Commit Graph

16 Commits

Author SHA1 Message Date
Anthony Calosa
cf0f9d43fa exile zone
player only, todo opponent and ability activation for exile
2015-10-26 06:50:19 +08:00
Xawotihs@gmail.com
f45c8e1d41 Just won my first Wagic network game :)
In details:
- I removed my player swap idea, it caused tons of issues with randoms
- instead I simply keep both peer on the exact same game and added one single parameter allowing to configure the view on the game. So, each peer is rendering the same game (gameObserver class) from a different player point of view (DuelLayers and related classes).
- a lot of gui stuff are missing to prevent user forbidden interactions but it works fine on Windows
2013-01-26 16:42:16 +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
Xawotihs
c25dfe426f Fixed issue 677 2011-07-04 19:09:19 +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
wrenczes@gmail.com
5a1e8e6ffe More reorganization work around CardSelector and the singleton pattern. Broke the source for the singleton into its own separate source file, to keep things clean. Also broke apart a circular header dependency: CardSelector defines and uses a SelectorZone, which is a member inside of CardView. CardView in turn is used heavily by CardSelector. Instead SelectorZone is now defined within CardView (where it's set & controlled anyway).
I've also added my current work on the zone navigation system (class Navigator) - it's currently turned off for now (the override for this is inside of CardSelectorSingleton's Instance() call, simply comment out the NEW CardSelector and uncomment out the NEW Navigator line.)  It's functional, but I want to do more testing before considering wiring it into the game options or something similar.  (Also, note that it currently doesn't support the mouse functionality added by DJardin.)

Lastly, there's a bug crash fix in ActionStack that I tripped across while testing - basically, an illegal index value would have us walk off the bounds of a vector.
2010-10-31 07:50:53 +00:00
wrenczes@gmail.com
e2de03d987 Some organisational prep work before I start working on a new navigation method (ie replacement for CardSelector). The current design was to allocate a CardSelector and pass in its pointer to a variety of classes via their constructors. To simplify things, now we use a singleton style pattern with an Instance() function - this means that when I implement a new class to replace CardSelector, I only need to modify what's returned by the singleton callback - as long as the new pointer class supports the same function calls, it'll be a straight drop-in. 2010-10-22 08:41:44 +00:00
wrenczes@gmail.com
211deca011 I'm still planning on a more ambitious navigation mod, but this is a simple interim change to the existing navigation model that allows you to use the up/down keys to navigate directly to an avatar. This means that if you open your card hand & need to cast a spell that targets the enemy avatar, you can simply hit the up key a couple of times instead of navigating left (through potentially a huge number of cards if you're in a long, drawn out match). 2010-10-18 04:01:18 +00:00
Xawotihs
e8ecd74361 Mouse support in graveyards an library browsing during battle 2010-10-13 22:28:19 +00:00
solo81@web.de
897114af70 Added the new zone "OPPONENTHAND" (by Zethfox).
Zethfox: "Opponenthand gui access, cards that target(*|opponenthand) can now be coded as such, target chooser will activate allowing you to click the new icon under the avatar of the opponent and open the opponents hand Gui so you may select the target card."

Cards in opponents hand are only viewable when target choosing would allow you to enter that zone! ;)


- Added the new keyword "NAME". (by Zethfox). 
When used in an autoline it replaces an autoline's "ability" text with a custom ability name. 
The basic phrase is: "auto=name(whatever you want) &&".

Example card:
[card]
name=Order of the Stars
abilities=defender
auto=choice name(white) && counter(0/0,1,White) all(this)
auto=choice name(blue) && counter(0/0,1,Blue) all(this)
auto=choice name(black) && counter(0/0,1,Black) all(this)
auto=choice name(red) && counter(0/0,1,Red) all(this)
auto=choice name(green) && counter(0/0,1,Green) all(this)
auto=this(counter{0/0.1.White}) protection from white
auto=this(counter{0/0.1.Blue}) protection from blue
auto=this(counter{0/0.1.Black}) protection from black
auto=this(counter{0/0.1.Red}) protection from red
auto=this(counter{0/0.1.Green}) protection from green
text=Defender (This creature can't attack.) -- As Order of the Stars enters the battlefield, choose a color. -- Order of the Stars has protection from the chosen color.
mana={W}
type=Creature
subtype=Human Cleric
power=0
toughness=1
[/card]

The popup window for this card will now contain a list with 

"white,"blue","black","red" and "green" 
instead of 
"ability","ability","ability","ability","ability".

This will make a lot of cards much easier to handle!


- Added 42 successfully test using one (or both) new keywords.
Card list --> First comment


Note that we did not add tests for both new keywords:
It is simply not possible to write them yet! They will follow as soon as they are possible. We guarantee that everything we submitted in this revision has been tested excessively!
2010-08-13 00:38:56 +00:00
jean.chalard
39c5a3d465 J :
* Fix u32 into JButtons.
* Add a few comments.
* Remove useless variables.
2010-02-24 17:28:17 +00:00
wagic.the.homebrew@gmail.com
2c863867d2 Fix for issue 29, please review both code and result, thanks :) 2009-10-05 12:07:38 +00:00
wagic.the.homebrew@gmail.com
48c57a4fed Erwan
- fix issue 36 (Life points hidden by big card)
2009-09-26 11:08:20 +00:00
wagic.the.homebrew@gmail.com
833fbba6c2 Erwan
- fix issue 22 (Graveyard display messed up)
- fix issue 38 (graveyard and library unusable)
- fix issue 59 (can't cancel a spell with a target)
2009-09-26 10:03:52 +00:00
jean.chalard
384fd1ad08 J :
* Fix a warning
2009-08-22 06:43:49 +00:00
jean.chalard
b2f75d45e7 J :
* Add missing files.
2009-08-22 06:01:52 +00:00