Commit Graph

32 Commits

Author SHA1 Message Date
Xawotihs
29132073de - Modified DeckManager class to not use a global instance anymore when used within the game engine
- Modified DuelLayers to not use a global MTGPhaseGame instance anymore
- Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite
- Added a method in ActionLayer converting a card ability into a menu index
- Used this new method in the game observer to log correctly AI ability actions
- Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction
- Cleaned up TargetList properties access
- Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode)
- Added a deadlock detection in the test AI vs AI multithreaded mode
- Fixed minor bugs in test AI vs AI multithreaded mode
- Added a games/second counter in the test AI vs AI rendering
2011-11-23 19:11:48 +00:00
Xawotihs
c3dc51aed1 I just played 3 long games and I was able to undo two fully and got an assert on the third one after more than 1000 actions... so I commit what I have:
- Modified undo to stop at "next phase" action
- Added "muligan" and "force library shuffling" to the list of logged action
- Fixed random logging
- Fixed double logging of actions
- Merged all the "next game" functions into a single one
- Created a PlayerType type instead of using int
- Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that.
- Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]"
- Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers
- Broke the network game ... hoh well, I'll repair it when everything else works !!
- various code cleanup and compilation fixes on Linux
2011-10-26 22:14:12 +00:00
Xawotihs
9adb9d625d - reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
2011-10-01 13:30:30 +00:00
Xawotihs
eac5a35b43 Cleaned up my phasebar code and merged it into the overall item selection code 2011-08-04 05:57:10 +00:00
omegablast2002@yahoo.com
5cd779094d changed it to 1.4f 2011-08-03 14:56:12 +00:00
omegablast2002@yahoo.com
07662b08f6 fixed a warning tried as error in MTGGamePhase... 2011-08-03 12:25:09 +00:00
Xawotihs
097c40149d Phase bar is now clickable/touchable and animated. 2011-08-01 21:26:12 +00:00
wagic.the.homebrew
ef5e011e23 - Removed "isClone" flag. This flag was error prone. The "core" classes now have decent copy constructors, and ideally long term we should create copy constructors for the abilities that have additional pointers in them.
-- The test suite passes but this is a big change. I might have introduced some memory leaks or bugs. I might have fixed some bugs, too
2011-07-27 14:31:27 +00:00
wrenczes@gmail.com
32cabc15c2 Forcing LF as the line ending style through SVN properties. No actual code changes here. 2011-01-28 06:00:51 +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
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
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
wagic.the.homebrew@gmail.com
f40af0b1cb Erwan
- Chinese patch by linshier
2010-07-31 14:41:04 +00:00
wagic.jeck
e9b6860923 Jeck - reverted fix for invalid issue 359. 2010-02-26 00:46:03 +00:00
wagic.jeck
5e0be442b0 Jeck - Removed "Reverse Triggers" option, as per issue 359. 2010-02-25 15:22:19 +00:00
jean.chalard
39c5a3d465 J :
* Fix u32 into JButtons.
* Add a few comments.
* Remove useless variables.
2010-02-24 17:28:17 +00:00
jean.chalard
56ce4a14ae J :
* Create the subsystem for keybindings.
2010-02-14 13:21:12 +00:00
wagic.the.homebrew@gmail.com
ee3286ff2a Erwan
-Fix issue 206 (rain of filth)
2009-12-13 09:33:51 +00:00
jean.chalard
28f93c035f J :
CAREFUL : this update REVERSES the triggers default actions.
* Make the right trigger opens the hand and the left trigger skips to
  next phase.
* Add an option to reverse triggers (and thus revert to old style).
2009-09-23 07:25:39 +00:00
wagic.jeck
f220d2e9b9 Jeck - Cache and resource manager merged, streamlined.
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.
2009-09-03 09:28:16 +00:00
wagic.jeck
5e14efed3c Jeck - CommonRes transparently finds themed versions of files. Use JRenderer::LoadTexture for unthemed files, and CommonRes::LoadTexture for themed files. Res/graphics/back.jpg renamed to Res/graphics/backdrop.jpg due to collision with sets/back.jpg. 2009-08-27 05:58:26 +00:00
wagic.the.homebrew@gmail.com
0dfa3f2e16 Erwan
-fixesRockslide Elemental, Welkin Hawk
-Added messages for Manapool updates
-Cleaned up ManaProducer code
2009-08-26 14:30:24 +00:00
wagic.the.homebrew@gmail.com
01c62d04bf Erwan
-removing useless code
-fixed a few cards (incorrect set)
2009-07-18 14:26:58 +00:00
wagic.the.homebrew@gmail.com
c8333e76b1 Erwan
- Updated Parser mechanism. Right now this doesn't change functionalities much, but should be more readable, and make it easier to code some new abilities in the future
- Fixed regenerate, broken with r532
- Death Ward now works
- I think "&&" now works with all abilities, needs to be tested...
2009-07-11 15:59:51 +00:00
jean.chalard
dd054c4963 J :
* ostream printing of JGui objects.
2009-05-23 08:34:50 +00:00
jean.chalard
0d14207247 J :
* A number of adjustments about fonts.
2009-01-04 02:49:08 +00:00
jean.chalard
3e9ff2b580 J :
* Change the name of debug.h into config.h and use the new RESPATH define.
2008-12-25 16:28:03 +00:00
jean.chalard
3518166189 J :
* Input fix.
* A lot of code cleaning spread across a lot of files.
2008-11-24 12:11:16 +00:00
jean.chalard
c97dd1f260 J :
* Remove ^M's.
* Re-indent automatically.
* Remove whitespace at the end of lines.
2008-11-12 13:45:42 +00:00
wagic.the.homebrew
01d2110e8d Erwan
- Added the possibility to narrow a spell/ability target according to color,tapped status, attacker/blocker, abilities...
- Changed the games phase system to become a phaseRing. This allows to add cards that have an impact on the phases, such as stasis
- Added a few cards
- Fixed a (windows) bug in gatherer tool
- Adding stdint.h for VC++ (see wikipedia->stdint.h)
- deleting the compiled PSP lib to avoid confusion. People who work from the sourcehave to compile the lib by themselves.
2008-11-09 04:28:03 +00:00
wagic.the.homebrew
d45e3b101b 2008-11-02 09:50:16 +00:00