Commit Graph

915 Commits

Author SHA1 Message Date
wagic.the.homebrew
e1e52f910d - removed unused variables in Menu. These where used for the old moving "W" which is probably not coming back any time soon... 2011-04-23 13:52:46 +00:00
wagic.the.homebrew
66ad0f4694 - Files in Res/rules are now loaded dynamically. This allows people to add their own mods fairly easily
- also has a basic support for unlocks (does not yet allow people to create their own unlock rules, though...)
- Some things are still hardcoded and should progressively move to these rules files (such as Game Type, how random decks are created, etc...)
- Test suite doesn't foolishly ask you to choose a game mode (momir, etc...) anymore
- UPDATE YOUR Res/rules/ folder !!!
2011-04-23 13:24:19 +00:00
wrenczes@gmail.com
ba07ca2334 Improvement on my last change for reducing the formatted text caching: chopped it out altogether. I ran some profiling to see how much time on the psp it took to process the formatting on the description text (ie word wrapping it into several lines to fit on a card), and it ends up taking an average of 0.14 ms per card. For context, 60 fps is 16 ms. So clearly the formatting time is not the bottleneck here, and we gain no real performance caching the text, but lose memory due to pooling. So I cut it out entirely of the base class and we format on the fly during renders.
I also profiled this after the fact, as we have an open bug on poor drawing performance on psp when in text mode - it turns out that in the AlternateRender() function, my numbers look like this: 10.2 seconds were spent in JBLFont::DrawString(); 0.5 seconds were spent in my new helper FormatText() call, so we know where the perf hit is now.

I compared before & after on the psp with this mod, and the difference really isn't perceptible.  (It's still juddery, but no worse than before.)  I'll look at the DrawString() call next to see if we can make it any faster, although at first glance it looks like a pain.
2011-04-23 09:54:19 +00:00
wrenczes@gmail.com
fc67e1515a Added some calls for tracking dynamic allocations to the InstanceCounter. 2011-04-23 08:43:34 +00:00
wrenczes@gmail.com
bd56723bc0 Checkpoint on a utility helper class. Basically, if you have a class that you want to count the numbers of instances, you do this:
class Foo
#ifdef TRACK_OBJECT_USAGE
      : public InstanceCounter<Foo>
#endif

Then, use this macro somewhere in the class body:
SUPPORT_OBJECT_ANALYTICS(Foo)

Lastly, add whatever information you want to trace out to the function ObjectAnalytics::DumpStatistics().

Here's a sample of the output of what I've instrumented so far:

-----------------------------------------------------------
Object Usage Stats

CardPrimitive current count: 7899
CardPrimitive current byte usage: 2053740
CardPrimitive max count: 7908
CardPrimitive max byte usage: 2056080

MTGCard current count: 13973
MTGCard current byte usage: 670704
MTGCard max count: 13982
MTGCard max byte usage: 671136

MTGCardInstance current count: 180
MTGCardInstance current byte usage: 172080
MTGCardInstance max count: 189
MTGCardInstance max byte usage: 180684

-----------------------------------------------------------
2011-04-23 05:16:53 +00:00
wrenczes@gmail.com
224b140f9f First pass at reducing the overall memory footprint: moved GetFormattedText() out of CardPrimitives and into MTGCard. The idea being, only keep the formatted text around for cards that are actually in use.
Also fixed a subtle memory pooling issue in the RenderCountersBig() routine:  if you're in regular card display mode, the idea is that formatted text is only fetched if you flip into alternate render mode.  However, in this function, if counters are being drawn, it would fetch the formatted text in order to determine where to draw the counters, EVEN IF the counters count was zero.  So it had nothing to draw, but it meanwhile pooled the formatted strings into memory anyway.
2011-04-22 16:04:41 +00:00
wrenczes@gmail.com
ae227a7cb8 Minor project cleanup:
- Consolidated duplicate PSP / PSPENV defines;
- removed some ancillary file crap from the 2010 projects;
- pulled 1xx references from the makefiles;
- consolidated multiple #defines for OutputDebugString into one header (previously was split between config.h & DebugRoutines.h).
2011-04-22 13:12:36 +00:00
omegablast2002@yahoo.com
ad56dfa8d0 3 things here
first as requested, kicker will now act like the other cost, offering a menu choice, heres the catch tho, 
it was also thought up that we should maintain the "pay automatically" method of it as it feels more natural to some(even tho as per MTG rules its supposed to be a choice).
so here is what i did that i hope satisfies everyone, i added a new menu option under advanced tab..."kicker payment" with 2 setting, by defualt "always pay" but also an option to "always offer choice"...

