omegablast2002@yahoo.com
f3449592de
Fixed a bug where "Maxglee" cheat was adding token workaround cards to the collection. also, removed subtype search "nothing" from the Wfilters...before anyone jumps on me, there are over 18000s MTG cards, NOT a single ones of those cards have subtype="nothing" or any variations of "nothing"
2010-10-22 14:53:39 +00:00
techdragon.nguyen@gmail.com
1652308bfe
added missing file.
2010-10-22 09:33:55 +00:00
techdragon.nguyen@gmail.com
34bdfab36f
fixed bug with saving brand new AI decks.
2010-10-22 09:22:25 +00:00
wrenczes@gmail.com
e2de03d987
Some organisational prep work before I start working on a new navigation method (ie replacement for CardSelector). The current design was to allocate a CardSelector and pass in its pointer to a variety of classes via their constructors. To simplify things, now we use a singleton style pattern with an Instance() function - this means that when I implement a new class to replace CardSelector, I only need to modify what's returned by the singleton callback - as long as the new pointer class supports the same function calls, it'll be a straight drop-in.
2010-10-22 08:41:44 +00:00
techdragon.nguyen@gmail.com
84004c7c7f
added separator to debug output when running test suite. This will visually help
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with identifying when a test ends and another begins.
2010-10-22 08:29:47 +00:00
techdragon.nguyen@gmail.com
34335ba2aa
added option to save deck in editor as an AI deck.
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No option to delete or edit the AI deck once it has been created.
The deck gets saved as the canonical form of the deck to match other AI deck formats.
2010-10-22 08:28:52 +00:00
omegablast2002@yahoo.com
5e34cce734
changed This(equip) to ThisAttacked(gear) and changed varible name also, there was a discovered conflict using these as equip, with the MTGAbility equip
2010-10-21 20:48:39 +00:00
omegablast2002@yahoo.com
34580856d3
untaught Ai how to use prevent until someone with more knowledge then i can look at why the enum list wont allow for it to be listed. its commented out for now, and it works on PC just fine, not perfect but atleast Ai actually trys to keep all their creatures with atleast 1-3 prevent point on them during combat. the probelm it has is with compiling to PSPSDK, it doesnt like having STANDARD_PREVENT = 13, If someone could look into why it would dramatically help Ai using clerics.
2010-10-21 18:44:01 +00:00
omegablast2002@yahoo.com
42dca6dd88
fixed a line that PSPsdk didnt like.
2010-10-21 16:17:27 +00:00
omegablast2002@yahoo.com
18ff503bd9
fixed Ai not using regenerate during combat, taught Ai a little about prevent:number, changed "removepoison" mtgability to "alterpoison" as it made more sense.
2010-10-21 15:52:04 +00:00
omegablast2002@yahoo.com
306fd5e4f7
changed twist to "swap" cause it made more sense, added a couple more menutext returns, change enumerator exilebury to match its const char, this was causing massive confusion amongst the crowd.
2010-10-20 19:30:17 +00:00
wrenczes@gmail.com
7d8eb055e6
Last set of OutputDebugString() -> DebugTrace() conversions.
2010-10-20 04:35:20 +00:00
omegablast2002@yahoo.com
037b5c3598
corrected an issue where basicability modifier was not returning the name but "ability instead..did minor correctsions to some Substr values.
2010-10-19 19:26:46 +00:00
wrenczes@gmail.com
d35367503d
Modifications required to build against the latest (0.10.0) PSPSDK. Note that this is a breaking change, these mods are not backwards compatible with the 0.8.9 version of the PSPSDK.
...
To download the latest Minimalist SDK, go here:
http://sourceforge.net/projects/minpspw/
2010-10-19 08:45:36 +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.
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(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
omegablast2002@yahoo.com
98e34c4eca
changed some of the ability names as requested, autoformatted ability.cpp as it was getting pretty messy. added @attackedalone( trigger. added "removefromcombat" mtgability. im going on vacation, whoosh :P
2010-10-18 15:56:32 +00:00
wagic.the.homebrew@gmail.com
f5575ac68e
Erwan
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- Updated fix for Dragon Broodmother
2010-10-18 13:33:54 +00:00
omegablast2002@yahoo.com
d13e8904b5
massive update, additions and changelog in first comment.
