- IMPORTANT: Legendary is not an ability anymore, creating cards with super types should be much more natural. You can now say "type=Snow Land", and stuff like that. No backward compatibility!!!
Gives the user the opportunity to earn some credits for performing various tasks.
Known bugs removed, tested stability-wise, not so much game-wise.
Lots of to-dos and ideas still remaining, better balance between task difficulty and their rewards needed - please comment.
Usage:
Enter shop, open menu, select 'See available tasks'.
All tasks in the list are active, until they expire ('Days left'; day passes after each duel (won, lost or quited)).
You can finish any of the tasks and get bonus. For particular task, the bonus gets a bit smaller every day (until expiration).
- Adding cycling. Check Akroma's vengeance in ONS for an example. Note that this uses autohand instead of auto, this is important! You can also use autograveyard.
- All "auto" activated abilities should work with autohand, so this is not only for cycling, but could be used for other abilities as well. For example autohand={3}:cycling can also be written autohand={3}{S}:Draw:1
- Lords are now taken into account in AI statistics. (To display information, uncomment RENDER_AI_STATS in config.h)
- fixed a potential segfault with NoFizzle
- Code cleanup
- fix issue 142 . This will lead to other issues for some cards. These issues can be fixed by using targetcontroller/controller...etc
- Added a few cards
-reduced SFX Quality. This seems to fix the Bug with samples getting silent on the PSP (issue 112), and improves loading times. If you think this is unacceptable, let's discuss it
- AI now should play fetchlands' ability, although still not "efficiently"
- Fix a bug where the game would crash if a card has a valid alias to a hardcoded card that is in no _cards.dat (starwars mod cards aliasing a MTG card)
- fix issue 65 (quads when no image load slowly in shop/deck editor)
- Possibly fix issue 92, please let me know if it reproduces
- Fix issue 97 (Deck editor: weird behavior of deck display)
- Fix issue 39 - please verify
- Issue 56 can probably be closed as well
- Fix issue 86
- Fix issue #16 (testsuite segfaults if file does not exist)
- Fix issue #37 (Normal Combat Damage is not dealt to creatures when the AI attacks)
- TestSuite now has an "AI" mode (see test/manual/p2_attacks.txt)
* Numerous cache fixes, reduced filesystem access.
* Cache fails very gracefully.
* Cache is now a templated class, with individual caches per data-type.
* Much easier to extend.
* Extensively debugged. Try compiling with -DDEBUG_CACHE.
* Caches limits can be set on a per-item basis.
* hgeParticleSystemInfo are now cached, mana particles now fall back to defaults.
* Samples are not cached, but track filesystem misses using the cache backbone.
* Avatars are cached. Default baka avatar is now baka.jpg, to prevent collision with player.
A note on the retrieval types:
RETRIEVE_MANAGE puts a resource into a seperate, managed resource list.
Managed resources are guarenteed valid for the lifetime of the program.
Retrieving a managed quad promotes the associated texture to managed. Don't do that by mistake.
Calls to Resources.Refresh() will attempt to reload managed resources in place.
RETRIVE_LOCK (and by extension, RETRIEVE_VRAM), returns a resource after locking it.
A resource may have many locks, and remains in cache until they are all released.
If the resource is managed, it returns it unmodified.
A note on quads:
Unlike all other RetrieveWhatever() functions, the default behavior for RetrieveQuad is RETRIEVE_LOCK. Worse, Release(JQuad*) is slow, and will /always/ release one lock from the associated texture.
There's a long and complicated explanation for this, involving support for live relinking of textures to existing quads, but basically what it means is that we only use RetrieveQuad for quads we intend to store and later Release(). If a temporary quad is needed, the preferred method is to use NEW JQuad* and SAFE_DELETE with RetrieveTexture(). RetrieveTempQuad is also provided, but is only guaranteed until the next call to the cache.
Note that RetrieveCard has none of these problems.
- 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
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.
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
- Updated Parser mechanism. Right now this doesn't change functionalities much, but should be more readable, and make it easier to code some new abilities in the future
- Fixed regenerate, broken with r532
- Death Ward now works
- I think "&&" now works with all abilities, needs to be tested...
I tryed everything for weeks, adding lines of codes with no success...Finally the answer was so simple as 2 lines of code...
Also added/removed from code Spitting earth and corrupt... Need to chase and remove all the lookalike/alias in the rest of the code. And also as usual will require further testing...
Grü.
L.
- Magic 2010 - inplay becomes Battlefield. Wagic is still compatible with both, but try to use "battlefield" from now on. For example moveTo(battlefield) instead of moveTo(inPlay)
- Magic 2010 - "Removed from game" becomes "Exile". Wagic is still compatible with both, but try to use "exile" from now on. For example moveTo(exile) instead of moveTo(removedFromGame)
- Magic 2010 - "End of turn" step becomes "end" step. Wagic is still compatible with both, but try to use "end" from now on. for example: "@next end" rather than "@next endofturn" (not sure this is more clear than before, but at least it's consistent with the rules)
- add Mercadian Masques, Mirrodin, Odyssey -> let's do some cleanup!
- Attempt at solving a bug with AI+psychic venom (manaburn), not tested
- Added Abrasax's monocolor AI decks
- Momir better randomizer
- Removed 64 Abilities limitation, I hope...