2nd, minor tweaks to player avatar, every tme i saw it i was like "i need to do something about that", the avatar getting completely sucked into the corner just looked bad imo, so i about doubled the "inactive" size, so it looks a little more uniform with the opponents avatar. also move the library and grave icons just a thin hair to the left so they don't grossly overlap the players avatar as much when active, and increased the dark box theyre contained in my just a few pixels.

3rd, something else thats really bothered me to no end was that the title text of simple menus which display the cards name which owns the box was using small face font, which on pc was *barely* ok...but on psp(smaller devices) looks like white smears and dots. i changed it to share the font and size used inside the menubox itself, the end result is a lot nicer look...and alot easier to read on psp. now if only we can convince wololo that "spades" is alot like a lava lamp, cool at first, but *extremely* dated. the menu box should have a much slicker look, maybe rounded corners instead and lose the street light poles?

minor fix for phaseaction, becuase of the nature of this ability finding a happy safe medium without losing function is tough. hopefully this corrects it for good.

dropped cast methods menutext returns to lower case, for uniformity.
2011-04-22 11:17:20 +00:00
wrenczes@gmail.com
7203ce9436 Style formatting - no code changes here. 2011-04-22 04:31:55 +00:00
wrenczes@gmail.com
aaa169f86c Consolidated some loose strings into constant declarations in order to reduce allocation thrashing on temporary string constructs. I'm sure there are more, but "back_thumb", "back", and "backdrop.jpg" were the ones that showed up most in memory profiling. 2011-04-21 22:48:22 +00:00
wagic.the.homebrew
6f5919ed06 Reverting r3496 to fix failing tests 2011-04-21 15:16:22 +00:00
wagic.the.homebrew
8ff6839c8d Some preparation work for new platform support.
- Added a "PSP" compile-time define to clean up some compile time checks (replaced !WIN32 && !LINUX && !IOS with PSP) 
-- Wil, I am aware that this is redundant with the PSPENV variable you introduced recently, I think we can clean that up easily
-- This looks like lots of changes, but most of the time I just moved some blocks here and there
-- tested on VC 2010, PSP, and a bit of NDK
-- I might have broken maemo, iOS, or Linux compilation, can you guys check?
- Fixed some warnings reported by NDK
- NDK still does not compile because recent boost additions (mutex, etc...) are apparently not supported
2011-04-21 13:16:11 +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.
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
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
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
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
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.
* 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
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
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
Xawotihs
40958170fa Fix to have r3450 at least compile on linux 64 bits 2011-04-19 19:04:12 +00:00
omegablast2002@yahoo.com
29478f90b5 also removed AConvertLandToCreatures class and its observers, becomes(/transforms(( already creates this effect
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.
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
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
omegablast2002@yahoo.com
bf68009674 fixed issue 632,633 ...
converted {t} into a extra cost. almost all original code to handle it outside remains intact, i plan on slowly migrating to just using the cost...but even just what i changed was a massive headache...anyways as a cost you wont ever have an random bugs where cards don't tap when the ability had {t} in its cost.
while i was at it, i added {q} untap cost.
2011-04-18 17:21:06 +00:00
omegablast2002@yahoo.com
4c90d9e0c2 you can't pay life which you do not have as life payments. 2011-04-17 20:08:08 +00:00
omegablast2002@yahoo.com
18acf3ad8d refactored a little of a token gen, enumed the who and removed redundent code, also the new method allows you to token cards by id to WHO. 2011-04-17 18:18:29 +00:00
omegablast2002@yahoo.com
158164d694 2 things here, bug fixes, aphaseaction used in a trigger is set to oneshot = 0, for the purpose of reusing the ability. so on combat triggers the event would contenue to activate as tho it was not a oneshot, this would cause a crash if the target of the ability was killed before the effect resolved, so i set the target to NULL after the effect resolves if the target was not the source.
also restricted it to _target->isInPlay() i read through all the cards which use this and none of them targetted a source that was not in play, or not being moved to inplay...

