,setpower=number
,settoughness=number
removetypes

morph
autofacedown={0}:morph

eradicate <---same as the card name.

cumulativeupcost[ <--self explanitory

upcostmulti[ <--an upcost that will resolve with a && ability

phaseaction[ phase name ] ability

an ability that will trigger on the stated phase name.
also support for phaseactionmulti[

new triggers added:
@vampired( <--sengir vampire effect
@targeted( 
@lifeloss(
@lifed(

add a special ability builder called dynamicability
it acts alot like a choose your own adventure book

dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.

variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent

the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.

new gameoption
First turn player:player, opponent, random
who takes the first turn

added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.

taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.

im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.

cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
2011-01-21 20:18:56 +00:00
techdragon.nguyen@gmail.com
e53c16f700 No code change just reformatting of header files.
finishing up my reformatting of the source from November/December following the guidelines that were posted.
some extra things I added:
   * Any empty virtual declarations were kept to one line.  
   * Enums were split up into separate lines to promote uniformity across all headers. ( each header file had a different style for enums)
2011-01-21 18:01:14 +00:00
wagic.the.homebrew@gmail.com
6d3d4c1792 Erwan
- refactor of MTGRules.cpp (buyback/flashback/retrace/alternative).
This change has been reviewed by myself, Wil, and Mike. The test suite passes.
More cleanup can be done, I will work on that later on.
2011-01-21 10:27:45 +00:00
wrenczes@gmail.com
2d30dece25 Sigh - revert out changes relating to my boost::shared_ptr experiments. (Did I mention I hate AnkhSvn? Why does it auto-select files in other changelists?? ) 2010-11-02 04:31:10 +00:00
wrenczes@gmail.com
1325fff26b Fixed the vs2010 solution - included newly added files to the project. 2010-11-02 04:28:32 +00:00
wrenczes
d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00
omegablast2002@yahoo.com
b507053a1d fixed storm spellcount, affinity/manaredux invis mana, added true "retrace" added 3 new extra cost types. 2010-09-14 17:15:33 +00:00
omegablast2002@yahoo.com
99da45f400 Added support for "buyback" and "flashback" with optional auto=buyback/flashback line support. 2010-09-10 18:00:37 +00:00
omegablast2002@yahoo.com
0b4dde558b added support for alternative casting cost, evoke, added support for phantom cycle,hydras, added support for exile/bounce as casting cost 2010-08-30 18:45:38 +00:00
wagic.the.homebrew@gmail.com
22a35d2265 Erwan
- Added remove/add counters as a cost, patch by Salmelo, thanks man!. See primitives/mtg.txt -> Thallid to see how it works
- added test for i286 by salmelo
- added basic display for counters (this needs improvement) by salmelo
2010-03-22 04:26:42 +00:00
wagic.the.homebrew@gmail.com
da9a82cff4 Erwan
- removed some unused code. Please review!
- Added protection from() auto keyword. It is still possible to use protection from [color] in abilities, but when it is not possible, please use protection from([target]) in auto=
2009-11-21 07:26:26 +00:00
wagic.the.homebrew@gmail.com
61cb849d33 Erwan
-attempt at issue 81. It will do for now
2009-10-04 08:39:34 +00:00
wagic.the.homebrew@gmail.com
9704ee4a24 Erwan
- opponentshroud small bug fix
- added "kicker=" line and "kicker" auto keyword. See Vines of Vastwood (ZEN) for an example. WARNING: kicker= line has to be AFTER "mana=" line
- daily build
2009-09-27 09:53:29 +00:00
wagic.the.homebrew@gmail.com
0dfa3f2e16 Erwan
-fixesRockslide Elemental, Welkin Hawk
-Added messages for Manapool updates
-Cleaned up ManaProducer code
2009-08-26 14:30:24 +00:00
wagic.the.homebrew@gmail.com
75720b9459 Erwan
-Fix for sacrifice costs
2009-06-09 14:07:07 +00:00
jean.chalard
dd054c4963 J :
* ostream printing of JGui objects.
2009-05-23 08:34:50 +00:00
wagic.the.homebrew@gmail.com
33e79e234e Erwan
- Cache size is now an option
2009-04-19 06:02:29 +00:00
wagic.the.homebrew@gmail.com
6582a1972a Erwan
- Added Momir Basic mode :)
2009-04-04 12:52:36 +00:00
wagic.the.homebrew
6d1d5d751a Erwan
- new Ability : ALifeGiver (bottle gnomes)
- Added a few cards from Tempest
- Hybrid mana fix for hybrid mana involving uncolored mana costs (see tests/generic/hybridmana2.txt - spectral possession)
- Fixed bugs with targetting for TargetAbilities
- Fixed multiple sacrifice abilities cost (Siege gang commander, see tests)
- Fixed a small font issue
2009-02-11 09:38:20 +00:00
jean.chalard
1ab9af85a6 J :
* Fix warnings
2009-02-01 08:20:42 +00:00
wagic.the.homebrew
b6a17098a4 Erwan
- Added Dr Solomat's TEMPEST expansion
- Added Sacrifice as part of the cost of activated abilities. Making it work as an extra cost for "put in play" still requires some work though. "Render" methods need to be written correctly
- Added cards with sacrifice in the existing sets. Most of them need testing...
2009-01-25 09:20:01 +00:00
wagic.the.homebrew
027e1b9bba Erwan
- Updated alternate render
- Display hybrid mana cost on alternate Render
- Display big card in graveyard
- gray out alternate render when targetChooser is active
- Non-copyrighted avatars for the AI. They suck...
2009-01-17 10:16:10 +00:00
jean.chalard
3bb2c431c9 J :
* Split constants file to have them in a single place.
2009-01-06 13:07:28 +00:00
jean.chalard
c97dd1f260 J :
* Remove ^M's.
* Re-indent automatically.
* Remove whitespace at the end of lines.
2008-11-12 13:45:42 +00:00
wagic.the.homebrew
d45e3b101b 2008-11-02 09:50:16 +00:00