wrenczes@gmail.com
9005fd7af7
Fixed a problem I noticed after adding Z's 6 new decks to my res folder: if the number of AI decks wasn't a multiple of 10, the game would slow to a crawl, since there was a check that compared the number of actual decks against the number of unlocked AI decks (which is always incremented by 10 when new decks are unlocked) to determine whether the list of AI deck names should be refreshed or not. This was a pointless check, since we can load all the names once, and simply use the unlocked AI count value when determining what decks to allow to be used during random match playing.
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This change restores the performance on psp back to where it was with 0.13.1, where the ai deck number happened to be a neat 100 count.
2010-12-28 06:31:50 +00:00
techdragon.nguyen@gmail.com
814993ac1c
tools for generating supported card list
2010-12-27 09:22:52 +00:00
techdragon.nguyen@gmail.com
6cf5212bab
fixed definition for Acid Web Spider. Card states "may destroy", definition forced destruction.
2010-12-25 01:10:06 +00:00
omegablast2002@yahoo.com
6f51c4f36f
name=world slayer
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auto=@damaged(player) from(mytgt[attacking]):destroy all(other *|battlefield)
====>
@combatdamaged(opponent) from(mytgt):
i added this trigger ages ago :)
name=Talon of Pain
auto=@damaged(opponent) from(other *|battlefield,mystack):counter(0/0,1,charge)
====>
name=Talon of Pain
auto=@damaged(opponent) from(other *|mystack):counter(0/0,1,charge)
auto=@damaged(opponent) from(other *|mybattlefield):counter(0/0,1,charge)
2010-12-24 20:56:51 +00:00
guzhenjie1@gmail.com
df14ae3b85
Fixed following cards according Zethfox's reminding:
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1. General's Kabuto
2. Lightning Greaves
3. Neurok Stealthsuit
4. Whispersilk Cloak
5. Darksteel Garrison
6. Shield of Kaldra
Fixed following cards according MTG rules:
1. Lord of the Pit
2. That Which Was Taken
3. Vigor
4. Worldslayer
5. Yomiji, Who Bars the Way
Other fixed cards:
1. Magebane Armor
2. Talon of Pain
2010-12-24 13:19:33 +00:00
Xawotihs
b3fb8022a0
Deactivated the QImage code as it causes problems on win7 and vista. This implies that the Qt version still depends on libjpeg, libpng and libgif
2010-12-23 07:57:50 +00:00
Xawotihs
6fde01fe03
not defined => !defined
2010-12-21 11:19:42 +00:00
Xawotihs
ad348b2466
Bumped version to 0.14.1 in the Qt project
2010-12-20 21:58:47 +00:00
techdragon.nguyen@gmail.com
840e6e078f
initialized stats information so that PSP can render it properly when keypress is too quick on the player deck selection screen.
2010-12-20 01:53:39 +00:00
omegablast2002@yahoo.com
d8d4977e5b
fixed a rare crash when more then one creature had either treason or unearth in the battlefield at the same turn...they would be put in graveyard and the z->nbcards would change in value, meaning that the incrementer was now able to accidently step out of the vector and hit an invalid pointer. now once it hits the bottom of each pass if the number of cards changed in the field start the cycle over.
2010-12-19 21:20:30 +00:00
wagic.the.homebrew@gmail.com
9d68164132
Erwan
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- Adding Zethfox's AI decks
- bumping version to 0.14.1
2010-12-19 08:37:26 +00:00
Xawotihs
3459a04d2a
Final fix for maemo dependency and fix the release of keys in the Qt frontend
2010-12-18 19:37:16 +00:00
wrenczes@gmail.com
9ea61766cd
At the risk of being mildly obnoxious, inserting my handle into the dev list. (Anybody else missing from the credits?)
2010-12-18 06:04:02 +00:00
wrenczes@gmail.com
62fa860da4
Split out a different keybindings string if QT_CONFIG is defined. This should prevent key collisions between the different Win32 builds.
2010-12-18 05:55:03 +00:00
wrenczes@gmail.com
ba975d1b37
When I consolidated the two duplicate lord string sets, the ordering of 'prelords' wasn't the same as 'lords'. I didn't realize that it mattered when I picked the first set of the two. Reinstated the 'lords' ordering, so far all the cases that broke are working again. I've left in the 'prelords' variant in, stubbed out, in case we encounter a reason why this is still required.
2010-12-18 04:01:13 +00:00
wrenczes@gmail.com
c7666a933a
Revert changes to CardSelector. This wasn't meant to be part of my previous check in, another case of AnkhSVN selecting a file automatically for submission when it was in a different changelist. Sorry!
