Xawotihs
483c767492
Fix players vector (had a couple of 4 players game with the new code), added more cleanup
2011-10-01 23:49:37 +00:00
omegablast2002@yahoo.com
76a8f406ec
converted the player arrays into vectors, so we can test is a player is actually there at the time we are trying to access its variables.
...
this fixes 2 crashes I found, the first, 2 color random mode would crash on load.
2nd, ai vs ai testing would randomly crash, this should fix that also.
I noticed 2 color random mode is now trying to search for it's rules and sometimes flashes for a brief moment "error cant read file" or something like that....I could not find the source of that, it doesn't cause it to crash however it causes it to take a sec longer to load, this is before this commit btw, so the issue is still there.
it was trying to load the rules, flashed the error then crashes...i fixed the crash but not the rules error.
please review, i might have left in useless stuff...
I also did notice something, the way we are creating players is kind of all over the place. imo this is bad, it made this conversation extra hard becuase you create one player over here, another type over there, the human over in this direction, back track and create another somewhere else...this needs to be taken into account for a refactor, all player creation should happen in the same function, and at the same times...
the reason these 2 crashes existed was becuase players were being created before "gameobserver" in some modes, and in other modes, no player would exist at the time game was creating to set the player. but we then later call the same function when we actually load the player using the method specific to a mode.
this just leads to headaches, I mean no offense, just a general observation i made when converting this players array. unfortunately that kind of refactor is just a little beyond my coding ability.
2011-10-01 21:29:22 +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
wagic.the.homebrew
c633dc805f
- Adding "connected cards" color rendering
...
- Made "booster" check mod-dependent in test suite
2011-09-23 07:24:24 +00:00
wagic.the.homebrew
ee4c7e23bd
- fixed memory leaks introduced in previous revision
...
- removed incorrect casts of MTGCardInstance into Spell objects.
- AI Test system now allows you to put decks in ai/bakaA and ai/bakaB instead of ai/baka. This allows to let AIPlayerBaka and AIPlayerBakaB play with specific decks
- Test suite speed improvement. Improved the card name cache. Test suite now runs in 850 seconds instead of 950 on my machine.
- minor code cleanup
2011-09-22 04:43:05 +00:00
wagic.the.homebrew
e9ce574bca
- Fix a memory leak in AI "payTheManaCost"
...
- Minor fixes in AI code
- Attempt at preventing the AI from interrupting itself while it's selecting targets. I don't know why this happens, and my fix didn't work. I believe it shouldn't be possible to interrupt when there is an active targetChooser, please let me know if this is an incorrect assumption.
2011-09-21 03:54:47 +00:00
wagic.the.homebrew
44d9951246
Adding a system to compare two AI implementations (AIPlayerBaka and AIPlayerBakaB). This can be used to make sure a change to the AI is not making the AI weaker, for example.
2011-09-20 11:32:24 +00:00
Xawotihs
bb65d2dc12
- various compilations fixes for Symbian
...
- small cleanups of the TestSuite and Player classes
2011-09-19 19:49:45 +00:00
wagic.the.homebrew
33691d1f13
- Added ads support for Android
...
- basic "message" system between JGE and java through jni
- Fixed pause/resume on android/sdl
2011-09-04 02:45:18 +00:00
wagic.the.homebrew
e27cf56fa2
- Support for Zip Filesystem. It is now possible to zip the entire Res folder ("store" method preferred, zip so that the root of the zip has ai, player, etc...) in one single file for read only. Write access is done in another folder (hardcoded to be User/ for now, can be updated depending on platforms, etc...
...
-- zipFS has several limitations...
--- in a general way, seekg doesn't work... so getting a file's size needs to be done through JFileSystem.
--- getLine on files open with zipFS doesn't work so great. Not sure if it is a normal issue because files are open in binary or not... JFileSystem therefore offers a "readIntoString" function that needs to be used instead of the usual "getline" technique. However getLine can then be used on a stream connected to the string.
-- tested on Windows and PSP, I also made sure android still works, but haven't tested zip support on Android.
