Anthony Calosa
6832049ccc
reserve size
2016-07-22 16:00:29 +08:00
Anthony Calosa
6d72753216
OK quad and COMBATTOUGHNESS for attackers/blockers
...
support doubled res for OK quad, AI should consider toughness as power
if it has COMBATTOUGHNESS ability
2016-07-22 15:38:38 +08:00
Anthony Calosa
f996510969
psp fix 3
2016-07-21 15:36:16 +08:00
Anthony Calosa
cd1b629191
Fix Segmentation Fault & Formatting
2015-11-10 11:58:36 +08:00
xawotihs
b8b5362ba5
Removed dependency on boost when Qt is used.
2015-09-24 23:20:52 +02:00
xawotihs
907274f9bd
Fixed cross-compiling with theos
2015-08-23 21:23:55 +02:00
omegablast2002@yahoo.com
2a7bcb2170
ifdef on simon font to up the res of simon.
...
you will need to rename your old simon font to pspsimon
only english is effected.
2013-04-07 00:32:11 +00:00
omegablast2002@yahoo.com
802c970ec3
#ifdef psp for the increase res font f3 which is by far the worst looking font on higher res devices.
2013-03-27 23:29:18 +00:00
omegablast2002@yahoo.com
ef18f376b1
ifdef(psp) on cache hit miss handling.
2013-02-26 23:22:49 +00:00
omegablast2002@yahoo.com
9a52ae28a2
several changes here,
...
first, i added a timer to hide the big card after 5 secs or until a movement is registered.
2nd, removed the advancing of phases with flick up.
3rd added a flick left to "show/hide hand"
4th, fixed an error in the logic of "getDifficulty" part of the reason optimizedhand was not working.
finally, unrefactored the checks of optimized hand, it was FAR to difficult to see what was actually happening the way it was coded.
optimizedhand is finally working again,
toggledifficulty and optimizedhand will again trigger and greatly improve ai vs player matches
2013-02-21 00:48:39 +00:00
techdragon.nguyen@gmail.com
42cdd27e0b
fixed music bug for Momir and Random game types. The functions that determined if a file existed did not handle errors properly. Instead it would return an empty string which when appended to the base path would always return true. Thus a non-existent file would always be treated as if it existed. The guards I put in test for empty strings before continuing evaluation. I may have been a little judicious in the places where I put the gaurds in. We can remove the guards if it turns out we don't need them in all the places.
2012-02-23 02:11:14 +00:00
wagic.the.homebrew
3decbe7f1d
- Fix Android compilation issues
...
- Added a "cachesize" option (not available from the menu, but can be manually edited in players/options.txt, for example cachesize=200 means 200MB of cache). The hardcoded cache on windows/linux is 20MB, which is not enough for Hi Res cards (60 is better, 200 is great)
2011-10-02 09:05:39 +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
wrenczes@gmail.com
c5963c3c23
Three improvements involving image caching:
...
1) prevent the textureQuad map from containing references to cards when we're returning a temp (card backdrop) image in the threaded version.
2) we had two copies of the pspicon image in the cache (ie the regular & managed). Changed the reference in the DeckMenu code to use the managed instance.
3) Fixed a problem with a default constructor param that would set RESOURCE_LOCKED on certain images. I noticed that the 'NEW' image was locking itself in the cache because no resource modes was being passed in, so the default constructor param was setting it to locked. This seems like a bad idea - if you're not explicitly locking a resource in the call, that shouldn't be the default behaviour.
Also added an assert safeguard to catch the possibility of 'overlocking' an image resource, as this probably means the image fetching routine is being abused somehow.
2011-07-07 07:37:17 +00:00
wagic.the.homebrew
691a1e1b91
- Fixed a Bug where AI would not block any attacker in Demo mode (bug introduced in r2759)
...
- Fixed a Bug where AI would not correctly assign blockers if the first attacker is super strong.
