Commit Graph

1913 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com 27e60fc605 fixed most of the reviewed code, corrected all danger zone code which could have had bad side effects. 2011-01-22 16:12:17 +00:00
omegablast2002@yahoo.com 946df16af5 removed eradicate ability and replaced it with a far more flexable solution which is
added new card discriptor [share!variable!]
the variables for this so far are
name <---eradicate effect targetting
color <--radiance effect targetting
types <--the plague cycles

it is important to note that a target IS REQUIRED before this, meaning it has to be used below a target= or after the targetting of an && ability...otherwise it will simply default to the source cards variables.
this solution provides a much more generic version without sacrificing the effectiveness of the eradicate set which was limited only to eradicate style cards(which ALSO required a target)

coding exsample 
[card]
name=Eradicate
target=creature[-black]
auto=all(*[share!name!]|targetcontrollerhand) moveto(exile)
auto=all(*[share!name!]|targetcontrollerlibrary) moveto(exile)
auto=all(*[share!name!]|targetcontrollergraveyard)moveto(exile)
auto=all(*[share!name!]|targetcontrollerbattlefield) moveto(exile)
mana={2}{b}{b}
type=sorcery
[/card]

you will notice something strange above, for this change to work i had to fix the bug with "targetcontrollerBLAH" zone targetting...tho my fix was a patchwork fix, it does indeed provide the targets controller...we need to find the root cause of why initToZone is not returning the correct "target" variable to this function.
if the source does not have a target it defaults to source.
before it there was no target, which there never is a correct target returned as noted by the fact that 0 cards exist with targetcontroller zone targetting in WAGIC however theres a considerably large card pool for this.

enjoy :)
docs going to kill me for this lol.
2011-01-22 12:30:42 +00:00
wagic.the.homebrew@gmail.com d581a72c1d Erwan
- changed "putInPlay" to return "NULL" if the card cannot be found in the "from" zone. The behavior of the function before that prevented to see that we broke the "alternate" cost feature (see test Vine Dryad)
- Fixed some memory leaks introduced in r2922
2011-01-22 09:43:13 +00:00
omegablast2002@yahoo.com 094c97dec8 corrected an issue where morphing a creature would overwrite basic abilities granted by lords. it was because i was not ADDING the new basic abilities it gained to the end result of face upping the creature.
also forgot to mention in my big patch
i added a new test suite tool, its a goto command
if you start on draw and want to get to second main,
goto secondmain

instead of 
next
next
next
next
next

"next" is still valid and still needed
you can not for exsample 
goto attackers
if you are ALREADY currently in "attackers" so if you wanted to go from YOUR attackers to opponents attackers

from draw step
goto attackers
next
goto attackers

this replaces about 12 "next" commands which would have been needed in preivous test suite.
2011-01-22 02:35:11 +00:00
omegablast2002@yahoo.com 299bb4f9fa removing the rest of the originatingZone code mike added, as we already have this variable as
card->currentZone
2011-01-21 21:55:12 +00:00
omegablast2002@yahoo.com 473abd9814 im forced to do this commit in whole instead of parts as originally planned, and before my beta test period of the changes is complete BECAUSE there are people doing "clean up" and the MASSIVE amount of conflicts i have to resolve from it is WAY too much for me to take on after nearly 200 hours of coding this patch. i cant seem to get enough respect to have people hold off on "clean up" so this brings me to being forced to do a full commit before playtest period is done, so they can go ahead with there *super important* clean up.
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.

first bug fixes, and there were many, 
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed

token text now displays source name and tokens abilities

fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.

epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.

extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.

angelic chorus bug fixed, the card will be soft coded now.

and many other minor bugs fixed, hard to remember all which were fixed.

now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",

all true landwalks will now be supported.

new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned 
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]

you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines

card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle

[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature 
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]

other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.

[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]

activated ability gained a new restriction "opponentturnonly"

variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature

draw:type:ally <---counts the allys in your field. self explanitory

draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much

draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.

new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.

new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])

new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)

new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.

livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.

token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.


phaseout <--self explanitory

spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.

stacking flanking, requires 2 abilities unfortunately

[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking 
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]

removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.

added new tools for transforms
,setpower=number
,settoughness=number
removetypes

morph
autofacedown={0}:morph

eradicate <---same as the card name.

cumulativeupcost[ <--self explanitory

upcostmulti[ <--an upcost that will resolve with a && ability

phaseaction[ phase name ] ability

an ability that will trigger on the stated phase name.
also support for phaseactionmulti[

new triggers added:
@vampired( <--sengir vampire effect
@targeted( 
@lifeloss(
@lifed(

add a special ability builder called dynamicability
it acts alot like a choose your own adventure book

dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.

variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent

the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.

new gameoption
First turn player:player, opponent, random
who takes the first turn

added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.

taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.

im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.

cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
2011-01-21 20:18:56 +00:00
techdragon.nguyen@gmail.com b836c97a1b fix to previous checkin. adding new parameter to specify originating zone of card 2011-01-21 18:46:13 +00:00
wagic.the.homebrew@gmail.com 6d3d4c1792 Erwan
- refactor of MTGRules.cpp (buyback/flashback/retrace/alternative).
This change has been reviewed by myself, Wil, and Mike. The test suite passes.
More cleanup can be done, I will work on that later on.
2011-01-21 10:27:45 +00:00
Xawotihs 963730536e Mouse/touch support for the options menu (issue 576). Still missing support for the virtual keyboard. 2011-01-16 11:05:02 +00:00
techdragon.nguyen@gmail.com 44c101bf6b removed extra variable that I shouldn't have 2011-01-16 08:27:32 +00:00
techdragon.nguyen@gmail.com 1be97b76f8 code cleanup. No code changes
- removed unused variables
- added line breaks between methods (not everywhere just where i saw it while removing unused variables)
2011-01-16 07:49:34 +00:00
wrenczes@gmail.com e5edf779f5 Reworked a patch sent to us (http://wololo.net/forum/viewtopic.php?f=15&t=2464) that replaces the text symbols for the psp buttons with the actual icons. While at it, I found a bunch of issues with the ActionStack's render code (ie when you get the popup menu to interrupt a spell being played & the like) - the bounding rect actually went above the screen's region, clipping problems (the interrupt text was previously drawing over the interrupt effect), alignment problems when the avatar was being drawn, vertical text alignment, fudged alignment numbers for the quads that didn't make any sense, etc.
I also tweaked slightly the psp icons to center the symbols, as they were too much to the right.  (Be sure to copy the updated graphics/iconspsp.png to your Res folder.)
2011-01-13 09:56:55 +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
Res//test/biorhythm.txt  -- 1
Res//test/black_market.txt  -- 1
Res//test/black_vise.txt  -- 1
Res//test/blessed_wind.txt  -- 1
Res//test/blessed_wine.txt  -- 1
Res//test/blinking_spirit.txt  -- 1
Res//test/blinkmoth_nexus.txt  -- 1
Res//test/bloated_toad1.txt  -- 1
Res//test/bloated_toad2.txt  -- 1
Res//test/bloodfire_colossus.txt  -- 1
Res//test/bloodhall_ooze.txt  -- 1
Res//test/bloodscale_prowler.txt  -- 1
Res//test/body_double.txt  -- 1
Res//test/boggart_arsonists.txt  -- 1
Res//test/borderland_behemoth.txt  -- 1
Res//test/bottle_gnomes.txt  -- 1
Res//test/bottle_gnomes2.txt  -- 1
Res//test/brainstorm.txt  -- 1
Res//test/bramblewood_paragon.txt  -- 1
Res//test/brass_man.txt  -- 1
Res//test/brass_man_i161.txt  -- 1
Res//test/briarhorn.txt  -- 1
Res//test/cage_of_hands.txt  -- 1
Res//test/castle.txt  -- 1
Res//test/cathodion.txt  -- 1
Res//test/celestial_purge.txt  -- 1
Res//test/chainbreaker.txt  -- 1
Res//test/circle_of_protection.txt  -- 1
Res//test/circle_of_protection_i211.txt  -- 1
Res//test/civic_wayfinder.txt  -- 1
Res//test/clone.txt  -- 1
Res//test/clone2.txt  -- 1
Res//test/clone3.txt  -- 1
Res//test/cockatrice.txt  -- 1
Res//test/cockatrice_i228.txt  -- 1
Res//test/colossus_of_sardia1.txt  -- 1
Res//test/colossus_of_sardia2.txt  -- 1
Res//test/composite_golem.txt  -- 1
Res//test/conservator.txt  -- 1
Res//test/control_magic.txt  -- 1
Res//test/control_magic2.txt  -- 1
