omegablast2002@yahoo.com
6fe3411656
whoops brackets wrapped the wrong spot.
2011-04-20 21:29:48 +00:00
omegablast2002@yahoo.com
561054ba34
added a true method to recycle our 100 avatar images, and made sure they stay in line with the menu image if theyre over 100.
2011-04-20 21:21:12 +00:00
wrenczes@gmail.com
f805d195ad
Fixed the build.
2011-04-20 21:07:44 +00:00
wrenczes@gmail.com
babda2bc0f
Some minor tweaks to make the image prefetching feel less flickery : when a card goes from a player's library into their hand, trigger a prefetch of the image. Also do the same thing when the AI decides on what card to play and creates an action. The idea being, new cards in play will probably want to be viewed by the player (and in the case of the AI playing a spell, we automatically show the image during the interrupt window before it comes into play). This makes for a much smoother gameplay - we have to get the image at some point anyway, and by doing it before we get to the render call, we no longer have the back card image pop up briefly.
2011-04-20 21:07:24 +00:00
omegablast2002@yahoo.com
d06965d95e
added tha menu constants variables to fix compiling on vc2008, i guess free version doesnt add it automatically or something becuase mike was able to compile without them
2011-04-20 20:40:28 +00:00
omegablast2002@yahoo.com
15e8a91ba8
removed the premade evil twin avatar.
2011-04-20 20:26:28 +00:00
omegablast2002@yahoo.com
a02a09444b
back thumb scaled for avatar slot
2011-04-20 20:25:52 +00:00
omegablast2002@yahoo.com
b2ef742ec8
ok made minor changes to mikes last commit, instead of loading "nothing" im making it load a card back instead, that black hole drove me nuts....second instead of loading a premade "evil twin" i made it load what ever the users avatar was flipped horizontally. didn't tint it red becuase i am not that attuned to the graphics side of wagic.
2011-04-20 20:24:53 +00:00
Xawotihs
78e34386ee
Android cross-compiling fixes regarding constants
2011-04-20 20:14:25 +00:00
techdragon.nguyen@gmail.com
2fdc80aee1
Synchronized avatar images to be loaded correctly on first display of the opponent selection.
...
* changed how the avatar images are assigned since how they were before was incorrect. They are now assigned upon instantiation of the meta file. Not when the stats are calculated.
* Added new image for "Evil Twin". This is a horizontally flipped image of the original player avatar with a red background. Please feel free to edit the image.
* removed display of avatar image on menu items in deck selection that are not deck related. (ie "Cancel", "Back to Main Menu", etc) "New Deck" also does not have an image since no deck really exists yet so no avatar.
Issue: 622
2011-04-20 17:51:40 +00:00
omegablast2002@yahoo.com
ba7640079c
move reducedCost and increasedCost out of cardprimitives and into MTGCardInstance
2011-04-20 12:14:27 +00:00
omegablast2002@yahoo.com
d892db60d9
removed a comment, i found a better way to do it so the comment does not apply.
2011-04-20 10:48:33 +00:00
wrenczes@gmail.com
02fbecfb85
Style formatting - no code changes here.
2011-04-20 09:38:40 +00:00
wrenczes@gmail.com
6fb5766a5e
Removed targets[20] from the ExtraCost class. It wasn't being used in any meaningful way, and was bloating the class size for nothing. Reduces ExtraCost from 128 to 48 bytes per instance.
2011-04-20 09:28:28 +00:00
wrenczes@gmail.com
ec95bb93e1
Fix for a crash (I think the same one Zeth reported) where the game dies somewhere in file reading source - I wasn't paying close enough attention to the fact that there are in fact 3 separate caches, so each had their own mutex, so JFileSystem wasn't actually being protected from reentrancy. So, if the app tried to load an audio sample at the same time as an image, boom...
2011-04-20 09:03:08 +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
wrenczes@gmail.com
a44bd2ffd5
Added shared_ptr.hpp to the precompiled header list. Cuts down the build time considerably.
2011-04-20 07:15:29 +00:00
wrenczes@gmail.com
52dd0c2f91
Removed the concept of cleaning up misses from the cache, as this was causing flickering on cards whose .zip files are missing. The idea now is that, if we can't load an image, keep the cache miss around permanently so that we never redundantly make a load attempt on that file again.
2011-04-20 06:46:14 +00:00
wrenczes@gmail.com
3c03251027
Added WResourceManagerImpl.h to the VS2010 project.