- Added a hack to prevent AI from an infinite loop while choosing a target. There are edge cases where the AI gets to choose the targets for a TargetChooser that doesn't belong to it. I couldn't dig too long for the root cause, so I added a "return 0" when the case happens. Should probably open a ticket
- Added a "Hint" System in AI decks, to help the AI with its strategy. This is not really usable yet, it only works with abilities (not cards to play), and I only added some basic code for counters and tokens. This can probably be extended, but let's wait until we see it working on that other game I'm working on, before rushing into adding hints to all AI decks...
- minor cleanup of AI Code
2011-05-05 14:27:46 +00:00
wrenczes@gmail.com
cca2fb92ec
Optimized a heavily thrashing reallocation (temporary string construct) inside the resource manager. (Also contains a few more PSPENV->PSP consolidations, this should have been part of my last submit)
2011-04-22 13:33:42 +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
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
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
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@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
wrenczes@gmail.com
76cba56a1c
Resuming on my threading support work with the card caching mechanism. This change unfortunately touches quite a few files, but I needed to get it out of the way before things got out of hand: one significant hurdle is the assumed lifetime of a JQuad pointer. In a single threaded model, the life time of the pointer is clear: you fetch it into the cache, the cache makes room, you use the pointer immediately. In a multithreaded context however, it's unsafe, as the drawing thread can request a few JQuads, and the cache operating on a separate thread can potentially bounce a JQuad out of the cache before the draw routine is done using it, which ends up in an access violation when you attempt to draw using an invalidated quad pointer. To prevent this, the bulk of this change swaps out the use of naked JQuad* pointers in the code with a JQuadPtr, which is basically a typedef to a boost shared_ptr<JQuad>.
...
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid. We're going to need to add more defensiveness to JGE to protect against this.
Other changes in this check-in: WResourceManager doesn't derive from JResourceManager anymore. It actually didn't require anything from the base, so I killed the dependency. Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.
I've build this & tested against PSP, win, linux, QT (linux). I haven't tried against iOS and QT Win, or Maemo. If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
2011-02-01 10:37:21 +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
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
Res//test/fieldmist_borderpost.txt -- 1
Res//test/fire_tempest.txt -- 1
Res//test/firebreathing.txt -- 1
Res//test/fists_of_ironwood.txt -- 1
Res//test/flagstones.txt -- 1
Res//test/flame_fusillade_i265.txt -- 1
Res//test/flare.txt -- 1
Res//test/fledgling_imp.txt -- 1
Res//test/fledgling_imp2.txt -- 1
Res//test/fleshformer.txt -- 1
Res//test/flowstone_hellion.txt -- 1
Res//test/flowstone_slide.txt -- 1
Res//test/fog.txt -- 1
Res//test/fog_bank.txt -- 1
Res//test/foratog.txt -- 1
Res//test/force_of_nature.txt -- 1
Res//test/force_of_nature2.txt -- 1
Res//test/force_of_nature3.txt -- 1
Res//test/fountain_of_youth.txt -- 1
Res//test/frogmite.txt -- 1
Res//test/fungus_sliver.txt -- 1
Res//test/gamble.txt -- 1
Res//test/gelatinous_generation.txt -- 1
Res//test/gempalm_avenger.txt -- 1
Res//test/generic/attacks_each_turn.txt -- 1
Res//test/generic/becomes_transform_i559.txt -- 1
Res//test/generic/becomes_transform_i559_2.txt -- 1
Res//test/generic/bushido_1.txt -- 1
Res//test/generic/bushido_2.txt -- 1
Res//test/generic/cycling.txt -- 1
Res//test/generic/cycling2.txt -- 1
Res//test/generic/deathtouch.txt -- 1
Res//test/generic/doesnotuntap.txt -- 1
Res//test/generic/doesnotuntap2.txt -- 1
Res//test/generic/double_strike.txt -- 1
Res//test/generic/equip_landfall_buff.txt -- 1
Res//test/generic/equip_reach.txt -- 1
Res//test/generic/equip_shroud.txt -- 1
Res//test/generic/equip_shroud2.txt -- 1
Res//test/generic/equip_wither.txt -- 1