Res//test/control_magic3.txt  -- 1
Res//test/control_magic4.txt  -- 1
Res//test/corrupt.txt  -- 1
Res//test/counsel_of_the_soratami.txt  -- 1
Res//test/counterspell.txt  -- 1
Res//test/counterspell2.txt  -- 1
Res//test/counterspell3.txt  -- 1
Res//test/counterspell4.txt  -- 1
Res//test/cranial_plating.txt  -- 1
Res//test/creature_bond.txt  -- 1
Res//test/crimson_kobolds.txt  -- 1
Res//test/crosis_s_catacombs_1.txt  -- 1
Res//test/crosis_s_catacombs_2.txt  -- 1
Res//test/crumble.txt  -- 1
Res//test/crystal_rod_i172.txt  -- 1
Res//test/curiosity1_i217.txt  -- 1
Res//test/curiosity2_i217.txt  -- 1
Res//test/dark_banishing.txt  -- 1
Res//test/dauntless_escort.txt  -- 1
Res//test/dauthi_embrace.txt  -- 1
Res//test/death_grasp.txt  -- 1
Res//test/death_ward.txt  -- 1
Res//test/decree_of_justice.txt  -- 1
Res//test/deja_vu.txt  -- 1
Res//test/delusions_of_mediocrity.txt  -- 1
Res//test/dematerialize_flashback.txt  -- 1
Res//test/dingus_egg.txt  -- 1
Res//test/dingus_staff_i153.txt  -- 1
Res//test/divergent_growth.txt  -- 1
Res//test/doomed_necromancer.txt  -- 1
Res//test/double_strike2_i145.txt  -- 1
Res//test/double_strike_i145.txt  -- 1
Res//test/dragon_broodmother_i491.txt  -- 1
Res//test/dragon_fodder.txt  -- 1
Res//test/dragon_fodder2.txt  -- 1
Res//test/dragon_whelp_i154.txt  -- 1
Res//test/drain_life.txt  -- 1
Res//test/dream_fracture_i142.txt  -- 1
Res//test/drift_of_the_dead.txt  -- 1
Res//test/dromad_purebred.txt  -- 1
Res//test/dross_golem.txt  -- 1
Res//test/dross_harvester.txt  -- 1
Res//test/duskwalker.txt  -- 1
Res//test/dust_corona.txt  -- 1
Res//test/dwarven_warriors.txt  -- 1
Res//test/ebony_horse.txt  -- 1
Res//test/ekundu_cyclops1_i218.txt  -- 1
Res//test/ekundu_cyclops2_i218.txt  -- 1
Res//test/elvish_piper.txt  -- 1
Res//test/elvish_promenade.txt  -- 1
Res//test/emblem_of_the_warmind.txt  -- 1
Res//test/enchanted evening.txt  -- 1
Res//test/enchantress_s_presence.txt  -- 1
Res//test/enervate.txt  -- 1
Res//test/erg_raiders_i157.txt  -- 1
Res//test/explore.txt  -- 1
Res//test/fangren_pathcutter.txt  -- 1
Res//test/farhaven_elf.txt  -- 1
Res//test/farmstead.txt  -- 1
Res//test/fastbond.txt  -- 1
Res//test/fastbond2.txt  -- 1
Res//test/fault_line.txt  -- 1
Res//test/feral_hydra.txt  -- 1
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Res//test/fire_tempest.txt  -- 1
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End File Usage Statistics
-------------------
2011-01-11 10:11:15 +00:00
wrenczes@gmail.com ccd972ada3 Eliminated some spurious string copy construction - changed a couple string return functions to return a reference instead. 2011-01-11 09:32:23 +00:00
wrenczes@gmail.com 1c011e568a Missed checking this file in along with the other leak fixes from Ittobaal. 2011-01-11 09:12:56 +00:00
Xawotihs e0823b82c4 Fix for issue 568. It was a hard one, it probably happened more
frequently with the touch/mouse interface, but this bug potentially
affected all the platforms.
2011-01-08 18:26:22 +00:00
Ittobaal@gmail.com 07ef902d85 Added newline to end-of-file 2011-01-08 12:24:39 +00:00
wrenczes@gmail.com f2f9ae3168 Renamed ensureOpponentMenu() => ConstructOpponentMenu() for clarity. 2010-12-29 11:04:37 +00:00
wrenczes@gmail.com 961d6191dc Out of paranoia (since I haven't compiled against Linux), switch out min() for our defined version of MIN. 2010-12-28 06:37:35 +00:00
wrenczes@gmail.com 9005fd7af7 Fixed a problem I noticed after adding Z's 6 new decks to my res folder: if the number of AI decks wasn't a multiple of 10, the game would slow to a crawl, since there was a check that compared the number of actual decks against the number of unlocked AI decks (which is always incremented by 10 when new decks are unlocked) to determine whether the list of AI deck names should be refreshed or not. This was a pointless check, since we can load all the names once, and simply use the unlocked AI count value when determining what decks to allow to be used during random match playing.