2010-10-18 10:46:36 +00:00
wrenczes@gmail.com
211deca011
I'm still planning on a more ambitious navigation mod, but this is a simple interim change to the existing navigation model that allows you to use the up/down keys to navigate directly to an avatar. This means that if you open your card hand & need to cast a spell that targets the enemy avatar, you can simply hit the up key a couple of times instead of navigating left (through potentially a huge number of cards if you're in a long, drawn out match).
2010-10-18 04:01:18 +00:00
wrenczes@gmail.com
832f11c153
Switched the managed JQuad container implementation from a vector to a map. This speeds up the cache lookup time from O(n) to O(log n). Hard to see a noticeable difference on win, but it definitely feels snappier on my psp, for instance, when browsing your library for a card, or your graveyard, etc.
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I'm also noticing that the GetQuad(int) variant never seems to get hit, so I suspect that the ID lookup map is redundant. I left it alone as the JResourceManager base class forces the need for the function; I need to spend more time looking at just how much of JResourceManager we actually use at this point.
2010-10-17 16:54:08 +00:00
omegablast2002@yahoo.com
35fa4d9786
made the fix to color= a fancy loop deal by request of wololo
2010-10-17 13:48:59 +00:00
omegablast2002@yahoo.com
6a81228275
fixed an issue where color= was not setting multiple colors on a card with this line.
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Issue: 491
2010-10-17 13:17:27 +00:00
wagic.the.homebrew@gmail.com
8fdb64e9ce
Erwan
...
- adding tests for issue 489 and issue 491
- check for null pointers in Credits.cpp
- Test suite can now select tokens by their name
- Fixed Dragon Broodmothere's token name
2010-10-17 10:21:08 +00:00
wrenczes@gmail.com
a7ffe4990b
Cleaned up the SimpleMenu drawing routines. I was seeing intermittently weird edge lines on the spades of the menu system, as well as gaps. The code was doing a lot of hacky +/- of arbitrary pixel values for the positioning, so I fixed it up to do everything relative to the widths of the pole & the actual spade graphic's size. Also cleaned up the pngs themselves, as they had no need for a transparent pixel rim.
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Also moved some static value definitions used in the drawing code from the class header to a private namespace in the cpp file, as they don't need to be seen by any clients of the class.
2010-10-17 00:20:25 +00:00
Xawotihs
e082deaddf
Fixed Qt project compile on Windows
2010-10-16 12:17:25 +00:00
techdragon.nguyen@gmail.com
da4ab477ae
The Test Suite was incorrectly updating and writing player save data.
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( ie task list was being updated, set information being evaluated, etc )
put a guard around the endgame stat update process to only update when non-testsuite games are played.
Issue: 488
2010-10-14 16:13:45 +00:00
wrenczes@gmail.com
5d26989f2c
Force the line endings to Unix on this file.
2010-10-14 10:02:16 +00:00
wrenczes@gmail.com
847ec5b7c5
Reinstate the MillExileCost pay variant, as pointed out by Z.
2010-10-14 08:14:49 +00:00
wrenczes@gmail.com
f7361fb030
More type conversion warning fixes, with some minor refactoring thrown in.
2010-10-14 07:39:00 +00:00
wrenczes@gmail.com
3ca5a7261d
More warning conversion cleanup.
2010-10-14 05:05:37 +00:00
wrenczes@gmail.com
356ce1b8ba
Giant refactor of all the ExtraCost variants. Reduced the .cpp code by literally half (~350 lines!)
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Some of the things refactored to the base class:
- isPaymentSet()
- canPay()
- Render()
- setSource()
- setPayment()
- the target instance
- duplicated constructor initialization crap
I'm not interested in pointing fingers as to how the code got this way, but I'll ask that everyone who's altered this code in one fashion or another to carefully diff this change and understand what I refactored. This code is a poster child for neglect & what happens when people start blindly copy & pasting code instead of paying attention to the commonality between code paths. If you see the same lines of code happening over & over, and you're about to make yet another copy, please stop yourself & think about how you can refactor the code to be in a single shared function (or, more explicitly, a shared base member function when possible).
