Commit Graph

2475 Commits

Author SHA1 Message Date
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
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
omegablast2002@yahoo.com
09afcea7da rhox-added regenerate, knights of cliffhaven added maxlevel. 2010-11-17 11:37:47 +00:00
solo81@web.de
9a32c507b6 Fixed Vebulid.
Readded Footsteps of the Goryo. Zethfox had a solution for this!
2010-11-16 12:09:46 +00:00
techdragon.nguyen@gmail.com
79f0fef835 fixed missing brace 2010-11-16 01:18:11 +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
solo81@web.de
c79fdcbf50 Fixed several cards.
Blitz Hellion
Deathcoil Wurm
Laccolith Grunt
Laccolith Titan
Laccolith Warrior
Laccolith Whelp
Line Wolf
Pride of Lions
Righteous Fury
Rhox
Thorn Elemental
Tornado Elemental
Wolf Pack


Removed Foosteps of the Goryo. It cannot work right now for the same reason as Miraculous Recovery cannot work.
2010-11-15 21:03:09 +00:00
wrenczes
b0c826ca01 Fixed the crash I just introduced when buying boosters. 2010-11-15 16:32:48 +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
solo81@web.de
3cedeb4d85 Fixed issue513. 2010-11-14 10:15:02 +00:00
wrenczes@gmail.com
27fd107208 1st step in refactoring some of the card rendering logic - currently, each 'client' has duplicated code having to deal with how to render the full card graphic vs text mode vs using a 'back' image if a card isn't found. This is a first pass at consolidating some of that logic to one location - the ultimate goal being, eventually, the resource cache will actually own the notion of whether it's handing out a real card image or a default filler if the card isn't available, and the client code rendering the card should be oblivious.
In this change, I made the CardGui's RenderBig() and AlternateRender() functions protected; anyone wanting to render a card simply calls RenderCard(), and the card drawing mode is passed along as a param.
2010-11-14 08:15:26 +00:00
wagic.the.homebrew@gmail.com
e758c7eea1 Erwan
- trim long deck names in deck editor/ deck selection
- fixed a bug were the background was rendered in the items loop of the deck selection screen
2010-11-14 02:25:01 +00:00
wagic.the.homebrew@gmail.com
b934f0a5ab Erwan
- reimplement r2609 with inheritance, and cleaned up the function code.
2010-11-14 01:35:26 +00:00
wagic.the.homebrew@gmail.com
d668fbb45c - unix endings for GameStateDeckViewer.h
- fix for issue 509 (font color was incorrect at end of some tests)
- Fixed Dregscape Zombie (fix for test unearth3.txt)
2010-11-14 01:15:46 +00:00
wrenczes@gmail.com
fe9c43bc81 Fixed the makefile - the precompiled header additions I previously made wasn't quite syntactically correct, causing unnecessary rebuilds of untouched object files. Now only touched cpps will be rebuilt as expected. 2010-11-13 08:53:22 +00:00
omegablast2002@yahoo.com
2c1e18050c had to add this to prevent crashing in the shop from buying a booster, i understand the need to reduce code but does every single function have to share every other classes functions? this was originally supposed to be a tiny change, but there was no way to define the difference between the card display used by shop and the ones used by grave and library. 2010-11-12 19:12:19 +00:00
omegablast2002@yahoo.com
f24a7410db Roc egg was reported to have been a uncommon card, was incorrectly listed as a rare in the card.dat. 2010-11-12 18:41:02 +00:00
omegablast2002@yahoo.com
6adf96e20c added up and down to the buttons that can close a card display box. now while in graveyards, opponentshand, libraries, if you pressed up or down rather then being tossed into the card selector zones above or below it will close the box and move to the new area. 2010-11-12 18:35:22 +00:00
omegablast2002@yahoo.com
71b0a7dee4 Exuberant Firestoker tweaked, appears to work just fine, please let me know if any futher issues ariase from this.
Issue: 458
2010-11-12 17:35:28 +00:00
omegablast2002@yahoo.com
e2d9662845 Quirion Ranger was coded with untap land instead of creature.
Issue: 510
2010-11-12 17:28:06 +00:00
omegablast2002@yahoo.com
87bf93365e Simulacrum fix again, dejavu. 2010-11-12 13:13:28 +00:00
techdragon.nguyen@gmail.com
49726799ff updated comment on maxlevel 2010-11-12 11:55:43 +00:00
techdragon.nguyen@gmail.com
7aa76630fa changing leveler coding to use "maxlevel" syntax as "level=" is not supported. 2010-11-12 10:01:20 +00:00
techdragon.nguyen@gmail.com
2d546f111a corrected casting cost for Argentum Armor, it should be {6} not {2}
removed duplicate entry for Oblivion Crown. I'm assuming the def with "teach" is the correct one.
2010-11-12 08:16:40 +00:00
techdragon.nguyen@gmail.com
f16192f685 added in missing tests for primeval titan and sun titan. ( these were not added on initial change )
fixed definitions for sun titan and primeval titan. ( these were clobbered with the latest changes. )
2010-11-11 17:05:28 +00:00
solo81@web.de
87f31121f5 Fixed Pentad Prism and Yomiji, Who Bars the Way. 2010-11-11 11:52:25 +00:00
techdragon.nguyen@gmail.com
708b82b060 changed manaredux to altercost to match parser 2010-11-11 07:15:33 +00:00
techdragon.nguyen@gmail.com
7d291747a1 changing keyword manaredux to altercost as it is more misleading for manaredux to also mean cost increase.
altercost is more representative of the actual effect than manaredux.
2010-11-11 07:14:49 +00:00
techdragon.nguyen@gmail.com
f73da58a9a reinstating new manaredux syntax as the last update clobbered the changes. 2010-11-11 07:01:15 +00:00
solo81@web.de
b5e451d529 Added 130 successfully tested cards, mainly based on rev2554 (!!THANK YOU ZETH!!)
Maybe 30 of those cards have been found during a scan of every Magic set, they could have been in for quiet some time... .