-- I tried to maintain backwards compatibility, but this might break on some platforms, if I broke some platforms and you can't find a way to fix them, please contact me and we'll figure something out
-- This removes wagic::ifstream. I didn't reimplement the securities that were involved in this, apologies for that. Might be useful to reimplement such securities in JFileSystem
-- I haven't tested options/profiles in a deep way, it is possible I broke that.
2011-08-21 09:04:59 +00:00
wagic.the.homebrew
c3ae216f62
- Fix issue 694
...
- Bump version number to 0.16.0 for upcoming release
2011-07-05 13:02:41 +00:00
Xawotihs
7bb49068b1
Use Will's scrolling support to add next phase (scroll up) and interrupt (scroll down) in the duel state.
2011-06-26 20:51:45 +00:00
wrenczes@gmail.com
90b1058ad5
More warning cleanup (type to type conversion warnings).
2011-06-02 06:14:28 +00:00
wrenczes@gmail.com
68cffde7de
Refix on issue 634. Calling EndInstance() on the DeckManager wasn't the right fix here, as it blows away all the instance data and basically nullifies the advantage of caching all the stats data. From what I could see, the problem was more a case of when a new deck was targetted, if no stats file was already present for the new deck, the old values from the previous player deck would persist. Now we clear these up before attempting to assign new values, so if the stat info doesn't exist, it'll show 0 matches / victories /etc instead of stale data belonging to another player deck.
2011-05-28 05:00:40 +00:00
omegablast2002@yahoo.com
0727343ebe
first moved the def of handsize for a game into the rules.txt as discussed with wololo...
...
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.
2011-05-23 11:46:04 +00:00
omegablast2002@yahoo.com
39420a911f
3 fixes,
...
first you are not allowed to mulligen the opponents hand.
second persist was using the stack on its returning effect, this is incorrect as per MTG rules for persist, the card is supposed to go from the grave directly to inplay(grave -> temp -> inplay, in our case).
third, tokens models don't have names, so i make it check now for a name size on the model before clearing and resetting in tranformer.
2011-05-16 18:36:47 +00:00
wagic.the.homebrew
0b9ff076e6
Please update your rules folder
...
- "Manapool empties at the end of each step" becomes an ability, and was moved into the external rules file. "removemana(*) to remove all, removemana(*{G}) to remove all green, removemana(*{G}{B}{R}) to remove all green black red, removemana({G}{G}{B}{U}) (no "*") to remove a specific value.
- Added a possibility to make abilities non interruptible. With little work, this could be added to the parser if needed. Please use with care, let's discuss what is an acceptable usage of this now functionality, if needed.
2011-05-03 11:59:27 +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
wagic.the.homebrew
66ad0f4694
- Files in Res/rules are now loaded dynamically. This allows people to add their own mods fairly easily
...
- also has a basic support for unlocks (does not yet allow people to create their own unlock rules, though...)
- Some things are still hardcoded and should progressively move to these rules files (such as Game Type, how random decks are created, etc...)
- Test suite doesn't foolishly ask you to choose a game mode (momir, etc...) anymore
- UPDATE YOUR Res/rules/ folder !!!
2011-04-23 13:24:19 +00:00
wrenczes@gmail.com
bd56723bc0
Checkpoint on a utility helper class. Basically, if you have a class that you want to count the numbers of instances, you do this:
...
class Foo
#ifdef TRACK_OBJECT_USAGE
: public InstanceCounter<Foo>
#endif
Then, use this macro somewhere in the class body:
SUPPORT_OBJECT_ANALYTICS(Foo)
Lastly, add whatever information you want to trace out to the function ObjectAnalytics::DumpStatistics().
