6cc943d15d2000eac5a5faaf7ea2cfbc5fe28362
2397 Commits
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8af5870d48 |
* Added new options parameter. "SaveDetailedDeckInfo". This will force the system to save all
deck files in long format. This is not configurable from the game. It must be set manually
inside options.txt.
ie. saveDetailedDeckInfo=1
* added extra debug information (line number inside text file) when card parser fails to recognize a line.
- modified return value from "processConfLine()" to return 0 only when a true error occurs and print out
"MTGDeck: Bad Line:
[<line no>]: <line with error>"
- processConfLine will now return 1 for lines starting with "#". Previously it returned 0 which is incorrect
as comments should not be considered as errors.
* removed DeckMetaDataList class from code. This was duplicating the DeckMetaData storage in DeckManager
* new feature for deck selection screens.
- player decks will now have an indication of what mana color it consists of.
- Ai decks will show symbols once the player has played against the AI deck at least once.
-- This is made possible with a new meta data inside each deck file.
MANA:<string representing color switches - 0/1 >
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2973158a62 | added new utility to check if a file exists on system. | ||
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6ddaf8b74b |
removed draw method from GameObserver as it is no longer used since the refactor of the
player mulligan code. |
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6675a7da31 |
Implemented a lazy load pattern for the deck stats - when the DeckMenu is displaying decks, it calls LoadStats() for only the ones visible in the list. This helps reduces the lag that occurs each time we attempt to load all the AI decks during match selection.
This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file. This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically. Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around. While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc. |
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e0f7bf26d8 | Jeck - First doxygen commit, basic information on WFilter classes. Also added filter price adjustment for some of the newer basic abilities (the CANTLOSE varieties now cost more to filter). | ||
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50aa62675e | adding life loss event sending to damage from creature sources in combat. | ||
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4103a8964f | fixed an oversight and an error...in lifelostthisturn for a player, if the life gain was less then 0 then i want to ADD the abs pos to the amount, not remove it...and damage from creatures is considered lifelost... | ||
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853b8ea5c6 |
fixed gravetitan bug reported, added new keyword "retarget" as another support for newtarget...
reworked the handling of new target...auras and equipments can not be treated the same...doing so allowed the player to then use the equip function of the card and gain a double bonus. now i call directly on the equip function to do the equiping so that it works with its own function to add the effects. keeping a person from gaining double bonus. |
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4aa852ab0d | the vampire restriction checks 2 or more, i had it checking for 3 or more. | ||
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e74c63bc0b | fixed mem leak | ||
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4d17ab9962 | fixed a null pointer for deck editor on creating a new deck. | ||
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7dfa655323 |
added support for cantbetargetof(something[optional])
for "this card cant be the target of green spells or abilities" style cards. added poisoned status trigger for attacking, so far its the only place this is checked. we will see what the next set does with this keyword |
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6af545a797 | fixed a bug that arose from giving the Ai the ability to actually interupt with something. found that ai was allowed to run "chooseBlockers()" and has been running this function EVERYTIME even before the update i made, when ever it was choosing actions during blockers. even when its blockers were already choosen and it no longer had proirity. | ||
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cba0a59023 | Removed useless attribute | ||
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5e651f03b2 |
moved mulligan code out of GameStateDuel and into Player base class. Taking a mulligan seems better
encapsulated as a player function rather than loose code inside the state transitions of GameStateDuel Note: Inside of the mulligan code I assigned game to currentPlayerZones for clarification rather than something functionally required. "game" seems ambiguous as "game" is also referenced throughout the code for the GameObserver keeping this change localized to this method until more analysis can be done. The pattern that was here before was game->currentPlayer->game where the first "game" represented the GameObserver and the second the collection of zones (MTPPlayerCards) to the current player. I would suggest changing the Player instance of game to something that represents its data, the game zones associated to the current player. "game" seems too generic, as it can be interpreted to encompass many things rather than just dealing with the different zones (library, exile, discard, etc ) |
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3187487987 |
Minor tweaks to Mike's map of maps cache work on stats. Mostly these changes are stylistic changes that favor more terse code, but there was one bug where a double-delete was happening - GameStateDeckViewer used to allocate its own StatsWrapper, and deleted it as part of teardown - now that the allocation is owned by the deck stats instance, it's not allowed to do the deletion anymore.
I'll also note that the mods I did to getDeckMetaDataById() are completely unnecessary - pragmatically speaking, it's doing the same thing. The only difference is that I'm using std::find_if instead of brute iterator manipulation, and I'm using a predicate function. For a simple check like this, it's kind of pointless, but if you need to do more complex comparisons, predicate operators can become quite powerful. |
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32cabc15c2 | Forcing LF as the line ending style through SVN properties. No actual code changes here. | ||
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ce7745bfa6 |
First attempt to reduce load time of player deck selection screens.