2nd, found out today that certain activated abilities can use either target click or object click, find the difference between the 2 was impossible, exsample, {2}{t}:foreach(blah) add{b}
{t}:foreach(blah) add{b}
so i figured i would need to remove those foreach mana abilities from the stack and add that same code for the bottom half...after noticing that both the reactToClick and reactToTargetClick did EXACTLY the same things after the "cost" portion...i decided to create a new virtual int activateAbility the activatedAbility parent. this way incase i need to change any further code in there, both functions resolve the same. This was a nice lesson in why copy paste coding is stupid. you think you solved the bug becuase it works in one function call, but you actually didnt.
2011-04-17 17:01:58 +00:00
omegablast2002@yahoo.com
6f070f8cd4 couple things here,
first enum'ed the variables of ADynamic class to make them easier to understand at a glance.
2nd
added stack resolves for the abilities in ADynamic, sword to Plowshare bug fixed
3rd
removing foreach mana producers from the stack, didn't realize they used the top portion of activated ability resolves, also added event sending for @tappedformana for foreach manaproducers.
4th,
in getcoreability if we're getting the core of a foreach, send the foreach->ability itself otherwise we go one layer too deep and end up throwing off the core completely.
2011-04-16 21:16:07 +00:00
omegablast2002@yahoo.com
1b6991107b few changes here, mostly small bug fixes,
recoded altercost, its finally not using a dirty clean up.
this fixes the bug with it not effecting ai also and the bug where it was ineffective when combined with affinity creatures...

removed a aspect of the wolf class...
soft coded support for aspect of the wolf...using word variable subkeyword "halfup" and "halfdown"
it can go anywhere a parsable word vairable is stringing...i preffer the front of it...
these are Wparsedint subkeywords, not keywords you can use with standard abilities...
its meant to return half the varible rounds up, or down...

fixed player not losing with cantlifelose when they have 10 or more poison...the player should die.

reworked taplandformana, i send the main card as a target now, check against the cost if its affordable...anyways, i discussed this bool function a while back with devs and wololo saw the same issues i saw in it...he then removed it from being used as an if statement...i changed it back to an if statement with the new checks...we are either going to go back to a void, or go all the way bool, but not inbetween.
2011-04-16 17:00:51 +00:00
omegablast2002@yahoo.com
9d52e4547e fixed a parsing error with tokengen, no actually my fault :P there was never a check if the end was the real end or not.
2nd, added this(blocking) in hopes to fix mogg flunkies and similar creatures.
2011-04-14 17:06:44 +00:00
omegablast2002@yahoo.com
fe3d09175c removed some copy paste coding i did from previous commit :/ i was lazy, tho it surprises me that i always take the route of copy paste when doing it the right way is far less to change or debugg is something goes wrong, guess im a creature of habit. 2011-04-14 15:26:19 +00:00
omegablast2002@yahoo.com
0fe7a46676 few things here,
first, tweaked some ai checks a bit.
small changes.

2nd, i removed the following classes,
APowerToughnessModifierUntilEndOfTurn
APowerToughnessModifierUntilEOT
ADragonWhelp
i replaced these with soft coded support for dragon whelps "sideffects" of using a ability more then a certain number of times...
syntax limit^the effect you want^the use it triggers on.
replaced both powertoughnessueot classes with a class which falls more along the lines of how we handle ueot abilitys...PTInstant, creates the wrapper with the ability and adds it to the game, rather then that jumbled mess that was previous version.

added support for "phaseaction[" phase words "my" and "opponent" so you can denote which players phases it will happen on. by default it automatically happens on both players turns when the phase matches.

modified a few things in phaseaction class...which correct a memory leak which could be created if the source of the phaseaction is destroyed before the phase action resolved. rather then storing an ability which is left floating in memory if phaseaction is destroy...i took a much safer route of passing the string of the ability directly to the phaseaction class...and i build the ability right when it is being used instead. makes much more sense.

angry mob is now fully supported. yay to removing nasty ugly workarounds!!!! and i mean UGLY.

dragon whelp is now fully soft coded. added the 5 or six other cards which do similar effects.
2011-04-14 15:02:17 +00:00
wrenczes@gmail.com
f143f6492d Added a method for determining during runtime whether the app is running threaded or not. 2011-04-13 06:31:54 +00:00
omegablast2002@yahoo.com
562a485b67 pspsdk int before int warning treated as error, sorry! 2011-04-12 21:16:31 +00:00
omegablast2002@yahoo.com
93d9347566 added "colors" to word variables
========================================
added a function to return the action element id by mtgcardinstance.
=======================================
refactored all 5 combat triggers to be handled in a single class, this change helps reduce the "bits and pieces" of trigger restrictions which some did support while others didnt, it also allows for easier editing and debugging if future code needs to be added to it.
refactored the parsing for the combat triggers also, so that a combat trigger can be built from a single object if it only contains "or"...amongst other reasons.
the new syntax is auto=@combat(blocking,attacking,turnlimited,once) source(TC) from(TC):effect...all the same words are still used, except they are now all included inside the combat(-----) this includes restrictions for the triggers. if a card still needs multiple triggers from some reason...it is still 100% allowed to have as many as you want, with whatever you want inside them...check updated primitive for examples.
the required sections are auto=@combat(atleast one trigger) source(TC):effect.

