* created three new utility functions that return a vector of matching abilities, colors and types
* migrated all activated ability impl into AllAbilities.cpp. Perhaps we could break AllAbilities up into separate impl files for manageability?
One for Activated abilities, another for triggers,etc
fixed some layout issues with detailed info popup
changed requirements for detailed info popup button to be determined by the number of wins aginst AI deck instead of just the number of games.
synced stats info for mana curve on detailed display on deck selection screen so only up to
Constants::STATS_MAX_MANA_COST+1 is used instead of the currently hard coded 15.
- had some problems compiling for the PSP. I assume I was the only one, please let me know if the "include JLogger" lines are not needed (they were needed for me)
- Fix a memory leak when playing in "random deck" mode
- Prevent the AI from playing cards with a cost it cannot understand (ExtraCosts with a target).
Blitz Hellion
Deathcoil Wurm
Laccolith Grunt
Laccolith Titan
Laccolith Warrior
Laccolith Whelp
Line Wolf
Pride of Lions
Righteous Fury
Rhox
Thorn Elemental
Tornado Elemental
Wolf Pack
Removed Foosteps of the Goryo. It cannot work right now for the same reason as Miraculous Recovery cannot work.
* Add multilingual support for utf-8.
* Use japanese as a test case (removing the old tentative support).
* A number of shortcomings affect this code.
+ Bugs :
- This splits algorithms used to determine the length of a string
and to render it in two: either the string starts with an ascii
char and the monobyte, variable-space algorithm is used, or it
does not and a multibyte but fixed-space algorithm is used.
This shortcoming also exists in the code to support chinese.
- From the above comes the biggest limitation: any string that
starts with an ascii character but include non-ascii characters
will not be rendered correctly.
- This does not and cannot support chars outside the BMP. This
probably won't matter, ever.
+ Todos, fixmes, wishlist :
- Single-width characters with diacritics are reported as
double-space chars. It doesn't matter too much at the moment, but
should be fixed in the future.
- Font support currently only includes japanese.
+ Performance and compatibility notes :
- Chinese code has not been switched to utf-8, to maintain backward
compatibility. We should switch it at some point in the future,
but ponder the right way to do it first.
- Retaining the support for chinese with a non-international
charset hurts performance (by making some methods uselessly
virtual).
* Still, this generally works and is extensible (it can be used to
implement korean, traditional chinese, etc, without any more code).
Implementing languages with diacritics needs an improvement of the
bool doubleWidthChar() method.
In this change, I made the CardGui's RenderBig() and AlternateRender() functions protected; anyone wanting to render a card simply calls RenderCard(), and the card drawing mode is passed along as a param.