Card list -->> First comment
2010-11-10 22:00:16 +00:00
omegablast2002@yahoo.com
eff32303c7 changed the MENU_FONT size to 1.0f until mike can find a nicer solution to the menu text font size issues. THIS WASNT A PROBELM UNTIL THE FONT WAS CHANGED!!!!! find out what this font is missing that the other font had!!!
previous font was able to correctly display deck menus names that were MUCH larger in sie then the new font.
2010-11-10 19:34:28 +00:00
omegablast2002@yahoo.com
0773e9470b seperated a varible that determined the amount of sliding of cards based on how many noncreatures and nonland cards you had.
what this change does is this. if i have 20 enchantments on the battlefield Ai's creatures and lands no longer slide to the right. and vice versa. made no sense that if the other player had no artifacts/enchantments that HIS lands and creatures would slide simply because the OTHER player had artifacts/enchantments.
2010-11-10 19:32:37 +00:00
wrenczes@gmail.com
f4fddda4ab Sidecar fix for the Deck menu hang bug: now the psp doesn't hang, but it goes to a crawl as we keep trying to reload the image on every render. Added a stopgap so that if we fail, we don't try to load the background anymore. To be reverted once we fix the PNG load failure on low memory. 2010-11-10 02:43:28 +00:00
wrenczes@gmail.com
eea91e9a1a Two changes here:
1) Consolidated the Loggers so that we only have one in JGE.  Added a helper constructor/destructor to the JLogger class so that you can instantiate one at the top of a function, it'll trace out a 'start' and 'end' message when it goes in & out of scope.
2) Fixed the crash part of a bug I've been chasing down where, on the psp, after saturating the cache, the game dies when trying to reload the background PNG image of the deck menu. We still need to fix the root cause of the failure (not enough memory to allocate a temporary buffer for the swizzle operation), but at least the psp doesn't lock up anymore.  I've also left behind all the log traces I inserted into the LoadPNG code, since we'll probably need them again.
2010-11-10 02:24:39 +00:00
techdragon.nguyen@gmail.com
2c3e1b551b 1) When "Cancel" from the 2nd deck selection was introduced, proper clean up was not implemented of the player information.
It was only handled at the end of the game or when somebody quit in the middle of a game.
    Nothing was done if somebody wanted to choose a differnet Player deck.
2) making clean up of objects a little more explicit in the mtggamezone and GameStateDuel objects
2010-11-10 00:56:30 +00:00
techdragon.nguyen@gmail.com
f176f7378d removed redundant delete of mPlayer[i]->game as it is already taken care of in the destructor for Player in the next line. 2010-11-10 00:53:56 +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
techdragon.nguyen@gmail.com
c1f8e95a11 changed call to new to NEW 2010-11-09 12:29:33 +00:00
techdragon.nguyen@gmail.com
286d18847b code cleanup: removed dead code/ unused variables. 2010-11-09 12:19:17 +00:00
linshier
c71f8f4a46 Fixed traslation code of deck descriptions for new deckmenu. 2010-11-09 11:19:06 +00:00
techdragon.nguyen@gmail.com
164f2c5205 modified font size so deck name fits on screen when selecting deck for game play. 2010-11-09 05:45:24 +00:00
linshier
17c358cb12 Fixed a compiling error for GCC-4.4.5. 2010-11-09 02:57:52 +00:00
wagic.the.homebrew@gmail.com
09f01a9eae Erwan
-remove DOLOG committed by mistake
2010-11-08 13:46:21 +00:00
techdragon.nguyen@gmail.com
1e988ef6bb make rendering of retrieval and rendering of background more tightly bounded. 2010-11-08 13:41:32 +00:00
techdragon.nguyen@gmail.com
7fe03d52fd resolved linux compilation issues 2010-11-08 11:59:28 +00:00
techdragon.nguyen@gmail.com
23937f593e clean up of headers 2010-11-08 11:44:20 +00:00
techdragon.nguyen@gmail.com
7d25523a19 fixed line endings 2010-11-08 11:36:28 +00:00
techdragon.nguyen@gmail.com
8ba33c9b58 * updated title font size for deck selection screen to ensure it will always fit
* added deck name max pixel size to ensure no deck name overflows into borders of menu.
2010-11-08 11:15:16 +00:00
wrenczes
eec0c5b717 More theoretical fixes to the scroller. I didn't repro this on win, but I had a couple of cases on my psp - I suspect that the missing reset on the currentID counter was causing problems should the task list shrink after a duel. Also added a modulus calculation to make sure that we never go outside the bounds of the string vector. 2010-11-08 09:26:21 +00:00
wrenczes
52a2823f7b Fixed the build; line endings -> Unix. 2010-11-08 09:23:16 +00:00