Here's a sample of the output of what I've instrumented so far:
-----------------------------------------------------------
Object Usage Stats
CardPrimitive current count: 7899
CardPrimitive current byte usage: 2053740
CardPrimitive max count: 7908
CardPrimitive max byte usage: 2056080
MTGCard current count: 13973
MTGCard current byte usage: 670704
MTGCard max count: 13982
MTGCard max byte usage: 671136
MTGCardInstance current count: 180
MTGCardInstance current byte usage: 172080
MTGCardInstance max count: 189
MTGCardInstance max byte usage: 180684
-----------------------------------------------------------
2011-04-23 05:16:53 +00:00
omegablast2002@yahoo.com
ad56dfa8d0
3 things here
...
first as requested, kicker will now act like the other cost, offering a menu choice, heres the catch tho,
it was also thought up that we should maintain the "pay automatically" method of it as it feels more natural to some(even tho as per MTG rules its supposed to be a choice).
so here is what i did that i hope satisfies everyone, i added a new menu option under advanced tab..."kicker payment" with 2 setting, by defualt "always pay" but also an option to "always offer choice"...
2nd, minor tweaks to player avatar, every tme i saw it i was like "i need to do something about that", the avatar getting completely sucked into the corner just looked bad imo, so i about doubled the "inactive" size, so it looks a little more uniform with the opponents avatar. also move the library and grave icons just a thin hair to the left so they don't grossly overlap the players avatar as much when active, and increased the dark box theyre contained in my just a few pixels.
3rd, something else thats really bothered me to no end was that the title text of simple menus which display the cards name which owns the box was using small face font, which on pc was *barely* ok...but on psp(smaller devices) looks like white smears and dots. i changed it to share the font and size used inside the menubox itself, the end result is a lot nicer look...and alot easier to read on psp. now if only we can convince wololo that "spades" is alot like a lava lamp, cool at first, but *extremely* dated. the menu box should have a much slicker look, maybe rounded corners instead and lose the street light poles?
minor fix for phaseaction, becuase of the nature of this ability finding a happy safe medium without losing function is tough. hopefully this corrects it for good.
dropped cast methods menutext returns to lower case, for uniformity.
2011-04-22 11:17:20 +00:00
wrenczes@gmail.com
b4e3608412
Fixed a subtle bug with the Random player deck choice - I kept getting my first deck every time. It turns out that the 'random' implementation was actually multiplying the random seed by a value of 1001, which isn't prime - I have seven player decks on my one dev system, which divides neatly into that multiplier.
...
Removed the multiplier, as it's unnecessary.
2011-04-22 00:44:13 +00:00
wagic.the.homebrew
6f5919ed06
Reverting r3496 to fix failing tests
2011-04-21 15:16:22 +00:00
techdragon.nguyen@gmail.com
8bf983e2e5
Flagged numerous peices of code that have local variables that are masking either member variables or variables scoped outside the current scope.
...
I've marked all the ones I found with the following TODO comment:
TODO: C6246: <blah blah>
a few in particular are the ones related to "oneShot" and "_target". These are local variables that are declared that
mask either a method parameter or a member variable.
2011-04-21 10:04:32 +00:00
techdragon.nguyen@gmail.com
8ed84aa97d
Issue 634:
...
Fixed. Had to clear the DeckManager whenever the player deck selection screen is displayed.
TODO: Need to implement a caching mechanism that caches the deck information based on deck selection and not a global one.
Currently DeckManager is effectively treating the DeckMetaData as global data.
*some minor tweaks to how deck information is managed/created
2011-04-21 08:32:32 +00:00
wrenczes@gmail.com
fc0a59a14e
Moved GameOptions.h into the precompiled header. Shaves almost 20 seconds off my build times.
2011-04-20 07:50:00 +00:00
Xawotihs
f9be0a6341
- reworked completly the JNetwork, JSocket interface (had to ifdef out the PSP socket code)
...
- added 2 menus to wait for connection and wait for deck selection
- tested compilation on Qt Linux, Qt Windows and PSP
- deactivated everywhere (NETWORK_SUPPORT to activate).
2011-03-13 21:19:02 +00:00
techdragon.nguyen@gmail.com
93c63cef3d
reimplemented mana color display for deck selection. This is now totally controlled by
...
stats generation. No data needs to be written to the deck master files themselves.
Now the mana colors will only show if you have battled with a particular deck at least once.
This is not retroactive, so you will need to battle the ai again. This can not be edited manually
either to prevent tampering with the statistical data. Player deck mana color display is also
covered this way.
