Commit Graph

2747 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
8a49d2af51 moved the gaurds i introduced in r2734 into the function selectAbility() as a static bool as suggested by jean, its much cleaner this way. 2010-12-04 18:25:59 +00:00
omegablast2002@yahoo.com
15e6fabd9f redid the counters menutext function to be more like the one "add mana" uses. makes it easier to read and add to later if needed. 2010-12-04 16:08:51 +00:00
omegablast2002@yahoo.com
bd1253702f fixed the 3 urza's lands, for future refference please dont use card names as subtypes, wagic is completely capable of finding a card by name through targetchooser, thanks! 2010-12-04 14:29:19 +00:00
Xawotihs
488a055736 Added code to use Qt instead of libpng, libgif and libjpeg. Deactivated for the moment (works fine on Linux). 2010-12-04 14:19:09 +00:00
Xawotihs
fb75d31887 activated log on iOS 2010-12-04 14:15:29 +00:00
omegablast2002@yahoo.com
142d6b4609 bug fixs, added colon to "damage" parsing so we can finally not worry about "damage" wanting to build a ability. it now has to look for "damage:" which makes it more consistent with how we made the other abilities. did the same with lifeset however no bug there.
2nd bug fix, 
commented out a peice of code that compared if power and toughness would be cancelled out by a new counter. exsample:
1/1 is cancelled by -1/-1...this is actually extremely incorrect, 

if you "put a 1/1 on a creature"
then you "put a -1/-1" on the same one. it does NOT remove the 1/1 as per MTG rules. the counters all all treated as NEW objects on a card. so a creature that had both those abilities used on it should have BOTH a 1/1 and a -1/-1 counter.
commenting out the section of code corrected this probelm.
modular creature, phantom creatures,sunburst and many many more will now correctly be able to use their counters even if they recieved "cancelling" Counters

last was just an improvement, as i got overly frustraited tonight while fighting with a deck that slaps many different types of counters on cards, i was having a very hard time telling what exactly i was about to put on a creature.

so what i did to correct this is create a much better menuText return on aacounter class.

PLEASE let me know if i missed a case where a counter is not showing correct text.
2010-12-04 12:32:33 +00:00
guzhenjie1@gmail.com
55de150aac Fix following cards:
Chainer, Dementia Master
Golem Artisan
Corpsehatch
Imps' Taunt(Imp's Mischief)
Samurai of the Pale Curtain
Summoning Station
2010-12-04 12:08:19 +00:00
solo81@web.de
9cb05ad07b Fixed Fire Dragon. 2010-12-04 11:09:54 +00:00
omegablast2002@yahoo.com
35742e57a3 opps i typoed in the card code fix lol. 2010-12-04 09:51:45 +00:00
wrenczes@gmail.com
1b876d61af Issue 494: "Valuable Collection" trophy is gone?
The check to give the award was lost in some of Jeck's reorg work (R1825), as ShopItem was deprecated & folded into GameStateShop. While at it, I took the liberty to delete ShopItem.h/cpp since they're not used.
2010-12-04 09:46:31 +00:00
omegablast2002@yahoo.com
7b8a9c851f Heliophial had no actual ability, corrected this. 2010-12-04 09:16:10 +00:00
wrenczes@gmail.com
bb9ad159c3 Fix for Issue 530: wither vs daily regimen = crash?. Turns out that it was a simple missing NULL check in the code that draws counter info on the large format cards. 2010-12-04 09:09:24 +00:00
wrenczes@gmail.com
793f6245f0 Reinstated the call to setExtraCostsAction() in reactToClick, as removing it breaks Basal Sliver (when sacrificing another sliver, it would kill off Basal Sliver instead of the other sliver that inherited the ability). 2010-12-04 08:36:10 +00:00
wrenczes@gmail.com
6e327379fd Fix for Issue 529, May abilities with counters shouldn't present selection dialog when counters == 0.
The problem I found was specific to ManaProducer.  I added an additional check when calling isReactingToClick(), if the cost has an extra cost, check if it can be paid.  For this to work though, I had to change things around a little - there was a hack in the parsing code for ManaProducer abilities, where the cost wasn't being passed into the constructor.  To compensate, the extra cost was being set during reactToClick, but this is too late, as isReactingToClick is called first.  Now, where the hack occurs, after we construct the ManaProducer, if there's a cost, make sure we set the extra cost action immediately.

