and make the linker put every data element and function into its own section.
On linktime, we can output every discarded section and get a list of dead
code (for that build).
fixed a compiler warning in SimplePopup in the constructor declaration
===DECK Editor changes ===
Added two touch buttons , one for "Sell Card", the other to switch between Deck and Collection.
changed swipe Left/Right to rotate card collection; removing the previous action which was to swap between deck/collection viewing
Note: GameStateDeckViewer isn't a JGuiController so can't leverage off the mButtons vector. Thus, the buttons have to be handled by this class separately. (setButtonState, userPressedButton)
- Added an "ACTION_LOGGING_TESTING" mode in the gameObserver. When this is defined, the game reloads itself in every update. I want to use that to track undo problems. Be aware that it kills performances and crashes with the testsuite if you want to activate it.
- Various cleanup/refactor of the game observer.
- Added a gameObserver == operator to compare two games
- Added player mode to the player serialization
- Added a multi-threaded mode to AI_CHANGE_TESTING. For the moment it's only useable with Qt. If you want to use it without, just defined a thread_count higher than 1.
- Refactored random generator class to use list intead of queue
- Defined a specific type for interrupt decision instead of int
moved debug framerate message to be 10px higher. current position covers the credit count on the game shop screens.
changed hard coded numeric values for menu ids to Labels. ( this was done only to GameStateAward )
small add with big impact:
added the useage of castrestriction on triggers and activated abilities.
this can be used to create such cards as library of alexandria.
{t}:draw:1 restriction{type(*|myhand)~equalto~7}
and replace instances were we were putting false triggers on the stack from abilities which contained nested aslongas...
meaning cards like epic struggle, won't need to be triggered every turn even if you have no creatures...
for epic struggle here is an example of how to replace it
@each myupkeep restriction{type(creature|mybattlefield)~morethan~19}:wingame controller
any of the current cast and other restrictions can be used. this includes turn:1 <===and various others such as phase based checking.
syntax is
restriction{ whatever casting/other restriction you want }
a nice quality of life fix for false triggers (which don't mean theyre incorrect, just annoying when they trigger when they will do nothing)
another example would be the triggers on cards like
skullcage.
auto=@each opponent upkeep:aslongas(*|opponenthand) damage:2 opponent >4
auto=@each opponent upkeep:aslongas(*|opponenthand) damage:2 opponent <3
becomes
auto=@each opponent upkeep restriction{type(*|opponenthand)~morethan~4}:damage:2 opponent
auto=@each opponent upkeep restriction{type(*|opponenthand)~lessthan~3}:damage:2 opponent
now instead of triggering every opponent upkeep even without a resolve...it will only triggers when the restriction requirement is met.
enjoy :)
note:all test pass.
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.
- Added method to build a card collection independently of the GUI to ease my unitary test application
- Added part of some network GUI I'm working on, it's #ifdef out, I'm only committing this part to ease later merges
- Added the beginning of a serialization code of the Player and related classes used for network support
- various other minor cleanup
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid. We're going to need to add more defensiveness to JGE to protect against this.
Other changes in this check-in: WResourceManager doesn't derive from JResourceManager anymore. It actually didn't require anything from the base, so I killed the dependency. Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.
I've build this & tested against PSP, win, linux, QT (linux). I haven't tried against iOS and QT Win, or Maemo. If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
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
(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) )
- Attempt at solving issue 247 (missing background image for trophy room). I think I attempted that a while ago and it caused some crashes, so let's revert this change if this happens
Added basic transition system that works with GameApp's phases. Currently does a fade-out between elements, which works well in some places and not-so-well in others. We'll definitely want to think about where and where not to use it... they'd work a lot better if we could spawn a thread to handle loading the next state while transitioning.
Also cleaned up the shop a bit, so it uses ReadButton() instead of GetButtonClick()-- hence the slight change to JGE. Added a tiled image for the task board, which loads conservatively (I tried 128x128, but it didn't look as good).
* updated daily build
* Card spoiler now sorts by collector's number.
* Metadata looks for "[m" (for speed reasons), I've been using "[meta]" in files. No sets currently use metadata.
- Card Primitives system. Check Royal Assassin in RV, 10E, M10
- Please review, is sets/primitives a good directory? Should we rename MTGCard into "CardPrint"?
- Unfortunately for now it is not possible to "override" a Primitive. A card that links to a primitive but also defines new "values" will create its own data and ignore the data in the "linked" primitive for the time being. I hope to solve that at some point...
- Loading the "awardback.jpg" file in 16bits instead of 32. This should extremely reduce the probability of crashes (issue 247)
- Added some error debug message for the test suite when a card cannot be found