Decks will still be saved in the new layout if a disk write is necessary. So any changes via
the deck editor will result in a deck file rewrite is was always the case.:)
2011-02-10 17:19:11 +00:00
Xawotihs
b7b584113b
- Moved the card collection out of the GameApp class to clean up the dependencies
...
- 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
2011-02-06 11:35:40 +00:00
techdragon.nguyen@gmail.com
767983631a
* moved deck saving to end of match. It now only saves when you've actually completed a game.
...
* added additional meta data for decks when saving them back to file.
- decks saved this way now are split into three regions: creatures, spells and lands. It's more for a visual sorting if a
player wanted to look at the deck outside of the game. It does not impact the deck loading negatively at all. It may
increase performance in cases where the deck was previously defined using the canonical names of the cards as the numeric ids
reduce the work done when looking up the cards by name.
* modified ManaCost toString method.
* added toString method for ManaCostHybrid ( possibly make ManaCostHybrid a subclass of ManaCost)
* added additional operator overloading for ManaCost for printing to cover ManaCost when it's a pointer as well as a copy
( TODO: might want to check if making usage of ManaCost as a copy as opposed to a ptr is really necessary in most cases. )
* added alternate version of "trim" to handle trimming temporary strings as returned by things like ostringstream.str().
- This was necessary since the PSP compiler doesn't do the necessary adjustments for those types of calls.
2011-02-04 12:37:44 +00:00
techdragon.nguyen@gmail.com
8af5870d48
* Added new options parameter. "SaveDetailedDeckInfo". This will force the system to save all
...
deck files in long format. This is not configurable from the game. It must be set manually
inside options.txt.
ie. saveDetailedDeckInfo=1
* added extra debug information (line number inside text file) when card parser fails to recognize a line.
- modified return value from "processConfLine()" to return 0 only when a true error occurs and print out
"MTGDeck: Bad Line:
[<line no>]: <line with error>"
- processConfLine will now return 1 for lines starting with "#". Previously it returned 0 which is incorrect
as comments should not be considered as errors.
* removed DeckMetaDataList class from code. This was duplicating the DeckMetaData storage in DeckManager
* new feature for deck selection screens.
- player decks will now have an indication of what mana color it consists of.
- Ai decks will show symbols once the player has played against the AI deck at least once.
-- This is made possible with a new meta data inside each deck file.
MANA:<string representing color switches - 0/1 >
2011-01-31 10:04:18 +00:00
wrenczes@gmail.com
6675a7da31
Implemented a lazy load pattern for the deck stats - when the DeckMenu is displaying decks, it calls LoadStats() for only the ones visible in the list. This helps reduces the lag that occurs each time we attempt to load all the AI decks during match selection.
...
This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file. This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically. Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around.
While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc.
2011-01-30 13:06:21 +00:00
Xawotihs
cba0a59023
Removed useless attribute
2011-01-28 17:34:49 +00:00
techdragon.nguyen@gmail.com
5e651f03b2
moved mulligan code out of GameStateDuel and into Player base class. Taking a mulligan seems better
...
encapsulated as a player function rather than loose code inside the state transitions of GameStateDuel
Note: Inside of the mulligan code I assigned game to currentPlayerZones for clarification rather than
something functionally required. "game" seems ambiguous as "game" is also referenced throughout the code for the GameObserver
keeping this change localized to this method until more analysis can be done. The pattern that was here before was
game->currentPlayer->game
where the first "game" represented the GameObserver and the second the collection of zones (MTPPlayerCards) to the current player.
I would suggest changing the Player instance of game to something that represents its data, the game zones associated to the current player.
"game" seems too generic, as it can be interpreted to encompass many things rather than just dealing with the different zones (library, exile, discard, etc )
2011-01-28 13:30:29 +00:00
wrenczes@gmail.com
32cabc15c2
Forcing LF as the line ending style through SVN properties. No actual code changes here.
2011-01-28 06:00:51 +00:00
techdragon.nguyen@gmail.com
ce7745bfa6
First attempt to reduce load time of player deck selection screens.