2011-04-20 06:34:58 +00:00
wrenczes@gmail.com
9141f28865
Disabled some JLOG traces in the MP3 code, as they run on a separate thread & tend to hang the psp when logging is enabled.
2011-04-20 06:33:59 +00:00
wrenczes@gmail.com
180f83083c
Fixed compilation times by refactoring: WResourceManager.h gets included either directly or indirectly into every header & cpp file; so does its includes & implementation details. Broke out WResourceManager into a pure virtual class that contains only the required calls, and added a WResourceManagerImpl header that contains all the dirty details that the rest of the app doesn't care about / need to know.
2011-04-20 06:27:44 +00:00
wrenczes@gmail.com
d1efc3efe8
Whoops, this was stupid. Left on a debug #define that forced a low memory situation for testing purposes - this should fix some of the reported flickering.
2011-04-20 06:21:52 +00:00
wrenczes
1117840621
Removed spurious warnings about secured Win API calls by adding _CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS to the compiler settings. This only eliminates the warnings, but doesn't fix the slow compile times - I'll fix that next...
2011-04-20 02:14:37 +00:00
solo81@web.de
e718629707
Added 10 cards.
...
Abduction
Corrupted Zendikon
Crusher Zendikon
False Demise
Fool's Demise
Guardian Zendikon
Shade's Form
Squee's Embrace
Vastwood Zendikon
Wind Zendikon
All cards have been tested manually.
Code example:
[card]
name=Abduction
target=creature
alias=1194
auto=untap
auto=@movedTo(mytgt|graveyard) from(battlefield):all(trigger[to]) moveTo(opponentbattlefield)
text=Enchant creature -- When Abduction enters the battlefield, untap enchanted creature. -- You control enchanted creature. -- When enchanted creature is put into a graveyard, return that card to the battlefield under its owner's control.
mana={2}{U}{U}
type=Enchantment
subtype=Aura
[/card]
2011-04-19 21:37:55 +00:00
omegablast2002@yahoo.com
c29e231e45
couple more changes in Ai, and a fix for a crash which happened with phaseaction when the target was removed before the effect resolved.
2011-04-19 19:54:47 +00:00
Xawotihs
40958170fa
Fix to have r3450 at least compile on linux 64 bits
2011-04-19 19:04:12 +00:00
omegablast2002@yahoo.com
28b84a1305
a few other "@damaged(" ====>"@combatdamaged("
2011-04-19 18:20:35 +00:00
omegablast2002@yahoo.com
6a0a5e6980
Spawnwrithe was using the wrong trigger.
2011-04-19 18:13:26 +00:00
omegablast2002@yahoo.com
35f2962026
added
...
Awakener Druid
removed alias from the living land type cards.
2011-04-19 18:07:51 +00:00
omegablast2002@yahoo.com
09dd5dbc52
updated livingland test to show that it is following the rules.
2011-04-19 18:06:46 +00:00
omegablast2002@yahoo.com
29478f90b5
also removed AConvertLandToCreatures class and its observers, becomes(/transforms(( already creates this effect
...
as a side effect of my recent changes, lands which come into play and then become creature on the same turn have summoning sickness as per MTG rules.
2011-04-19 18:05:15 +00:00
omegablast2002@yahoo.com
20590c3a0d
removed the variable doTap in Tap from all classes, all test pass but there could be an edge case where i missed removing one...if so just let me know, tweaked some ai eff returns, trying to teach it to use counters more effectively, i noticed it was not using -1/-1 counters on the players creature and was using off counters +1/-1 on its own creatures to the point where they died.
...
doTap now only serves a single purpose, to pass Tap variable to amanaproducer class so that "tappedformana" will trigger is a manaproducer was tapped for mana.
2011-04-19 17:31:19 +00:00
wrenczes@gmail.com
f87de5c38d
Revert the maximum memory size calculation to its previous configuration as a precaution, as my messing around with these values was only meant for debugging purposes.
2011-04-19 07:38:20 +00:00
wrenczes@gmail.com
7a10993114
*POSSIBLY DESTABLIZING CHANGE, PLS PING ME IF YOU SEE ISSUES*
...
Turned on the threaded card fetching code for win/linux. PSP runs unthreaded. There's an easy toggle for switching which mode the app runs in: check out WResourceManager's constructor.
To fully appreciate the difference, try going into the deck editor without these changes, and use the arrow keys to navigate around (esp. up/down, as it loads 7 cards at a time). Then try again with these mods, you'll see the cards flicker briefly to the back card image and then load as they scroll onto the screen.
