* The horsemanship ability literally required only one line of code, and could add an additional ~36 cards to Dr. Solomat's PT3 set. It seems functional, but someone please double check it anyways, as I've not worked with much of the actual game code yet.
- Added -O2 option in the PSP Makefile. In my tests, this highly increases the probability of getting a purple screen. Fixing this bug is THE priority :)
This needs some impact testing, to be certain it doesn't noticeably slow anything down. In a future version I'd like to memoize checking for zip file existence in each "Res/sets/XXX/" directory once during boot, and in the themed directory whenever switching themes.
-Load shop and backdrop in 5551. @Jeck feel free to implement the "default as 5551" for jpegs as well if you think it's worth it. I think this change is the safest for the time being, but that's mostly because I'm too lazy to touch JGE
* Restored quad locking to textures, but ignore quad locks when Release(JTexture*) is explicitly called. (I just copied and modified the code from the template, rather than do anything elegant).
* Some minor fiddling with cache error states.
* Removed all calls to Release(JQuad*).
* Updated flatten(). Prior flatten was buggy beyond belief.
* Done some extensive testing, but if this causes more trouble than it fixes, we'll have to revert. It's too close to release time.
Without this quick and dirty fix if you have 2 thieving magpie in play you get twice the bonus if only 1 deals damage (also you draw 2 cards instead of 1).
Disconcertingly enough, this seems to resolve issue 109. Ran demo mode for 1 hour (w00t no crashes!), played five manual games, shop appeared fine... but why would an mObject ever be null? I'm not so sure about this commit. It "fixes" the issue, but doesn't do anything for the underlying cause. For all I know, I might just not have re-encountered issue 109 yet... still, it's not a /bad/ commit. In the worst case, it does some unnecessary sanity checking. There's potential for a a hang if item is NULL in Update(), if input doesn't get passed along in a way that allows the player to exit... But I think that's what the call to JGuiController::Update is for.
Thoughts?
* In GuiBackground, we now load and use all of backdrop.jpg. This is for effects like that in Jade. It's an extremely minor change, so shouldn't effect stability.
-fix issue mentioned at http://wololo.net/forum/viewtopic.php?f=4&t=371&p=6296#p6296 . I touched a very sensitive area of the code so please let me know if something goes wrong with this revision with spells or abilities that involve targets and/or sacrifice
- Updated credits, please let me know if I misspelled your name, or if I forgot someone you think is important (don't feel offended if I did, I have bad memory)
* We only want to record misses when the file doesn't exist. Item can be null if we're out of memory for whatever reason, resulting in an invalid miss.
* mError status was being reset properly. What I'm thinking happened is that somewhere along the line, a file would miss and return CACHE_ERROR_404. Then, cache.find() would fail because the file was not in the cache, but because mError wasn't reset it would still report CACHE_ERROR_404. In some cases, this would be overwritten (causing the flickering single frame wrong image), and in others this would erroneously report a miss.
* Tested through three demo games and three player games. Shop screen still shows, didn't notice any missing sounds.
* Confirmable options used to only check for confirmation when selecting another option. They now autoconfirm when saving & exiting. This bug could possibly result in loading the wrong theme. Fixed.
* Changing profiles, canceling, then changing to the profile again could also result in improper theme loading. Fixed.
* The alternate theme is just useful for testing themes, but please comment on the changes to the main theme.
* Options reading and initializing separated from UI.
* Options UI abstracted a bit, made more easily extensible.
* With some extension, the options UI could be used as the basis for more complicated themes, if we load a file and use it to do stuff like GameStateOptions::Start()
- fix for issue 108 (mana icon disappears)
- potential fix for issue 110 (victory bonus texts). Need to check
- Fix for issue 100. A better solution would be to "stretch" the cards in hand the way it is done for the rest of the game, but this will do for now as it is a border case
- Fix for issue 55. We'll remove 2 players mode for now, and put it back when/if we get network play
* Some cleaning after r1062 code review.
- Remove code that was never reached.
- Remove a useless function.
- Make GuiPlay treat cards that are both spells and creatures as
creatures and not spells.