...
This change makes use of caching the DeckStats and DeckStatsWrappers into singleton caches that
get flushed when you quit the game. The initial load time will be significant as lazy loading has not
been coded yet for the ai decks.
TODO: lazy load the player and ai decks as they appear on the screen. Currently, each screen loads
all decks.
2011-01-27 16:13:40 +00:00
wrenczes@gmail.com
2063e27681
Added a debug helper override class for ifstream - this normally washes out to std::ifstream. If #define TRACK_FILE_USAGE_STATS is enabled, it derives from ifstream, but additionally tracks each time we create an instance for a given file name & counts each hit in a map, and dump the statistics on shutdown. This is to help track how often we open up certain files, since i/o is costly on the psp.
...
Here's an sample run on my win box where I launched & ran the test suite once (note that for more interesting stats, forcing a low memory condition would be more interesting so that it'll thrash more):
-------------------
File Usage Statistics
../../../wagic_res/graphics/simon.dat -- 1
../../wagic_res/graphics/simon.dat -- 1
../wagic_res/graphics/simon.dat -- 1
22222220.jpg -- 1
42187t.jpg -- 1
4514111t.jpg -- 1
4838511t.jpg -- 1
4838512t.jpg -- 1
51613t.jpg -- 1
89069t.jpg -- 1
Advisor.wav -- 1
Ally.wav -- 1
Angel Token.jpg -- 1
Angel.wav -- 1
Ape.wav -- 1
Archer.wav -- 1
Assassin.wav -- 1
Atog.wav -- 1
Aura.wav -- 1
Barbarian.wav -- 1
Basic.wav -- 1
Bat.wav -- 1
Bear.jpg -- 1
Beast Token.jpg -- 1
Berserker.wav -- 1
Bird.wav -- 1
Centaur.wav -- 1
Cleric.wav -- 1
Cockatrice.wav -- 1
Construct.wav -- 1
Crocodile.wav -- 1
Cyclops.wav -- 1
Dauthi.wav -- 1
Demon.wav -- 1
Dragon.jpg -- 1
Drake.wav -- 1
Druid.wav -- 1
Dryad.wav -- 1
Dwarf.wav -- 1
Efreet.wav -- 1
Elemental.wav -- 1
Elephant.wav -- 1
Elf.wav -- 1
Elk.wav -- 1
Equipment.wav -- 1
Forest.wav -- 1
Frog.wav -- 1
Fungus.wav -- 1
Giant.wav -- 1
Gnome.wav -- 1
Golem.wav -- 1
Horror.wav -- 1
Horse.wav -- 1
Hydra.wav -- 1
Illusion.wav -- 1
Insect Token.jpg -- 1
Insect.jpg -- 1
Insect.wav -- 1
Island.wav -- 1
Juggernaut.wav -- 1
Kithkin.wav -- 1
Kobold.wav -- 1
Kor.wav -- 1
Kraken.wav -- 1
Lair.wav -- 1
Land.wav -- 1
Leech.wav -- 1
Legendary.wav -- 1
Leviathan.wav -- 1
Lhurgoyf.wav -- 1
Lizard.wav -- 1
Masticore.wav -- 1
Mercenary.wav -- 1
Merfolk.wav -- 1
Metathran.wav -- 1
Minion.wav -- 1
Minotaur.wav -- 1
Monk.wav -- 1
Mountain.wav -- 1
Mutant.wav -- 1
Myr.wav -- 1
Nightmare.wav -- 1
Nothing.wav -- 1
Ogre.wav -- 1
Ooze.wav -- 1
Orc.wav -- 1
Orgg.wav -- 1
Ouphe.wav -- 1
Pirate.wav -- 1
Plains.wav -- 1
Plant.wav -- 1
Rat.wav -- 1
Rebel.wav -- 1
Res.txt -- 1
Res/../../../wagic_res/graphics/simon.dat -- 1
Res/../../wagic_res/graphics/simon.dat -- 1
Res/../wagic_res/graphics/simon.dat -- 1
Res//test/Amugaba.txt -- 1