2011-04-19 07:12:05 +00:00
solo81@web.de
68060e5b6c
Removed PD2, was already in as PD2.
...
Fixed small gap in Rancor.
2011-04-19 06:47:00 +00:00
wrenczes@gmail.com
ab133e9f98
Err, stupid of me. Now passing in the PSPENV flag correctly...
2011-04-19 05:49:37 +00:00
wrenczes@gmail.com
79835dda33
Slight modification to the DebugTrace calls so that if compiling against debug on psp, the call becomes std::cout. This allows the debug trace calls to mirror out to the console window that's running pspsh.
2011-04-19 04:48:42 +00:00
wrenczes@gmail.com
7e884b53f9
Added a PSPENV environment variable to the psp make files. Also fixed a minor compile bug where the debug flag for psp forced JLOG support, which in turn enabled a JGE_LOG_FILE macro that has long since been removed from the code.
2011-04-19 04:35:42 +00:00
omegablast2002@yahoo.com
4d6b288867
added:
...
Duergar Mine-Captain
Hateflayer
Merrow Grimeblotter
Merrow Wavebreakers
Order of Whiteclay
Pale Wayfarer
Patrol Signaler
Pili-Pala
Safehold Sentry
Silkbind Faerie
Umbral Mantle
2011-04-18 17:23:22 +00:00
omegablast2002@yahoo.com
bf68009674
fixed issue 632,633 ...
...
converted {t} into a extra cost. almost all original code to handle it outside remains intact, i plan on slowly migrating to just using the cost...but even just what i changed was a massive headache...anyways as a cost you wont ever have an random bugs where cards don't tap when the ability had {t} in its cost.
while i was at it, i added {q} untap cost.
2011-04-18 17:21:06 +00:00
guzhenjie1@gmail.com
388da9e4bb
2011-04-18 15:45:41 +00:00
solo81@web.de
35839184e2
Updated all other cards with upcosts.
...
"moveTo(graveyard)" --> "sacrifice"
2011-04-18 11:29:01 +00:00
solo81@web.de
13fd9e3463
Updated all cards with Evoke and Echo.
...
"moveTo(graveyard)" --> "sacrifice".
2011-04-18 11:19:17 +00:00
omegablast2002@yahoo.com
01a229d1b6
2011-04-17 20:21:46 +00:00
omegablast2002@yahoo.com
50c5c70479
made a mistake in p cost.
2011-04-17 20:20:17 +00:00
omegablast2002@yahoo.com
4c90d9e0c2
you can't pay life which you do not have as life payments.
2011-04-17 20:08:08 +00:00
omegablast2002@yahoo.com
18acf3ad8d
refactored a little of a token gen, enumed the who and removed redundent code, also the new method allows you to token cards by id to WHO.
2011-04-17 18:18:29 +00:00
omegablast2002@yahoo.com
158164d694
2 things here, bug fixes, aphaseaction used in a trigger is set to oneshot = 0, for the purpose of reusing the ability. so on combat triggers the event would contenue to activate as tho it was not a oneshot, this would cause a crash if the target of the ability was killed before the effect resolved, so i set the target to NULL after the effect resolves if the target was not the source.
...
also restricted it to _target->isInPlay() i read through all the cards which use this and none of them targetted a source that was not in play, or not being moved to inplay...
2nd, found out today that certain activated abilities can use either target click or object click, find the difference between the 2 was impossible, exsample, {2}{t}:foreach(blah) add{b}
{t}:foreach(blah) add{b}
so i figured i would need to remove those foreach mana abilities from the stack and add that same code for the bottom half...after noticing that both the reactToClick and reactToTargetClick did EXACTLY the same things after the "cost" portion...i decided to create a new virtual int activateAbility the activatedAbility parent. this way incase i need to change any further code in there, both functions resolve the same. This was a nice lesson in why copy paste coding is stupid. you think you solved the bug becuase it works in one function call, but you actually didnt.
2011-04-17 17:01:58 +00:00
guzhenjie1@gmail.com
0e6aebe73d
Corrected Soulbright Flamekin, Thalakos Deceiver, text of Ichor Wellspring and Vivisection.
2011-04-17 14:35:47 +00:00
guzhenjie1@gmail.com
cf9f29879d
Corrected Akoum Battlesinger, Akroma, Angel of Fury, Haunted Angel and Spiteful Visions.
...
Fixed typo in Gossamer Phantasm and Nova Chaser.
2011-04-17 11:54:52 +00:00