This change restores the performance on psp back to where it was with 0.13.1, where the ai deck number happened to be a neat 100 count.
2010-12-28 06:31:50 +00:00
Xawotihs 6fde01fe03 not defined => !defined 2010-12-21 11:19:42 +00:00
techdragon.nguyen@gmail.com 840e6e078f initialized stats information so that PSP can render it properly when keypress is too quick on the player deck selection screen. 2010-12-20 01:53:39 +00:00
omegablast2002@yahoo.com d8d4977e5b fixed a rare crash when more then one creature had either treason or unearth in the battlefield at the same turn...they would be put in graveyard and the z->nbcards would change in value, meaning that the incrementer was now able to accidently step out of the vector and hit an invalid pointer. now once it hits the bottom of each pass if the number of cards changed in the field start the cycle over. 2010-12-19 21:20:30 +00:00
wagic.the.homebrew@gmail.com 9d68164132 Erwan
- Adding Zethfox's AI decks
- bumping version to 0.14.1
2010-12-19 08:37:26 +00:00
wrenczes@gmail.com 9ea61766cd At the risk of being mildly obnoxious, inserting my handle into the dev list. (Anybody else missing from the credits?) 2010-12-18 06:04:02 +00:00
wrenczes@gmail.com 62fa860da4 Split out a different keybindings string if QT_CONFIG is defined. This should prevent key collisions between the different Win32 builds. 2010-12-18 05:55:03 +00:00
wrenczes@gmail.com ba975d1b37 When I consolidated the two duplicate lord string sets, the ordering of 'prelords' wasn't the same as 'lords'. I didn't realize that it mattered when I picked the first set of the two. Reinstated the 'lords' ordering, so far all the cases that broke are working again. I've left in the 'prelords' variant in, stubbed out, in case we encounter a reason why this is still required. 2010-12-18 04:01:13 +00:00
wrenczes@gmail.com c7666a933a Revert changes to CardSelector. This wasn't meant to be part of my previous check in, another case of AnkhSVN selecting a file automatically for submission when it was in a different changelist. Sorry! 2010-12-18 03:47:52 +00:00
wrenczes@gmail.com e4dd50766f Reverting/reworking Mike's change on thises/prelords. Zeth says that this is crashing on psp - while sizeof(string) shouldn't eval to 0, I don't fully trust this to evaluate correctly on psp, so I'm reverting out the change. Since these are staticly sized arrays, there's no point in trying to calculate their size programatically. (If they were true dynamic containers, then it would make more sense, but then you'd simply call size() on them anyway.)
While at it, moved the string arrays to be global const declarations - there were two duplicate sets of keywords for lords, and they were being created/destroyed on each call to parseMagicLine.  No point in constantly reallocating these strings, we know we're going to contantly reuse them.
2010-12-18 01:59:07 +00:00
omegablast2002@yahoo.com d2a96e69df few small items, first since card view are now correctly null'ed, i ran into a few cases while watching demo mode where the game would trigger a stop on the battle hint that uses card views, apon checking the card view would be null at the time. so added a condiational check to prevent the game from trying to alter a null'ed pointer.
2nd, added a block out for optimizedhand in demo mode, ie any time its cpu player vs cpu player, noticed demo was starting matches with no cards.

