Commit Graph

3383 Commits

Author SHA1 Message Date
solo81@web.de
f754efd2ee Fixed Lymph Sliver and Crib Swap.
Added Orzhov Basilica. I guess it was deleted unintentionally in the past.
2011-05-02 20:29:21 +00:00
wagic.the.homebrew
b7cc42ed67 Moved "reset damage on creatures at cleanup phase" outside of the engine and made it an ability. This is mostly because I need this for the mod I'm working on, but I hope it can be used by others 2011-05-02 14:02:12 +00:00
wagic.the.homebrew
53f45a8b8e cleanup: Remove "computeXX" functions and XX variables, these were always returning X/2 in all cases.
Test suite passes
2011-05-02 11:28:04 +00:00
wagic.the.homebrew
13dd07973e Removing "oldSchoolDeathtouch", as it seems Cockatrice and Thicket Basislisk are now softcoded. Zeth, Dr.Solomat, please review :) 2011-05-02 08:44:02 +00:00
solo81@web.de
2c4efb9cd5 Fixed Urabrask the Hidden in mtg.txt. 2011-05-01 16:36:51 +00:00
wagic.the.homebrew
e100bd826c Refactor of the parser. The goal is to reduce maintenance cost, by refactoring some of the most frequent "copy/paste" we have in there. This removes roughly 500 lines, going from 4850 to 4350 lines. I'm getting closer to my goal of getting this file back to 4000 lines :)
Crossing fingers I didn't break anything major. The test suite passes, though I expect some edge case bugs to appear. Apologies in advance, I think this change is worth it.
2011-05-01 15:53:13 +00:00
guzhenjie1@gmail.com
14c56f0510 Corrected following cards:
Gitaxian Probe
Glasses of Urza
Ingenious Thief
Lay Bare
Peek
Persecute
Sorcerous Sight
Talas Explorer
Telepathic Spies
Walker of Secret Ways
Wanderguard Sentry

name(look at opponents hand) target(*|opponenthand)
 ==> 
name(look at opponents hand) target(*|opponenthand) 0/0 ueot
2011-05-01 15:39:42 +00:00
guzhenjie1@gmail.com
de12a114e7 Corrected Pith Driller. 2011-05-01 14:17:29 +00:00
guzhenjie1@gmail.com
e31dd9dbf5 Corrected some typo in NPH cards.dat 2011-05-01 12:22:17 +00:00
solo81@web.de
ed420d4f97 1. Added ",sourceinplay" to:
Arrogant Bloodlord
Ceremonial Guard
Cinder Wall
Fog Elemental
Gemini Engine
Goblin Sappers
Rainbow Vale
Stoic Ephemera
Teferi's Veil
Thawing Glaciers
Time Elemental (only to "sacrifice", not to "damage:5 controller"! --> rules on Gatherer)
Undiscovered Paradise
Vebulid
Wall of Nets



2. Removed ", sourceinplay" from:

Wall of Tears

Following the rules, a creature blocked by Wall of Tears is indeed returned to owner's hand even if Wall of Tears has left the battlefield before the end of combat.

This is the same reason why several cards did not get ", sourceinplay":

Example case for not adding ", sourceinplay":


Tolarian Entrancer

"The control change has no duration; you’ll retain control of that creature until the game ends or until some other effect causes it to change control. It doesn’t matter if Tolarian Entrancer leaves the battlefield, 
or if Tolarian Entrancer has already left the battlefield by the time the “at end of combat” ability triggers".

This is also true for all cards which have a certain effect on other creatures blocking or having been blocked by it. 


3. Added "once" to:

Basalt Golem
Frostweb Spider
Joven's Ferrets
Wicker Warcrawler
2011-05-01 11:08:56 +00:00
solo81@web.de
d58e3fe30b Updated Astrolabe and Barbed Sextant by adding the "once" tag to their [phaseaction] code. 2011-05-01 10:23:25 +00:00
solo81@web.de
d28847d929 Updated all Clockwork creatures by adding the "once"-tag to their phaseaction code.
Without this change, the Clockwork family was losing a +1/+0 counter at the end of each end of combat after having attacked for the first time.
2011-05-01 10:11:38 +00:00
solo81@web.de
a9ca76e77e Added New Phyrexia (NPH). 2011-05-01 09:44:30 +00:00
wagic.the.homebrew
8b6400e12d Cleanup of some trigger parsing 2011-04-30 15:52:48 +00:00
wagic.the.homebrew
0933294ca4 Fix an issue where pressing "triangle" on the PSP in the play menu would crash the game 2011-04-30 13:43:12 +00:00
wagic.the.homebrew
847a11f6ec fix an issue where the PSP would not find the rule files 2011-04-30 11:28:25 +00:00
wagic.the.homebrew
cde63ed4be Fix for issue 640 (Keldon Marauders crash on PSP) 2011-04-30 06:44:17 +00:00
wagic.the.homebrew
cd07248df5 UPDATE YOUR rules FOLDER!!!
- This is some Work in progress to make Wagic less "game" dependent.
This change especially is an attempt at moving away from some dangerous patents owned by some company.
It introduces "modrules.xml", a global configuration file describing dynamic settings for any given Wagic mod. It is very basic for now, but allows to customize a bit. In particular, it allows to remove the concept of shop and deck editor from the game, dynamically generate the main menu, and represent card activation with a mask rather than a rotation.
I have a sample in progress which I hope to submit in the days to come, a proof of concept (nothing fancy yet) for another type of game using these ideas, as well as a few other things I introduced recently.
In the future, I am hoping to extend modrules.xml so that it entirely describes the rules of a given card game. the other files in rules.txt will describe "extensions" to the core rules, just like they do right now, so this new file does not make them obsolete.