Res//test/generic/equipment_i252.txt -- 1
Res//test/generic/exalted.txt -- 1
Res//test/generic/exalted_i143.txt -- 1
Res//test/generic/exalted_i310.txt -- 1
Res//test/generic/fear.txt -- 1
Res//test/generic/fear_i147.txt -- 1
Res//test/generic/first_and_double_strike1_i187.txt -- 1
Res//test/generic/first_and_double_strike2_i187.txt -- 1
Res//test/generic/first_strike.txt -- 1
Res//test/generic/first_strike2.txt -- 1
Res//test/generic/first_strike3.txt -- 1
Res//test/generic/flanking.txt -- 1
Res//test/generic/fresh.txt -- 1
Res//test/generic/hybrid_mana.txt -- 1
Res//test/generic/hybrid_mana_2.txt -- 1
Res//test/generic/hybrid_mana_3.txt -- 1
Res//test/generic/indestructible.txt -- 1
Res//test/generic/kicker.txt -- 1
Res//test/generic/kicker2.txt -- 1
Res//test/generic/landwalk.txt -- 1
Res//test/generic/legendary.txt -- 1
Res//test/generic/level_up.txt -- 1
Res//test/generic/level_up2.txt -- 1
Res//test/generic/lifelink.txt -- 1
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End File Usage Statistics
-------------------
2011-01-11 10:11:15 +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
wrenczes@gmail.com
609ece329e
Splitting up my threading changes into smaller pieces, as it's getting too large. This change: pass strings by reference, never by value; some minor formatting cleanup in WResourceManager.
2010-12-01 04:27:56 +00:00
Xawotihs
7e37e68755
more iOS port fix
2010-11-23 23:35:40 +00:00
wrenczes
e2659b63f1
Fixed a couple of sprintfs that wouldn't compile on Linux.
2010-11-21 04:11:23 +00:00
wagic.the.homebrew@gmail.com
f7bcbb42dc
Erwan
...
- had some problems compiling for the PSP. I assume I was the only one, please let me know if the "include JLogger" lines are not needed (they were needed for me)
- Fix a memory leak when playing in "random deck" mode
- Prevent the AI from playing cards with a cost it cannot understand (ExtraCosts with a target).
2010-11-18 14:04:24 +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
jean.chalard
1317eb0d29
J :
...
* Add multilingual support for utf-8.
* Use japanese as a test case (removing the old tentative support).
* A number of shortcomings affect this code.
+ Bugs :
- This splits algorithms used to determine the length of a string
and to render it in two: either the string starts with an ascii
char and the monobyte, variable-space algorithm is used, or it
does not and a multibyte but fixed-space algorithm is used.
This shortcoming also exists in the code to support chinese.
- From the above comes the biggest limitation: any string that
starts with an ascii character but include non-ascii characters
will not be rendered correctly.
- This does not and cannot support chars outside the BMP. This
probably won't matter, ever.
+ Todos, fixmes, wishlist :
- Single-width characters with diacritics are reported as
double-space chars. It doesn't matter too much at the moment, but
should be fixed in the future.
- Font support currently only includes japanese.
+ Performance and compatibility notes :
- Chinese code has not been switched to utf-8, to maintain backward
compatibility. We should switch it at some point in the future,
but ponder the right way to do it first.
- Retaining the support for chinese with a non-international
charset hurts performance (by making some methods uselessly
virtual).
* Still, this generally works and is extensible (it can be used to
implement korean, traditional chinese, etc, without any more code).
Implementing languages with diacritics needs an improvement of the
bool doubleWidthChar() method.
2010-11-14 16:24:29 +00:00
wrenczes@gmail.com
3eeb8a6465
- renamed WResourceManager::autoResize() to ResetCacheLimits(), since the function doesn't actually resize anything. It's merely setting clamping limits on when we should purge the cache.
...
- fixed the debug framerate calculation / drawing code (consolidated duplicated functions & variables mDelta vs a win-only mDeltaTime, no reason to have two), repositioned it to draw on the bottom left (it was colliding with other debug text for the cache info).
- for debug testing purposes, added a #define override to force the image cache to work with less memory (I've picked 8 megs, which is what the psp seems to use - the normal default on win/linux is 20 megs).
2010-11-09 19:01:38 +00:00
wagic.the.homebrew@gmail.com
5d907f5abe
Erwan
...