This change makes use of caching the DeckStats and DeckStatsWrappers into singleton caches that get flushed when you quit the game. The initial load time will be significant as lazy loading has not been coded yet for the ai decks. TODO: lazy load the player and ai decks as they appear on the screen. Currently, each screen loads all decks. |
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60c589ccaa |
fixed a bug reported for Ghost Council of Orzhova, involving MTG rulings on such effects...if the target of the effect is no longer in the targetted zone at the time the effect goes to resolve, it will still be put on the stack and resolve to do nothing at all. AKA if you sacrifice Ghost to herself, or use ghost to sacrifice that goblin which has {s}:damage:1 target player...and you interupt that ability to sac the goblin for the one damage...while the ability is on the stack..it should not blink the goblin afterwards...
i was originally not going to fix it but it bothered me enough thinking of possible exploits that i went ahead and corrected it. |
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d439be4f75 | Fixed http://code.google.com/p/wagic/issues/detail?id=572, where a card sometimes might not show its tap status correctly. My fix for 550 was slightly off, in that if a card view's position was updated (ie from a zone change, etc), the pos pointer shouldn't be cleared. Only the pos related to the 'this' pointer is the one that can't be referenced anymore, fixed the destructor code. | ||
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c6584a9e9d | meant hasType...tho im not really sure its needed(?) | ||
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0b0da78e30 | removed a change that wasnt supposed to be there. sorry! | ||
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beec00c254 |
2 changes, first fixed the bug where auras were causing the cards to slide to the right, auras always have targets, so i added a conditional to guiplay to ignore adding it to the horizontal shift as these auras should never be just laying in the battlefield with no target.
2nd, started laying some ground work for planeswalkers. added the planeswalker rule, as per mtg rules, if you have a type=planeswalker subtype=jace already on the battlefield, both are sent to the graveyard. so you can not have a jace mind scuptor and a jace beleren out at the same time. i choose to use subtype= and type= rather then adding another variable to MTGCard... also, added GuiPlay positioning for planeswalker, i think theres been a HUGE misunderstanding about planeswalkers which has most going "battlefield is too crowded where would be put them...easy...slap them at the end of the lands ..done...theyre not creatures or artifacts/enchantments..so i moved them to the colum with the lands and have guiplay slap them at the end of that colum...btw this is in no means final...if someone can think of a better solution be my guest, but looking at the planeswalker (workaround) thread, its pretty obvious that no one will care where we slap the planeswalkers, as long as theyre supported. planeswalkers have alot more ground to cover... |
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46891d8de8 | added a commit to "thatmuch" variable to explain what its for. | ||
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48fd6a1bc1 | 2 changes wrapped my last commit incorrectly, the fix for @targeted...and i added a conditional to keep the "combat bump" hint out of test suite, i found out it slowed test suite down considerably | ||
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ee29fbc237 | removed a unused variable and correct a bug with [share] spells tc's are deleted as they resolve so these effects couldnt take adventage of this type of targeting when the effect ability was a fizzle. | ||
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12bdaffac1 | doc reported that @targeted was not resolving before the spell which triggered it, as per mtg rules, this trigger is a statebased trigger that resolves instantly. | ||
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c113c154c1 |
Erwan
- In line Zethfox's idea with WParsedInt objects inside MTGAbilities, deleted some unused variables. |
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f63aa379e7 |
Erwan
- moved all "loseLife/gainLife" duplicated code into 1 Player method |
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14f2e9b0f2 |
Erwan
- simple refactor of "putIn*" functions in MTGGameZones |
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63b3bdfef6 | missed a spot to send @targeted events. | ||
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da8f8dd558 |
fixeda bug with counter cost when uses with lords/aslongas/foreach/insert any ability other then auto={c(1/1,-1)}:effect....
tho no ticket was open for it using such combinations actually ADDED counters to a card instead of removing them. this is because in the clone of the cost, the counters original nb was never set into the clones...so it was set to the defualt nb which was 1. |
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62873dc971 | more fixes to the review | ||
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07802134e8 | more fixes from the review... | ||
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27e60fc605 | fixed most of the reviewed code, corrected all danger zone code which could have had bad side effects. | ||
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946df16af5 |
removed eradicate ability and replaced it with a far more flexable solution which is
added new card discriptor [share!variable!]
the variables for this so far are
name <---eradicate effect targetting
color <--radiance effect targetting
types <--the plague cycles
it is important to note that a target IS REQUIRED before this, meaning it has to be used below a target= or after the targetting of an && ability...otherwise it will simply default to the source cards variables.
this solution provides a much more generic version without sacrificing the effectiveness of the eradicate set which was limited only to eradicate style cards(which ALSO required a target)
coding exsample
[card]
name=Eradicate
target=creature[-black]
auto=all(*[share!name!]|targetcontrollerhand) moveto(exile)
auto=all(*[share!name!]|targetcontrollerlibrary) moveto(exile)
auto=all(*[share!name!]|targetcontrollergraveyard)moveto(exile)
auto=all(*[share!name!]|targetcontrollerbattlefield) moveto(exile)
mana={2}{b}{b}
type=sorcery
[/card]
you will notice something strange above, for this change to work i had to fix the bug with "targetcontrollerBLAH" zone targetting...tho my fix was a patchwork fix, it does indeed provide the targets controller...we need to find the root cause of why initToZone is not returning the correct "target" variable to this function.
if the source does not have a target it defaults to source.
before it there was no target, which there never is a correct target returned as noted by the fact that 0 cards exist with targetcontroller zone targetting in WAGIC however theres a considerably large card pool for this.
enjoy :)
docs going to kill me for this lol.