This seems to work well for the Vivid Creek card case: once the counters are tapped out, the menu system doesn't add the extra card abilities anymore, and you simply get the land tap without the menu popping up.  I'm not seeing any adverse effects so far with other mana producer cards, but I'd appreciate a sanity check from other people here in case there's some other fallout I'm not seeing from this change.
2010-12-04 07:39:32 +00:00
wrenczes@gmail.com
08761d294e The right way to fix the cast warning for PSP. 2010-12-04 06:46:25 +00:00
omegablast2002@yahoo.com
e8e8553cd0 fixed psp compiling. 2010-12-04 06:26:05 +00:00
wrenczes@gmail.com
92bbb78ed1 Fix for [PSP|PC]ability menus and card view switch causes a crash. This broke as a side effect to the addition of the 'details' option that Mike added - the ActionStack had very rigid interpretations of what a valid control ID would be (either -1, or a valid id in its container). As kInfoMenuID is assigned a value of -200, this would crash when attempting to look up that index value in the vector.
I've patched the problem so that ActionLayer checks for a valid ID before doing anything, and does a no-op for IDs it doesn't know how to handle. However, this only fixes the problem during gameplay.  It's quite possible that hitting the triangle button in other places in the app might equally cause a crash.


Issue: 544
2010-12-04 04:25:43 +00:00
omegablast2002@yahoo.com
b5ec029d79 couple changes, first i re-added my fancy getMenuText for becomes/transforms abilities, somewhere in the refactor these were forgotten. Fix "Swap" ueot menutext display, it was returning "ability".
fixed a Ai related bug, taught Ai not to mill itself to death basically. played a few matches which Ai was just destroying himself with a creature that allowed him to draw cards for each(whatever) in play. Ai will be a little more careful not to kill himself by Mill, also not to draw 30 cards in a turn when it clearly cant play them.
2010-12-03 20:59:46 +00:00
omegablast2002@yahoo.com
b07b772c8e MAJOR fix to something was was causing very weird results ingame.
the tag "other " vs tag " other"

using "other " in target choosers will always work, however more often then not using " other" at the end of a line would produce weird effects, this was brought to my attention in a bug report by KF1, i moved all the " other" from outside target chooser into the actual target lines, as this always produces correct results in code, i imagine the tag at end of line was added before "other " was intruduced into targetchooser.

i will leave support for using " other" in code, however, i ask that we try not to use this code unless for some strange reason the targetchooser "other" doesnt take to the code.

stranger was that i noticed alot of mixed code, as in lord(other blahblah) 1/1 and this version with other tag at end, it was very inconsistent aside from causing weird weird results in game which i was actually able to confirm.

please update your primitive!!! this was ALOT of work.

correct syntax for "other "
lord(other blah)
all(other blah,blah,blah)
damage:1 target(other blah)
target(other *|somewhere)
notice its always first followed by a space. you only need one instence "other " in a targetchooser.
2010-12-03 13:08:53 +00:00
omegablast2002@yahoo.com
336b25c0f5 init'ed the variable "mFindingAbility" bool in Aiplayer constructor and changed its name from previous name "findingAbility" to keep in line with recent code rules.
added COMMENTS to explain the variable.
2010-12-03 12:10:35 +00:00
guzhenjie1@gmail.com
e71fb8ff46 Add text for follow duel lands:
Blackcleave Cliffs
Copperline Gorge
Darkslick Shores
Razorverge Thicket
Seachrome Coast
2010-12-03 11:09:08 +00:00
wrenczes@gmail.com
4b7e024ce6 added DebugRoutines.h to the JGE VS2010 project. 2010-12-03 09:51:12 +00:00
techdragon.nguyen@gmail.com
fab5f9da29 fixed formatting 2010-12-03 01:09:30 +00:00
omegablast2002@yahoo.com
0f419144b5 Fixed a bug where Ai was able to do actions such as sacrifice Mogg fanatic 3 time in a row by tripping over its own clickstream, added gaurds to selectAbility() function calls to prevent Ai from running multiple instences of selectAbility before its completed running another which occurs when Ai is offered an interupt after player cast/does an action.
this also fixes the spamming of Abilities like Ai atempting to untap something more then once, or Ai uses regenerate ability multiple times on the same creature.

there will be no noticible difference in Ai game play except now it actually doesnt do the above mentioned bugs.
2010-12-02 21:30:14 +00:00
Xawotihs
802937573d Fixed a crash occuring when trying to select card with the mouse in an empty list 2010-12-02 20:35:42 +00:00
omegablast2002@yahoo.com
fb3129cad9 readding afiya grove, not sure when it was removed, but its back 2010-12-02 19:35:49 +00:00
omegablast2002@yahoo.com
08b6779d59 forcing Ai to attack with creature that have "treason" ( the ability that sacrifices cards like ball lightining at end of turn)
since the creature is going to die anyways, might as well send it in and see if it can kill something.

