Gives the user the opportunity to earn some credits for performing various tasks.
Known bugs removed, tested stability-wise, not so much game-wise.
Lots of to-dos and ideas still remaining, better balance between task difficulty and their rewards needed - please comment.
Usage:
Enter shop, open menu, select 'See available tasks'.
All tasks in the list are active, until they expire ('Days left'; day passes after each duel (won, lost or quited)).
You can finish any of the tasks and get bonus. For particular task, the bonus gets a bit smaller every day (until expiration).
- Fix issue 144 (Sound is either 0 or 100%), for PSP ONLY. The methods are now here for linux/windows, but only the music volume method will work currently, and it sets the volume globally. Patch by Yeshua with some cleanup by myself.
- fixed a bug with Flagstones of Trokair. There was no easy fix (cloned objects deleting stuff from their parents...) and I ended up using a "garbage collect at end of turn" technique the way I did with the ActionStack. As a result, the memory print of a turn will become bigger, and even more bugs might occur at the end of a turn... I'm ready to discuss this, although I think it's the best solution (in terms of result/amount of work) given the way abilities work right now
- Test suite now gives the number of failed/success at the end of the tests
- Fix issue #16 (testsuite segfaults if file does not exist)
- Fix issue #37 (Normal Combat Damage is not dealt to creatures when the AI attacks)
- TestSuite now has an "AI" mode (see test/manual/p2_attacks.txt)
* Decks now support naming and renaming. Also added a "Switch decks without saving" option.
* Removed unused static const char * menuTexts, from old 6-deck limited system
* Keypad didn't display correctly when not given a title, and was never destructed. Fixed.
* profileFile() default behavior was to fall back to RESPATH/player. Fixed.
* New iconspsp.png, updated look to seem like PSP buttons, added some extra (unused) button icons.
* Numerous cache fixes, reduced filesystem access.
* Cache fails very gracefully.
* Cache is now a templated class, with individual caches per data-type.
* Much easier to extend.
* Extensively debugged. Try compiling with -DDEBUG_CACHE.
* Caches limits can be set on a per-item basis.
* hgeParticleSystemInfo are now cached, mana particles now fall back to defaults.
* Samples are not cached, but track filesystem misses using the cache backbone.
* Avatars are cached. Default baka avatar is now baka.jpg, to prevent collision with player.
A note on the retrieval types:
RETRIEVE_MANAGE puts a resource into a seperate, managed resource list.
Managed resources are guarenteed valid for the lifetime of the program.
Retrieving a managed quad promotes the associated texture to managed. Don't do that by mistake.
Calls to Resources.Refresh() will attempt to reload managed resources in place.
RETRIVE_LOCK (and by extension, RETRIEVE_VRAM), returns a resource after locking it.
A resource may have many locks, and remains in cache until they are all released.
If the resource is managed, it returns it unmodified.
A note on quads:
Unlike all other RetrieveWhatever() functions, the default behavior for RetrieveQuad is RETRIEVE_LOCK. Worse, Release(JQuad*) is slow, and will /always/ release one lock from the associated texture.
There's a long and complicated explanation for this, involving support for live relinking of textures to existing quads, but basically what it means is that we only use RetrieveQuad for quads we intend to store and later Release(). If a temporary quad is needed, the preferred method is to use NEW JQuad* and SAFE_DELETE with RetrieveTexture(). RetrieveTempQuad is also provided, but is only guaranteed until the next call to the cache.
Note that RetrieveCard has none of these problems.
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
- fixed a bug (crash if a card that had an ability until end of turn would be put into the graveyard before the end of the turn)
- Added a new game Mode : Random 1 or 2 color.
- no more 5 decks limitation for Player
- Player decks can be given a name/description the same way we do for the AI. No PSP Gui for that yet though, has to be done outside of Wagic (PSPWrite ?)
- Ashen firebeast bug fix
- Small cards bug fixes
- Bloodfire colossus bug fix
- Graphical glitch in Opponent deck's choice when Deck name is too long... attempt to fix, let's be careful, no more than 9 letters in Deck names, please
- Updated Tranquil domain test. It was using cards that have been removed from the DB
- replaced /n/ with (n) in shop
- Added CC Avatar
- Fixed a segfault bug when selling cards
- Added a few messages in the credits
- Show types of a card in "Alternate" display
- This update should get rid of all copyrighted contents
- Prevent TestSuite from crashing, by not showing big cards during the test suite
- Updated font size in game, to be readable
- WARNING!!! One test (brass man) not working anymore !!! High priority