If you don't understand what I mean by a shared base member function, then I would suggest at the very least reading up on this topic:
http://www.cplusplus.com/doc/tutorial/inheritance/
(And, after all that, if you're still unsure how to proceed, ping someone else for advice!)
2010-10-14 04:45:10 +00:00
wrenczes@gmail.com
25cb9dde54
Cleaned up some compile warnings (double to float/ int to float conversions).
2010-10-13 23:34:36 +00:00
Xawotihs
e8ecd74361
Mouse support in graveyards an library browsing during battle
2010-10-13 22:28:19 +00:00
techdragon.nguyen@gmail.com
5005f69a69
added current AI deck name to "start" menu while dueling
2010-10-13 15:24:52 +00:00
Xawotihs
bb6267bbe4
Fixed possible deadlock added in the mouse support code
2010-10-12 21:53:41 +00:00
Xawotihs
93b1656f13
Added left mouse click support for menu, submenu and battle
2010-10-10 21:59:18 +00:00
omegablast2002@yahoo.com
93fe22d282
added a small fix to further reduce attacker phase exploiting. explaination in comments.
2010-10-10 15:11:30 +00:00
wrenczes@gmail.com
a08217ba53
Sorry, I keep modifying this line accidentally since I'm building with the newer pspsdk version.
2010-10-10 07:38:17 +00:00
wrenczes@gmail.com
33e45c9635
More incremental work of converting code to use DebugTrace().
2010-10-10 07:30:18 +00:00
wrenczes@gmail.com
2d86e86603
Follow up on this comment from Xawotihs:
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"It's currently unclear for me why several instances of the same hgeparticlesystem with the same .psi file are created..."
The GameApp::Create() call was initializing an array of particles, but it wasn't actually stashing them in the psi cache. The MenuItems also create the particles, but these are stashed correctly in the cache at that point. So, I simply removed the unused particle array loading code since it wasn't actually caching anything correctly & therefore simply adding redundant reading of the same particle files.
2010-10-10 05:10:25 +00:00
Xawotihs
318aee5aec
Work around issue 457, not fully fixed.
2010-10-09 10:37:47 +00:00
Xawotihs
d331b93e66
Removed X dependency when compiled with Qt
2010-10-07 21:44:04 +00:00
wrenczes@gmail.com
e45735267b
More work on cleaning up debug trace logs. Added getDisplayName() overrides to the Ability & NextGamePhase interrupts so that there's now more contextual info in the output log. You'll now see what game phase is being added/resolved on the stack, and instead of a generic 'StackAbility' entry, it'll tell you what source it's coming from.
...
Also deleted a few debug output traces that were truly uninformative.
2010-10-07 08:13:22 +00:00
wrenczes@gmail.com
6109fe1912
Fix a compile error on the psp.
2010-10-07 08:10:08 +00:00
wrenczes@gmail.com
69a5c52ea8
Revert out a file that wasn't meant to be part of that last submit.
2010-10-07 03:49:42 +00:00
wrenczes@gmail.com
def3293fac
Fixed my trace - removed the spurious addressof().
2010-10-07 03:45:57 +00:00
techdragon.nguyen@gmail.com
be11b96775
adding trim to card loading. if player deck has multiple spaces separating card name from set name, the parser fails. Trimming ensures that there are no problems with trailing and leading spaces concerning card and set names.
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previously:
[card name] ([set name]) *d
would fail because when the parser when looking for the card name, it would use
[[card name] ]
and not
[[card name]]
since the card lookup is case insensitive but not whitespace insensitive the lookup would fail.
2010-10-07 03:01:05 +00:00
techdragon.nguyen@gmail.com
652358b8c4
commented out last check in as "addressof" is not defined in current code set. Is it possibly out of the boost library?
2010-10-06 16:05:58 +00:00
wrenczes@gmail.com
78f8ff98bb
more OutputDebugString() conversions, and removed a useless trace in the base WResource destructor - instead, moved it up to WCachedResource so that we can output the filename of the resource that is being destroyed.
2010-10-06 11:46:10 +00:00
wrenczes@gmail.com
5595c0d3d8
More OutputDebugString() -> DebugTrace changes.
2010-10-06 10:45:29 +00:00