3rd, added a hackish workaround to allow Ai to get eff returns on abilities using the all(this) lord workaround to target the source. Ai was not getting any returns on these abilities. now basically if the ability is a lord && !target...lets calculate this as tho source == target....
2010-12-17 20:59:08 +00:00
wrenczes@gmail.com 60078c34c7 Additional fix to go along with r2834 - the previous fix revealed an ugly interdependency between CardView and MTGCardInstance. Neither object owns the other, but they each have a pointer reference to each other, which is a recipe for disaster if not managed correctly. I had fixed half of the problem, where the status of a CardView being destroyed wasn't reflected in the MTGCardInstance; meanwhile, it introduced another problem where if the MTGCardInstance was destroyed first, the CardView would crash when trying to do the cleanup.
This is a classic example of why naked pointers suck!  The right way to fix an interdependency would be to have these objects hold onto weak references to each other. But that's way too big a change at this point in time, so I've added this ugly hack instead.

This will fix an intermittent crash when either accessing the library or exiting a match.
2010-12-16 21:17:18 +00:00
Xawotihs eaeb9cc2a6 Fixed for issue 564. Now we do nothing if we use the "menu key" in the language selection menu. 2010-12-16 18:36:07 +00:00
omegablast2002@yahoo.com 4458e61b75 2 things, moved poison count wingame to the top with the life, there were cases where it wasnt respecting "cantlose" cards. and 2nd gave Ai *some* direction as to what to do with poison counters. i saw him place poison counters on himself to death in a single round...its was embarrassing. 2010-12-16 16:09:35 +00:00
techdragon.nguyen@gmail.com 84e4213615 fixed sizing issue. I keep forgetting array size calculation in C++ isn't just a property like in other languages. Sorry guys. 2010-12-16 14:13:09 +00:00
techdragon.nguyen@gmail.com e600c34852 changed ints to size_t for psp compilation warnings. 2010-12-16 13:47:39 +00:00
techdragon.nguyen@gmail.com afdeae6901 fixed some formatting issues.
changed conditional for lord and thises evaluation from hardcoded value to length of the array being evaluated.  This doesn't change current functionality, but minimizes code change if these arrays were ever to change in size.
2010-12-16 12:53:48 +00:00
techdragon.nguyen@gmail.com 038fef7742 issue 561
initialized deck stats number.  The value wasn't being initialized correctly and thus retained the last set of values for a given deck.
2010-12-16 12:50:01 +00:00
wrenczes@gmail.com 1cc516193e Sidecar fix to the CardView change: running the test suite revealed a few other places where bad assumptions were being made that an event's card view pointer was legitimate. Now they properly evaluate whether the view is null and adjust accordingly. 2010-12-16 09:41:14 +00:00
wrenczes@gmail.com 87909bed08 Fix for issue 550, heap crashed game in turn 6.
The core problem I fixed was in CardView's (missing) destructor - on construction, a CardView will set itself as a member of its parent CardInstance, so it stands to reason that when it's about to be destroyed, it should do the inverse and remove itself in the same fashion from its parent.   This explains why weird graphic glitches were seen when casting Animate Dead on cards in a graveyard - the position data it was trying to use was already deleted from memory (a cardview is deleted on cleanup at the end of a turn if it's gone to the graveyard), but no one nulled out the deleted card view reference from the instance, so we'd access invalid data.

Some peripheral changes in this checkin:  two helper functions in CardGui (GetCenterX, GetCenterY)  that are part of my navigation patch are included.  They're unused in the current code base, so this has zero impact. (I'm only checking them in as it's more work than it's worth to refactor them into a separate changelist.  The core of the nav patch requires my mods to Closest.cpp / CardSelector.cpp to have any effect.)  I also included a helper function in the debug routines to spit out hex pointer addresses in trace outputs, which I used to chase down this bug.
2010-12-16 09:32:42 +00:00
omegablast2002@yahoo.com 6c06544838 fixed 562 special lands not sending tap events. activatedability was over riding the reacttoclick of manaproducer...therefore not sending out the tapformana event.
Issue: 562
2010-12-15 19:29:30 +00:00
techdragon.nguyen@gmail.com fcefd6385b 2010-12-14 11:54:53 +00:00
techdragon.nguyen@gmail.com cb29f47fe3 2010-12-14 11:54:44 +00:00
techdragon.nguyen@gmail.com f4ec87dbb0 reverted previous change. 2010-12-14 11:45:43 +00:00
techdragon.nguyen@gmail.com 61011b8924 No code changes.
* removed extraneous braces for case statements.
* changed tabs to spaces.
2010-12-14 11:37:32 +00:00
omegablast2002@yahoo.com b247a7e83c just a brace moved, in cases of all(this) the 2nd statement would overide the first one which checks if its an attacker or blocker. 2010-12-14 11:25:01 +00:00
omegablast2002@yahoo.com 91347b38d9 sorry had to add this too, aparently simply putting BLAH_GOOD/BLAH_BAD without actually comparing it to the suggestion from af always returns true... 2010-12-14 11:02:49 +00:00
omegablast2002@yahoo.com cf8cb213cc pump granting needed to be a little more specific, it is not enough to simply tell the Ai if it is "good" it has to also know if its the controller of the creature. otherwise i witnessned it pump opponents creature. small change no huge impact except correcting the use of ai good effects on human player creatures. 2010-12-13 18:54:41 +00:00
omegablast2002@yahoo.com 448099825a just moved a bracket in ai STANDARD_LEVELUP. the 3 condiational was outside of the bracket, causing it to over ride previous. it should ALWAYS consider the "maxlevel" hint. 2010-12-13 14:58:24 +00:00
wagic.the.homebrew@gmail.com 1046ffac02 Erwan
- fix for issue 559 based on Mike's suggestions. The test suite passes
2010-12-13 13:59:07 +00:00
wagic.the.homebrew@gmail.com 19fe04b882 Erwan
- fix for issue 558 (compilation issues in release mode on most platforms)
2010-12-13 13:16:01 +00:00