Res//test/Auriok_Sunchaser_ASLONGAS_1.txt -- 1
Res//test/Auriok_Sunchaser_ASLONGAS_2.txt -- 1
Res//test/Call_to_Heel_1.txt -- 1
Res//test/Call_to_Heel_2.txt -- 1
Res//test/Covetous_Dragon_ASLONGAS_3.txt -- 1
Res//test/Covetous_Dragon_ASLONGAS_4.txt -- 1
Res//test/Glimmervoid_ASLONGAS&TRIGGER.txt -- 1
Res//test/Nevinyrrals_Disk.txt -- 1
Res//test/Nevinyrrals_Disk2.txt -- 1
Res//test/Nyxathid.txt -- 1
Res//test/OneDozenEyes.txt -- 1
Res//test/Zombie_Infestation.txt -- 1
Res//test/act_of_treason.txt -- 1
Res//test/aegis_of_the_meek.txt -- 1
Res//test/aether_flash.txt -- 1
Res//test/aether_mutation.txt -- 1
Res//test/afflict.txt -- 1
Res//test/akron_legionnaire.txt -- 1
Res//test/alabaster_dragon.txt -- 1
Res//test/alabaster_leech.txt -- 1
Res//test/alabaster_leech2.txt -- 1
Res//test/alluring_siren.txt -- 1
Res//test/anarchy.txt -- 1
Res//test/ancestors_chosen.txt -- 1
Res//test/angry_mob1.txt -- 1
Res//test/angry_mob2.txt -- 1
Res//test/angry_mob3.txt -- 1
Res//test/angry_mob4.txt -- 1
Res//test/angry_mob4b.txt -- 1
Res//test/angry_mob5.txt -- 1
Res//test/angry_mob7.txt -- 1
Res//test/animate_artifact.txt -- 1
Res//test/animate_artifact2.txt -- 1
Res//test/animate_dead.txt -- 1
Res//test/animate_dead2.txt -- 1
Res//test/animate_dead3.txt -- 1
Res//test/animated_legendaries1_i221.txt -- 1
Res//test/animated_legendaries2_i221.txt -- 1
Res//test/animated_legendaries3_i221.txt -- 1
Res//test/ankh_of_mishra.txt -- 1
Res//test/arcanis_the_omnipotent.txt -- 1
Res//test/arcanis_the_omnipotent2.txt -- 1
Res//test/arcbound.txt -- 1
Res//test/ardakar_wastes.txt -- 1
Res//test/ardent_soldier.txt -- 1
Res//test/argothian_enchantress.txt -- 1
Res//test/armadillo_cloak.txt -- 1
Res//test/ascendant_evincar.txt -- 1
Res//test/ascendant_evincar2.txt -- 1
Res//test/ascendant_evincar3.txt -- 1
Res//test/ashen_firebeast.txt -- 1
Res//test/ashen_firebeast2.txt -- 1
Res//test/aura_mutation.txt -- 1
Res//test/avarice_totem.txt -- 1
Res//test/aven_riftwatcher.txt -- 1
Res//test/aven_riftwatcher2.txt -- 1
Res//test/aysen_bureaucrats.txt -- 1
Res//test/balduvian_conjurer.txt -- 1
Res//test/baneslayer_angel.txt -- 1
Res//test/baneslayer_angel2.txt -- 1
Res//test/barbed_sliver.txt -- 1
Res//test/basal_sliver.txt -- 1
Res//test/beacon_of_creation.txt -- 1
Res//test/beacon_of_destruction.txt -- 1
Res//test/beacon_of_unrest.txt -- 1
Res//test/behemoth_sledge.txt -- 1
Res//test/behemoth_sledge2.txt -- 1
Res//test/behemoth_sledge3.txt -- 1
Res//test/behemoth_sledge4.txt -- 1
Res//test/behemoth_sledge5.txt -- 1
Res//test/belligerent_hatchling.txt -- 1
Res//test/benalish_knight.txt -- 1
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End File Usage Statistics
-------------------
2011-01-11 10:11:15 +00:00
wrenczes@gmail.com
f2f9ae3168
Renamed ensureOpponentMenu() => ConstructOpponentMenu() for clarity.
