Commit Graph

552 Commits

Author SHA1 Message Date
wagic.the.homebrew@gmail.com 7577a588ec Erwan
-fix issue 47 (all creatures have haste)
2009-09-23 09:31:15 +00:00
leungclj decd70d4cf J0N4TH4N - (PLC) updated, note: Pongify "target=creature
text=Destroy target creature. It can't be regenerated. That creature's controller puts a 3/3 green Ape creature token onto the battlefield.
auto=bury && token(Ape,creature,3/3,green) targetcontroller"
Doesn't work, if cast on creature the player is controlling, it works, but when cast on opponent's creature, token ends up on player's side.
2009-09-23 08:54:54 +00:00
wagic.the.homebrew@gmail.com 311ec5fbad Erwan
- Fixed issue 5 (Sell menu default option)
- Verified issue 2 (Moat does not work) -> can't reproduce
-Fixe Magus of Moat (FUT)
2009-09-23 06:00:23 +00:00
wagic.the.homebrew@gmail.com 433897bf38 Erwan - daily build based on rev 902 2009-09-22 14:53:12 +00:00
wagic.the.homebrew@gmail.com f5ddbd2396 Erwan
-Issue 31 fixed. Land and tokens don't use the stack anymore. Taking control of a card in opponent's battlefield doesn't trigger "spell cast" triggers either
2009-09-22 14:45:01 +00:00
wagic.the.homebrew@gmail.com 202d461767 Erwan
-Adding AI decks provided on the forums. Let's test them, and let me know if some of them crash the game or are just too bad
2009-09-22 07:41:18 +00:00
wagic.the.homebrew@gmail.com 71d4818646 Erwan
- Fix issue #16 (testsuite segfaults if file does not exist)
- Fix issue #37 (Normal Combat Damage is not dealt to creatures when the AI attacks)
- TestSuite now has an "AI" mode (see test/manual/p2_attacks.txt)
2009-09-22 06:15:32 +00:00
wagic.jeck d7657e8bdf Jeck - Less irritating version of gold glow. Please review. 2009-09-22 05:52:33 +00:00
wagic.jeck 7510ee165f Jeck - Daily build, deck renaming, small keypad bugfix, profileFile() fix, proposed new iconspsp.png.
* Decks now support naming and renaming. Also added a "Switch decks without saving" option.
 * Removed unused static const char * menuTexts, from old 6-deck limited system
 * Keypad didn't display correctly when not given a title, and was never destructed. Fixed.
 * profileFile() default behavior was to fall back to RESPATH/player. Fixed.
 * New iconspsp.png, updated look to seem like PSP buttons, added some extra (unused) button icons.
2009-09-22 02:47:48 +00:00
leungclj 2bb4377f80 J0N4TH4N - small fix, plz leave (PLC), I almost finished, n dont want to clash with anyone. 2009-09-21 01:25:21 +00:00
wagic.laurent 31cf4ac884 Laurent - Fix to R878 (forgot some abilities) 2009-09-20 12:24:53 +00:00
wagic.laurent 8da116a4da Laurent - Small addition FUT tested and working. Nimbus maze works great sure there is some other cards like this one that could be coded. 2009-09-20 12:18:08 +00:00
wagic.laurent 4284e685e6 Laurent - Small addition CFX tested and working. Blood Tyrant is not technically 100% but in current wagic is 100% correct since there is no real "loose life" protection and no multiplayer option. 2009-09-20 12:15:50 +00:00
wagic.jeck 1ba7f108b0 Jeck - Cache is using map<> again. The implementation is cleaner and seems a little faster. 2009-09-19 23:20:43 +00:00
wagic.jeck 0d3686e65a Jeck - Cache fix, booster duplicate fix.
* Restored OptionItem saving fix.
 * Booster duplicate replacement was picking random cards from the wrong set. My fault, but I've fixed it :)
 * The problem with cache had nothing to do with memory fragmentation, but I've switched to an array rather than map<> just in case. The actual issue was that in GameStateDeckViewer, I'd given the cache unlimited space, thinking that AttemptNew would recover from any bad_allocs. Unfortunately, the image loading routines and similar stuff called by various implementations of WResource::Attempt() could fail halfway through, leaking memory. 