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d581a72c1d |
Erwan
- changed "putInPlay" to return "NULL" if the card cannot be found in the "from" zone. The behavior of the function before that prevented to see that we broke the "alternate" cost feature (see test Vine Dryad) - Fixed some memory leaks introduced in r2922 |
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094c97dec8 |
corrected an issue where morphing a creature would overwrite basic abilities granted by lords. it was because i was not ADDING the new basic abilities it gained to the end result of face upping the creature.
also forgot to mention in my big patch i added a new test suite tool, its a goto command if you start on draw and want to get to second main, goto secondmain instead of next next next next next "next" is still valid and still needed you can not for exsample goto attackers if you are ALREADY currently in "attackers" so if you wanted to go from YOUR attackers to opponents attackers from draw step goto attackers next goto attackers this replaces about 12 "next" commands which would have been needed in preivous test suite. |
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299bb4f9fa |
removing the rest of the originatingZone code mike added, as we already have this variable as
card->currentZone |
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473abd9814 |
im forced to do this commit in whole instead of parts as originally planned, and before my beta test period of the changes is complete BECAUSE there are people doing "clean up" and the MASSIVE amount of conflicts i have to resolve from it is WAY too much for me to take on after nearly 200 hours of coding this patch. i cant seem to get enough respect to have people hold off on "clean up" so this brings me to being forced to do a full commit before playtest period is done, so they can go ahead with there *super important* clean up.
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.
first bug fixes, and there were many,
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed
token text now displays source name and tokens abilities
fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.
epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.
extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.
angelic chorus bug fixed, the card will be soft coded now.
and many other minor bugs fixed, hard to remember all which were fixed.
now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",
all true landwalks will now be supported.
new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]
you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines
card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle
[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]
other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.
[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]
activated ability gained a new restriction "opponentturnonly"
variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature
draw:type:ally <---counts the allys in your field. self explanitory
draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much
draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.
new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.
new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])
new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)
new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.
livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.
token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.
phaseout <--self explanitory
spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.
stacking flanking, requires 2 abilities unfortunately
[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]
removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.
added new tools for transforms
,setpower=number
,settoughness=number
removetypes
morph
autofacedown={0}:morph
eradicate <---same as the card name.
cumulativeupcost[ <--self explanitory
upcostmulti[ <--an upcost that will resolve with a && ability
phaseaction[ phase name ] ability
an ability that will trigger on the stated phase name.
also support for phaseactionmulti[
new triggers added:
@vampired( <--sengir vampire effect
@targeted(
@lifeloss(
@lifed(
add a special ability builder called dynamicability
it acts alot like a choose your own adventure book
dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.
variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent
the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.
new gameoption
First turn player:player, opponent, random
who takes the first turn
added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.
taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.
im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.
cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
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b836c97a1b | fix to previous checkin. adding new parameter to specify originating zone of card | ||
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6d3d4c1792 |
Erwan
- refactor of MTGRules.cpp (buyback/flashback/retrace/alternative). This change has been reviewed by myself, Wil, and Mike. The test suite passes. More cleanup can be done, I will work on that later on. |
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963730536e | Mouse/touch support for the options menu (issue 576). Still missing support for the virtual keyboard. | ||
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44c101bf6b | removed extra variable that I shouldn't have | ||
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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) |
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e5edf779f5 |
Reworked a patch sent to us (http://wololo.net/forum/viewtopic.php?f=15&t=2464) that replaces the text symbols for the psp buttons with the actual icons. While at it, I found a bunch of issues with the ActionStack's render code (ie when you get the popup menu to interrupt a spell being played & the like) - the bounding rect actually went above the screen's region, clipping problems (the interrupt text was previously drawing over the interrupt effect), alignment problems when the avatar was being drawn, vertical text alignment, fudged alignment numbers for the quads that didn't make any sense, etc.
I also tweaked slightly the psp icons to center the symbols, as they were too much to the right. (Be sure to copy the updated graphics/iconspsp.png to your Res folder.) |
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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 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ccd972ada3 | Eliminated some spurious string copy construction - changed a couple string return functions to return a reference instead. | ||
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1c011e568a | Missed checking this file in along with the other leak fixes from Ittobaal. | ||
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e0823b82c4 |
Fix for issue 568. It was a hard one, it probably happened more
frequently with the touch/mouse interface, but this bug potentially affected all the platforms. |