=========================================

moved the limitsperturn "limit:" from genericactivatedability up to its parent class activatedability, did this for the following reason
first rules correction, the previous method tracked uses on resolve, which is incorrect, it should count as the ability is fired and placed on the stack.
second, it keeps all the actiavted ability restrictions in the same place, this is the location we are checking summoning sickness, actived restrictions such as "myturnonly" ect. makes sense to handle it in the parent.
third, it allow any and all future activated abilities easy access to "limit:" if needed, it would only require adding a limit string to pass on construction to the child classes instead of recoding the same exact checks as genericactivated.
=======================================================
reworked "name(" so that it no longer is required to be used inside a "&&" ability, also it no longer will create a MTGAbility object with a false return. that was just dirty of me :/
enabled "name(" to replace the menutext of alternative cost. 
"other={cost} name(holy cow)"
will display "holy cow" instead of "pay alternative cost", this change is nice because we ended up using "other" cost for WAY more then originally planned...now we can label it exactly what it should say when you click it.
======================================================
added a subtype keyword for powertoughnessmodifier so that you can basically switch on non-static variables for it...lifetotal/lifetotal nonstatic...PT can now except all word variables as i added reparsing of the ints, had to maintain old methods as ai needs them to decide what to do with them.
======================================================
removed the following extremely redundant classes
both ABecomes classes---atransformer has become far superior to it, i kept the "becomes(" parsing tho, and it will act exactly as it use to, except now it has access to most of the subkeywords of transforms...it also now allows word variables. and excepts "forever" as a tag. added "newcolor" subkeyword to transforms to create the "becomes(" adding a color without removing colors effect. "becomes(" now returns a constructor for ATransformer that emulates becomes( exactly as it worked before.

both forevertransformer classes, the only difference between the 2 was one subkeyword, and "forever" did not return a "destroy()"...i recreated this in less then 4 lines and a bool. that was sloppy of me :( i guess we learn and improve.
============================================================================
i removed the parsing of card casting restriction from the first pass when cards load, instead of making it a cardprimitive object, i now simply pass the string through the card and build the restrictions when theyre actually needed and checked.
this change allowed for alot of clean up, removing enum and dependancy on cardprimitive, and combining both allowedAltCast and allowedtocast functions checks through a new function "parseCastRestrictions"...this change keeps all the cast resrictions in a single place, which makes it easier to debug or add if needed, and while i was at it, i enabled it so cards can now contain as many restrictions as you want *of the available ones* 
added "turn:" as a restriction to make it so "fourth turn" could actually be ANY turn you list, this allowed me to remove a dirty line of code which was checking if a card was o converted cost but had a suspend...lotus bloom...which can not be cast normally..for cards like this now you can use restriction=turn:200 or otherrestriction=turn:200....
=========================================================================
added Phyrexian Mana...svntax {p(r)} ....this will always be payable with 2 life, but if you have a red mana for this example, it will charge you the red mana instead...you can have any combination of P mana you want in any of the games manacost.
===================================================
reworked a bit of the ai logic i added, it now has true interrupting and can now correctly target for fizzles, Ai will go into full out counterspell wars with you now...
===================================================
added a ingame reward system with fancy flying text animations, they reward the player with actual credits, but are extremely hard to trigger off, theyre not meant to be something you see every 5 secs, but something that when you see them trigger you go "damn that was cool"
the triggers and effects are as follows
first the combo system:
you have to chain cast 5 or more card, without tapping or being interupted, tiny bonus for this..chain is broken as soon as you or your opponent tap something.
next combo level is
Abundant Resources - chain 10 or more spells same condition 
then
killer - chain 15 or more same condition
this will include a flying text render once a chain is successfully started (5+ cast)
this bonus can be triggered multiple times in a match

the next bonus is
+ //creatures entering play consecutively will allow you a chance 
+ //to gain a bonus for maintaining force sizes, it will trigger every 10th
+ //creature which enters play consecutively.
this is restarted every time a noncreature enters play.
the levels are as follows, 
Deadly Force Bonus! -10 creatures enter play consecutively
Extreme Infantry Bonus! - 10 creatures enter play consecutively and you maintain a force size of 20+
Malignant Conqueror Bonus! -10 creatures enter play consecutively and you maintain a force size of 40+
this can only be triggered once per level per match.