2010-12-18 03:47:52 +00:00
guzhenjie1@gmail.com
64eefeb0f4
Fix Genju of the Fields and Grand Arbiter Augustin IV.
2010-12-18 03:38:38 +00:00
wrenczes@gmail.com
e4dd50766f
Reverting/reworking Mike's change on thises/prelords. Zeth says that this is crashing on psp - while sizeof(string) shouldn't eval to 0, I don't fully trust this to evaluate correctly on psp, so I'm reverting out the change. Since these are staticly sized arrays, there's no point in trying to calculate their size programatically. (If they were true dynamic containers, then it would make more sense, but then you'd simply call size() on them anyway.)
...
While at it, moved the string arrays to be global const declarations - there were two duplicate sets of keywords for lords, and they were being created/destroyed on each call to parseMagicLine. No point in constantly reallocating these strings, we know we're going to contantly reuse them.
2010-12-18 01:59:07 +00:00
omegablast2002@yahoo.com
d2a96e69df
few small items, first since card view are now correctly null'ed, i ran into a few cases while watching demo mode where the game would trigger a stop on the battle hint that uses card views, apon checking the card view would be null at the time. so added a condiational check to prevent the game from trying to alter a null'ed pointer.
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2nd, added a block out for optimizedhand in demo mode, ie any time its cpu player vs cpu player, noticed demo was starting matches with no cards.
3rd, added a hackish workaround to allow Ai to get eff returns on abilities using the all(this) lord workaround to target the source. Ai was not getting any returns on these abilities. now basically if the ability is a lord && !target...lets calculate this as tho source == target....
2010-12-17 20:59:08 +00:00
solo81@web.de
f5aa68b330
Fixed Hell-Bent Raider.
2010-12-17 18:46:33 +00:00
omegablast2002@yahoo.com
681f4ddc0e
recommiting this, some of my testing stuff snuck in last commit.
2010-12-16 22:23:44 +00:00
wrenczes@gmail.com
60078c34c7
Additional fix to go along with r2834 - the previous fix revealed an ugly interdependency between CardView and MTGCardInstance. Neither object owns the other, but they each have a pointer reference to each other, which is a recipe for disaster if not managed correctly. I had fixed half of the problem, where the status of a CardView being destroyed wasn't reflected in the MTGCardInstance; meanwhile, it introduced another problem where if the MTGCardInstance was destroyed first, the CardView would crash when trying to do the cleanup.
...
This is a classic example of why naked pointers suck! The right way to fix an interdependency would be to have these objects hold onto weak references to each other. But that's way too big a change at this point in time, so I've added this ugly hack instead.
This will fix an intermittent crash when either accessing the library or exiting a match.
2010-12-16 21:17:18 +00:00
Xawotihs
02fcf48869
Fixed maemo zlib dependency
2010-12-16 20:11:07 +00:00
Xawotihs
eaeb9cc2a6
Fixed for issue 564. Now we do nothing if we use the "menu key" in the language selection menu.
2010-12-16 18:36:07 +00:00
omegablast2002@yahoo.com
4458e61b75
2 things, moved poison count wingame to the top with the life, there were cases where it wasnt respecting "cantlose" cards. and 2nd gave Ai *some* direction as to what to do with poison counters. i saw him place poison counters on himself to death in a single round...its was embarrassing.
2010-12-16 16:09:35 +00:00
techdragon.nguyen@gmail.com
84e4213615
fixed sizing issue. I keep forgetting array size calculation in C++ isn't just a property like in other languages. Sorry guys.
2010-12-16 14:13:09 +00:00
techdragon.nguyen@gmail.com
e600c34852
changed ints to size_t for psp compilation warnings.
2010-12-16 13:47:39 +00:00
techdragon.nguyen@gmail.com
afdeae6901
fixed some formatting issues.
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changed conditional for lord and thises evaluation from hardcoded value to length of the array being evaluated. This doesn't change current functionality, but minimizes code change if these arrays were ever to change in size.
2010-12-16 12:53:48 +00:00
techdragon.nguyen@gmail.com
038fef7742
issue 561
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initialized deck stats number. The value wasn't being initialized correctly and thus retained the last set of values for a given deck.
2010-12-16 12:50:01 +00:00
wrenczes@gmail.com
1cc516193e
Sidecar fix to the CardView change: running the test suite revealed a few other places where bad assumptions were being made that an event's card view pointer was legitimate. Now they properly evaluate whether the view is null and adjust accordingly.
2010-12-16 09:41:14 +00:00
wrenczes@gmail.com
87909bed08
Fix for issue 550, heap crashed game in turn 6.
