solo81@web.de
35dde15fc6
Reverted rev3497.
2011-04-21 11:36:02 +00:00
solo81@web.de
4db75ac2fe
Updated all cards with Kicker.
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You now always have the choice if you wanna pay the Kicker cost or not.
2011-04-21 10:20:22 +00:00
techdragon.nguyen@gmail.com
8bf983e2e5
Flagged numerous peices of code that have local variables that are masking either member variables or variables scoped outside the current scope.
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I've marked all the ones I found with the following TODO comment:
TODO: C6246: <blah blah>
a few in particular are the ones related to "oneShot" and "_target". These are local variables that are declared that
mask either a method parameter or a member variable.
2011-04-21 10:04:32 +00:00
techdragon.nguyen@gmail.com
8ed84aa97d
Issue 634:
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Fixed. Had to clear the DeckManager whenever the player deck selection screen is displayed.
TODO: Need to implement a caching mechanism that caches the deck information based on deck selection and not a global one.
Currently DeckManager is effectively treating the DeckMetaData as global data.
*some minor tweaks to how deck information is managed/created
2011-04-21 08:32:32 +00:00
techdragon.nguyen@gmail.com
29eea1d39c
fixed a memory leak. Not sure how it got introduced but the destructor for DeckManager now does the heavy lifting for memory cleanup and not the static method EndInstance().
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reorganized DeckMetaData method LoadDeck so that it appears underneath the constructor.
2011-04-21 06:35:44 +00:00
wrenczes@gmail.com
cc55042477
Formatting cleanup. No code changes here.
2011-04-21 06:14:54 +00:00
wrenczes@gmail.com
d212f08618
Added a missing forward class declaration to fix the psp build. I'm surprised that VS2010 didn't complain...
2011-04-21 05:51:21 +00:00
wrenczes@gmail.com
920282017b
Added ManaCost & ExtraCost to the startup traces of certain class sizes.
2011-04-21 03:22:09 +00:00
wrenczes@gmail.com
7bf6374fc7
Another minor change to eliminate an unneeded #include.
2011-04-21 03:21:15 +00:00
wrenczes@gmail.com
39870c91f6
Removed GameApp.h from GameOptions.h - this should help prevent the precompiled header from rebuilding constantly when any header is touched, as GameApp.h ends up pulling virtually every other header by some level of indirection. We really need though to sit down at some point & refactor the inclusion tree. It's a big yarn ball at the moment.
2011-04-21 02:35:51 +00:00
techdragon.nguyen@gmail.com
3bef78be82
simplified some logic for evil twin
2011-04-20 23:34:33 +00:00
techdragon.nguyen@gmail.com
935c3da4b5
synced evil twin avatar ingame with one from deck selection.
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TODO: make the "evil twin" look more different than just a mirror image.
2011-04-20 23:29:41 +00:00
omegablast2002@yahoo.com
64ec306cf6
added grade crappy to the discarders using random discard added to borderline.txt...to avoid the confusion that those cards might actually be fully supported.
2011-04-20 22:20:34 +00:00
wrenczes@gmail.com
8e6a3e64f0
Apparently the code police weren't satisfied... :) Eliminating the duplicate ints & extra assignments.
2011-04-20 22:09:40 +00:00
omegablast2002@yahoo.com
2a4a01da5e
changed it to modulo to please the code police....
2011-04-20 21:47:02 +00:00
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
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.
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* 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
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.
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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
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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
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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.
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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*
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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.
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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
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