2010-12-29 11:04:37 +00:00
techdragon.nguyen@gmail.com
bcca766cb6
Premade decks will not create/update stats on battles.
...
Update description for default premade deck to allow proper wrapping of text.
Issue: 540
2010-12-02 08:36:36 +00:00
omegablast2002@yahoo.com
68a7d418e9
Hiding "New Deck" option when "Create a Deck!" option is showing.
...
it was redundent.
2010-12-01 13:35:53 +00:00
wrenczes@gmail.com
65e38b0694
Another change that looks bigger than it is: changed out the global extern WResourceManager to a real singleton. This means that it's no longer being init'ed at static initialization time, and we can debug construction/destruction properly; it's also safer in a multithreaded context.
2010-12-01 08:22:17 +00:00
techdragon.nguyen@gmail.com
0c9f5cd558
moved word wrap function from Vertical Scroller into utils.
...
moved MTG specific functions out of utils.cpp into AllAbilities
added word wrapping to descriptions while viewing deck information.
2010-11-29 13:38:36 +00:00
omegablast2002@yahoo.com
9932e81be1
whoops was double vectoring causing names to desync, sorry! this should fix it :)
2010-11-28 21:53:20 +00:00
omegablast2002@yahoo.com
29fc58388d
Added 2 new cheats, "Optimize starting hand" and "Unlock all Ai decks"
...
added new mana display option "No Glitter" acciddently(?) lost "both" options somehow.
the new "no glitter mana display is basically "eye candy without particle effects" on PC created 2000 mana...no FPS drop...on PSP created an EXTREMELY large amount of mana before i noticed an FPS drop of any kind, this is dramatically better then
what was in previous rev, create 20 mana and crash.
if someone could figure out how i manage to lose the "Both" option, please explain to me why it wasnt showing up, i spent 2 hours trying to get it back.
both "optimize starting hand" and "Unlock all Ai Decks" appear in options under the option to "enable cheats"
optimize gives you decent starting hands, and Unlock all Ai decks is basically just a bypass options for the unlock deck mode varible wololo added.
tweaked abilitygranting Eff in Ai lessons to be divided by the number of cards in hand, this will mean Ai will tend to focus on using mana to cast spells instead of using them to grant abilities, until theres only 1 or less cards in hand, at this point it will go all out. there is a splash of randomness in Ai so it will still often do whatever it freaking wants lol, you should notice a proformence increase from Ai in this aspect. no more giving unblockable to a creature in 2nd main.
please note, one of the recent previous revs broke cheat mode "unlock cards" in deck editor, i filed a bug report. its a probelm i was not able to fix myself so there is no fix included in this rev....i came across the bug while testing cheat mode stuff.
2010-11-28 20:55:04 +00:00
wagic.the.homebrew@gmail.com
52fce24bf8
Erwan
...
- Added AI Decks unlock system. Please update your graphics folder, and crossing fingers that Ilya B. is still around as I don't have the correct fonts.
2010-11-28 04:15:58 +00:00
techdragon.nguyen@gmail.com
e39c94756b
added border to extra details popup as per design at
...
http://wololo.net/forum/viewtopic.php?f=37&t=2380
and
http://wololo.net/forum/viewtopic.php?f=37&t=2382
2010-11-23 14:02:02 +00:00
techdragon.nguyen@gmail.com
e0da1b2565
added override to enable details view for Player deck selection screen.
2010-11-19 06:48:51 +00:00
techdragon.nguyen@gmail.com
f684795810
refactored menu classes
...
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.
2010-11-19 04:19:03 +00:00
techdragon.nguyen@gmail.com
2a8f8074e6
New descriptive text popup feature for deck selection
...
http://wololo.net/forum/viewtopic.php?f=13&t=2423
2010-11-18 15:48:48 +00:00
techdragon.nguyen@gmail.com
acd7bb1aa4
reformatting code according to guidelines defined at
...
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
2010-11-16 00:55:16 +00:00