- Also fixed minor bugs I stumbled upon while developing
2011-04-29 17:30:57 +00:00
omegablast2002@yahoo.com
654f4d34bb don't want to include players in this rule. 2011-04-29 14:59:12 +00:00
omegablast2002@yahoo.com
0fba6994a6 fixed a reported bug with @vampired, it was tricky, but ultimately i had to move the building of vampevent outside of TRVampired...the reason being that all instances of TRVamp were able to send and react to other instances of it sending out "vampevents", so move it into rules so only one object handles that, also changed the method it was handled, it now maps the cards with a 2nd vector of the vampires...basically "this card was dealt damage by X, Y, Z this turn"...
let me know if i missed some strange edge case somewhere. as far as i tested, it seems to work just fine.
2011-04-29 13:24:02 +00:00
solo81@web.de
95987c6d87 Removed NPH folder. Was unintended, sorry! 2011-04-28 22:19:59 +00:00
solo81@web.de
72e1d8079e Fixed Nullmage Shepherd + Sword of Feast and Famine. 2011-04-28 22:17:49 +00:00
omegablast2002@yahoo.com
669f8744b6 changed a previous fix a bit, also, altho this is not the "layers system" and we don't really support it, i thought i could atleast support the reapply of p/t bonuses from counters for atransformer...
and while messing around i found out that i forgot an important check in the new kicker with menu, to check if the card was still in the hand :P
2011-04-28 15:17:49 +00:00
omegablast2002@yahoo.com
59a8afb745 reinstating a piece of counters code i commented out which was originally explained to me as a "bug" when infact i found a ruling on it which was added during timespiral block...putting a +1/+1 counter on a creature which has a -1/-1 counter on it does indeed cancel out BOTH counters. good thing i didn't delete it. 2011-04-28 12:35:14 +00:00
omegablast2002@yahoo.com
7840e3cde8 fixed a issue where token workaround revealed that 2 "may" abilities back to back screws up "isInterrupting" player variable..this was only when the may ability contained manaproducers, which truely no longer use the stack in any format. 2011-04-28 10:20:42 +00:00
wrenczes@gmail.com
531c7f20ae Turned back on the shadow drawing. This wasn't meant to be checked in, only temporarily disabled while debugging. 2011-04-28 08:49:53 +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
8610531bf3 Fixes for exclusion/inclusion combinations of colors or abilities. 2011-04-28 05:01:06 +00:00
Xawotihs
7e4364b484 - Allows writing on sdcard
- Bound "back" key to menu, "volume down" to next phase and "volume down" to interrupt ... like on the N900 :)
2011-04-27 21:19:25 +00:00
guzhenjie1@gmail.com
86042c206a Added "once" limit for following cards with phaseaction[endofturn]:
Blood Frenzy
Brood of Cockroaches
Celestial Sword
Goatnapper
Crazed Armodon
Dark Maze
Dragon Whelp
Farrelite Priest
Giant Caterpillar
Initiates of the Ebon Hand
Mogg Cannon
Puffer Extract
Rainbow Vale
Rukh Egg
Season of the Witch
Surprise Deployment
Transluminant
2011-04-26 15:20:40 +00:00
omegablast2002@yahoo.com
6e6ccddbde fixed a crash witnessed when ai was trying to get the efficiency return of aamover the ai had a target, but the ability did not have a target, when "destinationZone()" was run, the game would crash due to a null pointer.
increase the "random" chance to use unknown, the old method almost always returned 0.
2011-04-26 14:49:15 +00:00
omegablast2002@yahoo.com
ef942d46b5 2 changes,
comparing counters to p instead of isAi(), and hope to close off an edge case where ai would get stuck cycling through setting the target of a may ability. caught it stuck 2 times while watching demo. i watched demo for close to an hour without seeing any adverse effect, and without getting stuck, tho this is so hard to debug, since there is no call stack loaded for this case when it happens.
2011-04-26 14:10:57 +00:00
omegablast2002@yahoo.com
2e25d24f20 2 changes