The temporary solution is to set a proper limit (8000000 px, more or less) and (in case we still run out of memory) test to make certain CACHE_SPACE_RESERVED can be malloc'd/free'd. The proper solution would be to keep byte-perfect records of memory used (right now we're kinda fuzzy-- we track pixels per image and bytes per sound, but not the space for jquads or other incidentals) instead of testing a malloc, and potentially cleaning up all calls inside of Attempt() so they fail without leaks. That's what I'm working on now.

Still, it's nice to have identified the problem. This version of the cache should be fully functional, it's just a bit inelegant.
2009-09-19 21:11:35 +00:00
wagic.jeck 4b8d344bcd Jeck - Card ID collisions, cache fixes, cache deleted pooling.
* mtgid now defaults to 0.
 * TextScroller will not update when empty.
 * Cache now moves WCachedResources we're finished with to a garbage pool for later use (to reduce memory fragmentation). 
 * Demo still crashes... but I'm thinking that has to do with fragmentation, not a leak?
2009-09-19 01:48:42 +00:00
wagic.the.homebrew 5d57693d31 Erwan
-adding dissension cards
2009-09-18 10:26:13 +00:00
wagic.the.homebrew 265d82c136 Erwan
- card fix Stronghold
2009-09-18 09:21:46 +00:00
wagic.the.homebrew 8cb3daa3ad Erwan
-Adding a few sets, please add/correct/remove cards, have fun :)
2009-09-18 08:13:16 +00:00
wagic.jeck 8ba34dafca Jeck - WResourceManager / Cache should now be leak free. Demo mode still crashes around EnstackBlocker. 2009-09-18 01:20:46 +00:00
solo81@web.de 6abd3cc160 Fixed Kindle (TMP) 2009-09-17 17:32:20 +00:00
leungclj 074b7fc391 J0N4TH4N - minor fix 2009-09-17 16:21:44 +00:00
leungclj 09ed6d149d J0N4TH4N - few updates 2009-09-17 03:33:55 +00:00
leungclj 626e13f1ed J0N4TH4N - few fixes 2009-09-16 01:40:02 +00:00
leungclj 63504a00c4 JON4TH4N - sets update, "ueot" added to a few cards 2009-09-16 01:14:15 +00:00
leungclj 3d5a9caeca JON4TH4N - (ALA) updated, tested 100% working 2009-09-15 10:26:42 +00:00
solo81@web.de 0eb79c23b9 Fixes, Clean Up, Reordering (LRW) 2009-09-14 17:55:46 +00:00
solo81@web.de 124354125e Removed Wall of Blood (MRD) 2009-09-14 16:42:36 +00:00
solo81@web.de 1f20520420 Fixes, Clean Up, Reordering (MRD) 2009-09-14 16:41:13 +00:00
wagic.the.homebrew@gmail.com c80245b3e8 Erwan - daily build template.exe 2009-09-14 14:09:01 +00:00
wagic.the.homebrew@gmail.com 67755a4428 Erwan
- fix prowess of the fair
- add "other " keyword to all targets. ex: @movedTo(other elf|graveyard)
2009-09-14 14:07:30 +00:00
wagic.jeck ce31194358 Jeck - Daily build recompile as release version. Is this or the debug version preferred? 2009-09-14 09:10:54 +00:00
wagic.jeck d55fc91112 Jeck - [Requires JGE rebuild] Extensive cache improvements.
* Numerous cache fixes, reduced filesystem access.
 * Cache fails very gracefully. 
 * Cache is now a templated class, with individual caches per data-type.
 * Much easier to extend.
 * Extensively debugged. Try compiling with -DDEBUG_CACHE.
 * Caches limits can be set on a per-item basis.
 * hgeParticleSystemInfo are now cached, mana particles now fall back to defaults.
 * Samples are not cached, but track filesystem misses using the cache backbone. 
 * Avatars are cached. Default baka avatar is now baka.jpg, to prevent collision with player.

A note on the retrieval types: 
  RETRIEVE_MANAGE puts a resource into a seperate, managed resource list.
    Managed resources are guarenteed valid for the lifetime of the program. 
    Retrieving a managed quad promotes the associated texture to managed. Don't do that by mistake.
    Calls to Resources.Refresh() will attempt to reload managed resources in place.

  RETRIVE_LOCK (and by extension, RETRIEVE_VRAM), returns a resource after locking it.
    A resource may have many locks, and remains in cache until they are all released. 
    If the resource is managed, it returns it unmodified.