next bonus is given for having alot of a specific type come into play under your control during a match, this bonus only triggers once per match.
the levels are:
Toy Collector!
Beast Tamer!
Vampire King!
Lord of Swarms!
Master of Elements!
Zombie Apocalypse!
Sword And Shield!
Medic!
The Promenade!
Heavenly Host!
Teeth And Scales!
its pretty easy to figure out what each requires to trigger, teeth and scales for example is dragons, wurms, drakes, and snakes.
the final bonus is deal 100 damage from a single source in a single damage event, this one triggers only once per match.
============================================================
fixed the following bugs::::
regenerate was not working for non-creature regeneration ie:welding jar

ai would sometime get stuck in a infinate loop tho extremely rarely while deciding what to do, the cause 
if (clickstream.empty())
computeActions();
is NOT enough...ai should NEVER be computing actions (finding a card or ability to play) when it is NOT the active player..meaning, it does not have priority. 
g->currentlyActing() is the player that has priority. 
if (clickstream.empty() && g->currentlyActing() == this)...loop fixed :)

dynamicability had a couple weird results, from sources which dont have an amount to return, i now check this and if non, the amount is 0.

transformer will no longer add the same types a card already has..

removed an unneeded 
if (!activated) ....oris bug seems to be corrected with this change.

wrapped limitsperturn checks in a conditional to skip it if there is no limit string. 

added safer method to get the target of the combat trigger. the previous could potentially cause a crash if you interrupted the ability while the combat trigger was on the stack, it would do a call to "getnextopponent" and return a null pointer. i now send the opponent with the event. 

fixed a crash that would happen when a card did not have a type= line. having a type or subtype line is now optional. and highly recommended to avoid using "type=nothing"

moved a function call in buyback isreactingtoclick so that it checks if its in the hand before parsing the restrictions for it.

removed allowedtocast function calls from the alternative payment types, they are only supposed to check allowedtocast if it is something like "buyback" and kicker...not "you may pay this instead"....

corrected an issue with type: variable where it would add the amount depending on the activeplayer. to correct i added a method to call TargetZoneChooser::targetsZone( with a mSource...so that you can set the source card for the scan.

note: all test pass.
2011-04-12 20:54:34 +00:00
wrenczes@gmail.com
5f193e9b01 Deleting a obsolete version of Threading.h - this was already migrated to JGE. 2011-04-11 04:03:19 +00:00
jean.chalard
57c9c8a3b1 Fix a number of NULL/0 errors. 2011-04-10 15:31:38 +00:00
wrenczes@gmail.com
eee23f4344 Performance optimization: when processing for reactions to a card click, instead of looping through all the stored objects a second time, only call reactToClick() on objects that already indicated true to isReactingToClick(). 2011-04-10 00:11:03 +00:00
wrenczes@gmail.com
99ed83c5e8 Performance improvements/cleanup: card->hasType("foo") performs a string lookup for an integer id. Now that our primitives have over 1000 types (1018, I believe is the number I saw while debugging), this is not the cheapest lookup. Over the course of time, a lot of new rules have crept in the code - support for 'aura', 'equipment', and recently 'planeswalker'. While profiling, I saw an inordinate amount of time being used doing map lookups for these strings. Since they're used so frequently, I've added them to the SubTypes enumeration, and swapped out doing the string lookup in favour of using the int ID directly. I also found a few places where we were using hasType("Creature") or hasType("land") when we already had helper functions to do the int lookup, so I swapped these in as appropriate, as well as a couple of places where we had hasType("instant") instead of hasType(Subtypes::TYPE_INSTANT), etc. 2011-04-10 00:07:34 +00:00
omegablast2002@yahoo.com
2f82f1888c couple things, first i goofed up in 2 spots, the equipment check for legality, yes shroud isnt a case, but it is also not a case of why you shouldnt remove it from a card which is illegal, so reworked it to find that the items i was looking to exclude( the protections) were all in a single spot :) yay to good programing!...so i pass a bool now with cantarget "withoutProtections" defaults to false so protections are always accounted for unless you specify not to include them, which is what ive done....now if only auras had a nice little spot to add such coding we can correct this rule on auras...
2nd, fixed a misunderstood line i added, i was aiming for the tc that triggered the event in trtargted....all tested passed, and i didn't manually test that change (SHAME ON ME!!!)...corrected it in the correct place now, where the event is sent.

3rd, trying to fix a broken alias class, this is a work in progress, i intend to fix this and then convert it to a keyword for draw replacement effects for 16.1(?) anyways, only thing ive left to figure out is telling it how to determine that the last stack ability is a "draw" ability. this class quit working ALONG time ago when the "addDraw" object was no longer used. the methods for card drawing changed and no one updated the alias class to use the new method, i imagine this is also what broke aladdins lamp originally(which the change of draw events and how card display is set up)
2011-04-05 16:03:19 +00:00
omegablast2002@yahoo.com
bab6d386b5 2011-04-04 19:58:06 +00:00