and yes i consider ai being THAT stupid a bug :P
2010-12-02 18:43:39 +00:00
omegablast2002@yahoo.com
2a4b0e28f0 another tweak, sorry! forgot i needed to compensate for removing the base by increasing the actual. 2010-12-02 17:06:20 +00:00
omegablast2002@yahoo.com
03bc34101f reduced abilitygranting base eff to 0, aparently when Ai has nothing better to do it spams ability grantings, but it should be playing cards. 2010-12-02 16:46:45 +00:00
techdragon.nguyen@gmail.com
b8658bf04f modified final sentence for it to be grammatically correct. LOL 2010-12-02 16:23:23 +00:00
omegablast2002@yahoo.com
d693887df9 wei ambush had a typo in the trigger. attcking( missing an "a" 2010-12-02 15:36:41 +00:00
wagic.the.homebrew@gmail.com
81153939f9 Erwan
- Fix a bug where AI would not check for the NULL status of some variables before calling functions on them. This would cause crashes that could seem random ingame. Possibly fixes issue 541
2010-12-02 14:03:10 +00:00
wagic.the.homebrew@gmail.com
15d504c160 Erwan
- fix for issue 539 . It is now possible to provide several possible paths in Res.txt, the game will use the first one that matches. If none of them works, it reverts to the oldschool "Res" folder
2010-12-02 12:56:18 +00:00
techdragon.nguyen@gmail.com
bcca766cb6 Premade decks will not create/update stats on battles.
Update description for default premade deck to allow proper wrapping of text.  
Issue: 540
2010-12-02 08:36:36 +00:00
wrenczes@gmail.com
720ee30c9a Fix for issue 518, Shop "background light" image "candle effect" not working. Basically some bad math made the alpha clamp all the time at its max value of 50. Now we pick a random number distribution between -25 and + 25 for the alpha offset value. 2010-12-02 07:42:32 +00:00
wrenczes@gmail.com
2693f35506 Fixed the graphics whiteout bug I introduced when switching profiles. When Refresh() was being called on the texture, the bitmap wasn't been re-transferred back into the openGL context.
While debugging this, I noticed a separate issue:  when changing profiles, we'd actually call refresh twice.  Removed the spurious call, as reloading profiles doesn't need to concern itself with the image cache - that's already covered by the game options menu.

Also did some minor formatting / cleanup in the JGfx code for PSP - stubbed out a bunch of JLOG calls I had put in while debugging the PNG loading code.
2010-12-02 04:04:03 +00:00
techdragon.nguyen@gmail.com
8fa6578757 adding me4 for abra 2010-12-01 16:29:36 +00:00
omegablast2002@yahoo.com
68a7d418e9 Hiding "New Deck" option when "Create a Deck!" option is showing.
it was redundent.
2010-12-01 13:35:53 +00:00
guzhenjie1@gmail.com
17f61df89e Fix following cards:
Kashi-Tribe Elite
Kashi-Tribe Reaver
Kashi-Tribe Warriors
Matsu-Tribe Birdstalker
Orochi Ranger
Rancor
Vulshok Heartstoker
Wei Ambush Force
2010-12-01 12:56:32 +00:00
wrenczes@gmail.com
af6c7bd1f0 Ran VS formatting on this file, as the indentation was all over the place. No actual code changes here. 2010-12-01 08:54:45 +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
linshier
aa6aa20ba5 Fixed left offset parameter handling for center/right align string drawing. A brief note about string drawing, offset and display width is added in the WFont.h 2010-12-01 08:01:13 +00:00
wrenczes@gmail.com
a0427d99df These files were meant to be part of the previous checkin. I blame AnkhSVN yet again. Someone needs to write a Subversion tool with proper changelist support! 2010-12-01 07:20:26 +00:00
wrenczes@gmail.com
69c1ba8717 PC specific change (ie PSP not impacted) - OpenGL is not thread safe, only one thread is allowed to have the context at any given time. The JGE library was not written with multithreading in mind, so the LoadTexture call doesn't work when called on a worker thread. In order to get my threading changes to work, I had to split out the OpenGL calls to happen on a point where we're guaranteed to be back on the main thread.
Functionally, this has no impact to the current build - all I've done is effectively the texture loading to happen in JQuad's constructor instead of inside the LoadTexture() function.

Side note - I probably broke the IOS build with this change.  Sorry, but I can only build so many targets at a time - I'm simply not set up to build this platform.  As it's not a shipping target, I have to consider it a 2nd class citizen...
2010-12-01 07:19:12 +00:00
wrenczes@gmail.com
3a927dace9 Scope checkGlError() calls to be only active in debug targets (no-op in release). 2010-12-01 05:28:01 +00:00
wrenczes@gmail.com
609ece329e Splitting up my threading changes into smaller pieces, as it's getting too large. This change: pass strings by reference, never by value; some minor formatting cleanup in WResourceManager. 2010-12-01 04:27:56 +00:00
jean.chalard
f9b4f248aa J :
* Add languages in their own language
2010-11-30 18:57:28 +00:00
wagic.the.homebrew@gmail.com
50c0f1dd8e Erwan
- reduced requirements for ai decks unlocks
- attempt to fix a Quad issue when unlocking something
2010-11-30 13:29:57 +00:00
techdragon.nguyen@gmail.com
96cdb7353a fixed line endings
fixed horizontal scrolling to be controlled by a function of dt as per linshier suggestion.
  * this allows compatibility for multi-byte character sets
2010-11-30 12:15:32 +00:00
techdragon.nguyen@gmail.com
be707e2396 limiting the number of deck lookups to 6 to reduce load time 2010-11-30 05:39:17 +00:00