A note on quads:
Unlike all other RetrieveWhatever() functions, the default behavior for RetrieveQuad is RETRIEVE_LOCK. Worse, Release(JQuad*) is slow, and will /always/ release one lock from the associated texture.   

There's a long and complicated explanation for this, involving support for live relinking of textures to existing quads, but basically what it means is that we only use RetrieveQuad for quads we intend to store and later Release(). If a temporary quad is needed, the preferred method is to use NEW JQuad* and SAFE_DELETE with RetrieveTexture(). RetrieveTempQuad is also provided, but is only guaranteed until the next call to the cache.

Note that RetrieveCard has none of these problems.
2009-09-14 08:28:49 +00:00
wagic.the.homebrew@gmail.com a696b65ffb Erwan
- fix compilation issues
2009-09-13 12:52:24 +00:00
wagic.the.homebrew@gmail.com 7ce2c563e1 Erwan
- Fixed empty ActionStack "interrupt" messages
- If no attackers are declared, go straight to Combat end phase
- Once First strike damage is declared, attacking player needs to "actively" request a next phase event to go to the next damage step
- Second Damage step is called "Combat Damage (2)"
- UserRequestNextPhase is to be used knowing that it might not succeed
- Step change for GuiCombat is now computed at GameObserver::nextGamePhase

Note: Combat damage to creatures is not assigned when AI attacks. As this seems to be a problem with the previous SVN version, I4m still committing this change
2009-09-13 12:42:18 +00:00
wagic.the.homebrew@gmail.com 7c4fbde7d3 Erwan
-Fix farhaven elf
2009-09-12 14:03:22 +00:00
wagic.the.homebrew@gmail.com 23fb17e58e Erwan
- Added deathtouch (TODO: update Combat rules for damage on multiple blockers)
- Added intimidate (untested)
2009-09-12 12:40:14 +00:00
wagic.the.homebrew@gmail.com baf49c9ebf Erwan
-fixed problem with lifelink+wither, although combat damages are not entirely correct. Once combat damages actually deal the correct amount of damage, let's put test "armadillo_cloak" back in the suite
2009-09-12 11:40:48 +00:00
wagic.the.homebrew@gmail.com 5bbf9137ad Erwan
-add missing file
2009-09-12 10:16:06 +00:00
wagic.the.homebrew@gmail.com f34ba20478 Erwan
-fix Seedcradle Witch
2009-09-12 09:13:17 +00:00
solo81@web.de 8a8ab2f2c1 Fixed Survival of the Fittest (EXO) 2009-09-12 06:57:25 +00:00
wagic.the.homebrew@gmail.com 40f2fab205 Erwan
- Reverted Rockslide Elemental to fix test issue
- Removed old gatherer scripts
- Added "daily_build" directory for people who can't compile
2009-09-12 06:44:36 +00:00
leungclj 4b39301074 reverted & updated 2009-09-11 14:38:42 +00:00
leungclj ca5187d54f JON4TH4N - (TSP) fix Kher Keep 2009-09-11 14:15:10 +00:00
leungclj dd6d317dbb JON4TH4N - updated permanents with "lord" abilities which requires either cost or other conditions to trigger, they all requires "ueot".
Example: all creature gets +1/+1
auto=lord(creature) 1/1

Example2: pay {2} all other creatures get +2/+2 and flying until end of turn.

auto={2}:lord(creature) 2/2 other ueot && lord(creature) flying other ueot.

Example3: Whenever a player put a creature onto the battlefield, all creature that player controllers attack this turn if able.

auto=@movedTo(creature|battlefield):lord(creature|XYZ player) mustattack ueot
2009-09-11 10:57:56 +00:00
leungclj 421d2655ee JON4TH4N - (FUT) fix Akroma's Memorial 2009-09-10 22:40:41 +00:00
leungclj 7e70aadc1d JON4TH4N - (M10) hypnotic specter can now fly 2009-09-10 22:22:49 +00:00
leungclj ed20be6277 JON4TH4N - sets update 2009-09-10 12:56:39 +00:00
leungclj 5aa654d8fd JON4TH4N - (ALA) fixes, removed cards explanations are now included in the todo, much better the future references. 2009-09-10 07:08:25 +00:00
leungclj 85f6f15947 JON4TH4N - removed cards that "destroy target when comes into play" "may" is required, but that is incorrect. 2009-09-10 04:12:12 +00:00