- Added a possibility to put a file "Res.txt" instead of the folder "Res". The file Res.txt is a simple 1 line text file, telling where to find the Res folder, terminated by "/". For example: "../../wagic_res".
This addresses issue 428 . This could also help us in the future, to develop mods.
2010-11-07 09:26:29 +00:00
linshier
60ef07a025
Added basic Japanese font support.
2010-10-24 07:56:28 +00:00
wrenczes@gmail.com
e74c0fcc7c
Moved a few more common shared includes into the precompiled header.
2010-10-24 06:55:40 +00:00
wrenczes
d5f3e4cfea
Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
...
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"
I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too. For future reference, here's the most straightforward link on the topic of adding pch support to make files:
http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00
wrenczes@gmail.com
5aa3dc6fd3
Refactoring of some of the font management in WResourceManager. This change looks bigger than it actually is - most of the touched files are simply renaming of some font enums that I moved out of MTGDefinitions into the resource manager header files. The main points of this change: collapsing the font containers into a single map, eliminating duplicated functions, and migrating the font building logic into the resource manager class. GameApp doesn't need to know anything about the fonts it uses, and likewise, font users don't need to know what the name of their chosen font is, just the FONT_TYPE enum.
...
(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) )
2010-10-19 07:51:32 +00:00
wrenczes@gmail.com
832f11c153
Switched the managed JQuad container implementation from a vector to a map. This speeds up the cache lookup time from O(n) to O(log n). Hard to see a noticeable difference on win, but it definitely feels snappier on my psp, for instance, when browsing your library for a card, or your graveyard, etc.
...
I'm also noticing that the GetQuad(int) variant never seems to get hit, so I suspect that the ID lookup map is redundant. I left it alone as the JResourceManager base class forces the need for the function; I need to spend more time looking at just how much of JResourceManager we actually use at this point.
2010-10-17 16:54:08 +00:00
wrenczes@gmail.com
def3293fac
Fixed my trace - removed the spurious addressof().
2010-10-07 03:45:57 +00:00
techdragon.nguyen@gmail.com
652358b8c4
commented out last check in as "addressof" is not defined in current code set. Is it possibly out of the boost library?
2010-10-06 16:05:58 +00:00
wrenczes@gmail.com
78f8ff98bb
more OutputDebugString() conversions, and removed a useless trace in the base WResource destructor - instead, moved it up to WCachedResource so that we can output the filename of the resource that is being destroyed.
2010-10-06 11:46:10 +00:00
wagic.the.homebrew@gmail.com
ac435980ce
Erwan
...
- Attempt at solving issue 247 (missing background image for trophy room). I think I attempted that a while ago and it caused some crashes, so let's revert this change if this happens
2010-09-26 06:22:46 +00:00
wagic.the.homebrew@gmail.com
bdc43052d3
Erwan
...
- support for tinyCrops see http://wololo.net/forum/viewtopic.php?f=15&t=2197
- card images can now be named after the card's name (ex: sets/10E/Ancestor's Chosen.jpg , or sets/10E/10E.zip:Ancestor's Chosen.jpg)
- yet another attempt at fixing tokens in the shop
2010-09-20 07:10:21 +00:00
wagic.jeck
8114944db9
Jeck - Added theme substyles, which are chosen dynamically based on the player's deck composition. Also added lazy unit test for booster packs, though there should be a better way to framework this.
2010-08-28 10:51:38 +00:00
linshier
8247c22ff0
Fixed loading/option-saving slowdown brought in by Chinese support to other languages.
2010-08-15 11:57:31 +00:00
wagic.the.homebrew@gmail.com
f40af0b1cb
Erwan
...
- Chinese patch by linshier
2010-07-31 14:41:04 +00:00
wagic.the.homebrew@gmail.com
1332842025
Erwan
...
- bug fix in JGE++ audio (improve HBL compatibility)
- Added new rewards in story mode: random card, card (either by "name" or id), specific set
- Story mode: added possibility to choose music, and bg for duel.
-- See "01. Where it all begins" for examples of new features
2010-07-19 13:44:26 +00:00