first, subjecting manaproducers built unnested to the same restrictions/limits/sideffects as thier activated ability counterparts...
2nd
allowing either "," or " " to be a seperator for the variables in phaseaction so they can be used in transformer "newability"
if i recieve another bug about phaseaction, im scrapping it completely and recoding it from the ground up.
2011-04-26 12:47:27 +00:00
wrenczes@gmail.com
a73fd4e99f Converted CardPrimitive's basicAbilities from a map<int, int> to a bitset. With 92 abilities, that means our base container for abilities is now 16 bytes in size (down from 28), and is a fixed size, whereas the map would grow by 8 bytes per added ability. 2011-04-26 09:35:38 +00:00
wrenczes@gmail.com
f5bd6b2794 Removed ABasicAbilityModifierUntilEOT. Zeth, please review - I started to try to fix the array notation of this class, but then realized that the compiler was optimizing out this class entirely out of the binary - it's not currently used at all. Is this deprecated, and just got left behind..?
(If you do have a reason to put it back, let's find a more compact way to write this.)
2011-04-26 06:15:58 +00:00
wrenczes@gmail.com
46168bfb6d Fixed tab alignment. No code changes. 2011-04-26 06:08:53 +00:00
omegablast2002@yahoo.com
9de076db75 added",once" tag for phaseaction, to denote that the effect is only to happen once before forcedestroy is declared.
auto=@movedTo(graveyard) from(this|battlefield):phaseaction[endofturn,once] token(Bird,Creature Bird,4/4,red,flying)
2011-04-25 14:48:03 +00:00
omegablast2002@yahoo.com
cf46404ed1 bracket around wrong section sorry! ai now again uses level up the way it was taught before. 2011-04-25 14:32:47 +00:00
Xawotihs
071facd43d "Full" fullscreen support on Android 2011-04-25 12:48:24 +00:00
omegablast2002@yahoo.com
934e0af004 moved the eventsending for drawing cards into the resolve of adrawer. tho i think this will make this event unusable for "card draw replacement effects"...it really doesn't matter as i don't see card draw replacement being added to wagic any time soon, if ever.
2nd, having levelup and counters return effs separately.
2011-04-25 12:00:33 +00:00
wrenczes@gmail.com
1cbf3db582 Reducing the memory footprint: reworked the concept of 'colors' in CardPrimitives. What used to be an array of ints (ie 28 bytes) is now contained in a single byte, we use bit masking to support setting multiple colors on this variable. This also eliminates a lot of silly loops for setting colors in the code - now it's a straight byte copy.
Also thrown in are a couple of string to const string& conversions.
2011-04-25 11:20:07 +00:00
guzhenjie1@gmail.com
b8310838f4 Corrected Serene Offering, Stream of Acid and a typo in Blightsteel Colossus' text. 2011-04-25 10:31:42 +00:00
Xawotihs
137ccdf446 - Activated debug and orientation management in Android manifest
- Coded double-click and orientation change for Android
- Clean up debug code badly introduced in opengl code in r3529
- updated Qt project to link against boost on linux
2011-04-25 10:04:44 +00:00
wrenczes@gmail.com
7a1ed5278a Wrong #define. 2011-04-25 08:42:47 +00:00
wrenczes@gmail.com
3ea5e54d95 Tweaks to allow the file usage statistics utils to run on psp. 2011-04-25 06:26:19 +00:00
wrenczes@gmail.com
0b1808a989 Style formatting. 2011-04-25 05:28:53 +00:00
wrenczes@gmail.com
56ab3ac5cf Minor code cleanup: removed a path to fetch thumbnails in the non-threaded code - at this point, it's trying to draw in text mode, so this shouldn't be here (it was always stepped over because of the options flag, so it was never executing anyway). 2011-04-25 05:26:46 +00:00
wrenczes@gmail.com
ea2390e336 PSP specific compile error fix when Object Analytics is enabled. 2011-04-25 05:24:19 +00:00
guzhenjie1@gmail.com
e91a6a31a0 Added Preeminent Captain.
Thanks to Spiwy and Zeth!
2011-04-24 16:07:54 +00:00
guzhenjie1@gmail.com
4a308455d1 Corrected following cards:
Boggart Mob
Oculus
Snapback
Weed-Pruner Poplar
2011-04-24 14:11:02 +00:00