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The core problem I fixed was in CardView's (missing) destructor - on construction, a CardView will set itself as a member of its parent CardInstance, so it stands to reason that when it's about to be destroyed, it should do the inverse and remove itself in the same fashion from its parent. This explains why weird graphic glitches were seen when casting Animate Dead on cards in a graveyard - the position data it was trying to use was already deleted from memory (a cardview is deleted on cleanup at the end of a turn if it's gone to the graveyard), but no one nulled out the deleted card view reference from the instance, so we'd access invalid data.
Some peripheral changes in this checkin: two helper functions in CardGui (GetCenterX, GetCenterY) that are part of my navigation patch are included. They're unused in the current code base, so this has zero impact. (I'm only checking them in as it's more work than it's worth to refactor them into a separate changelist. The core of the nav patch requires my mods to Closest.cpp / CardSelector.cpp to have any effect.) I also included a helper function in the debug routines to spit out hex pointer addresses in trace outputs, which I used to chase down this bug.
2010-12-16 09:32:42 +00:00
omegablast2002@yahoo.com
6c06544838
fixed 562 special lands not sending tap events. activatedability was over riding the reacttoclick of manaproducer...therefore not sending out the tapformana event.
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Issue: 562
2010-12-15 19:29:30 +00:00
omegablast2002@yahoo.com
99266ebae4
corrected mikes ABSOLUTE fail attempt at a test. yes, im pissed off. RUN YOUR TEST IN SLOW MOTION PLEASE!!!! THANKS!
2010-12-15 19:26:22 +00:00
omegablast2002@yahoo.com
7682af893b
fixed plummets mana cost, it was incorrectly {g} and should have been {g}{1} <---look mike.....
2010-12-15 19:24:53 +00:00
wagic.the.homebrew@gmail.com
6c9d2db493
Erwand
...
-adding tests for issue 562 and issue 563
2010-12-15 13:36:11 +00:00
wrenczes@gmail.com
5778fa7ba2
Fixed a reported crash with 'Throat Slitter' per this response on the public beta post:
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http://wololo.net/forum/viewtopic.php?f=18&t=2486#p18701
Also fixed a typo in Thrull Surgeon's code that I just happened to notice while making this fix.
2010-12-15 07:57:51 +00:00
Xawotihs
eab131f8be
[iOS] Fixed icon and targets in xcode project
2010-12-14 17:01:07 +00:00
techdragon.nguyen@gmail.com
fcefd6385b
2010-12-14 11:54:53 +00:00
techdragon.nguyen@gmail.com
cb29f47fe3
2010-12-14 11:54:44 +00:00
techdragon.nguyen@gmail.com
f4ec87dbb0
reverted previous change.
2010-12-14 11:45:43 +00:00
techdragon.nguyen@gmail.com
61011b8924
No code changes.
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* removed extraneous braces for case statements.
* changed tabs to spaces.
2010-12-14 11:37:32 +00:00
omegablast2002@yahoo.com
b247a7e83c
just a brace moved, in cases of all(this) the 2nd statement would overide the first one which checks if its an attacker or blocker.
2010-12-14 11:25:01 +00:00
omegablast2002@yahoo.com
91347b38d9
sorry had to add this too, aparently simply putting BLAH_GOOD/BLAH_BAD without actually comparing it to the suggestion from af always returns true...
2010-12-14 11:02:49 +00:00
omegablast2002@yahoo.com
cf8cb213cc
pump granting needed to be a little more specific, it is not enough to simply tell the Ai if it is "good" it has to also know if its the controller of the creature. otherwise i witnessned it pump opponents creature. small change no huge impact except correcting the use of ai good effects on human player creatures.
2010-12-13 18:54:41 +00:00
techdragon.nguyen@gmail.com
2fdf538014
Added another test for 559 to verify cards like Halcyon Glaze works as specified.
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Note this particular aspect of the "becomes" ability was not broken prior to the fix for 559. This is a sanity check as it has nothing to do with color change. but tests ability changes due to "becomes" ability.
Issue: 559
2010-12-13 16:58:37 +00:00
omegablast2002@yahoo.com
448099825a
just moved a bracket in ai STANDARD_LEVELUP. the 3 condiational was outside of the bracket, causing it to over ride previous. it should ALWAYS consider the "maxlevel" hint.
2010-12-13 14:58:24 +00:00
wagic.the.homebrew@gmail.com
1046ffac02
Erwan
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- fix for issue 559 based on Mike's suggestions. The test suite passes
2010-12-13 13:59:07 +00:00
wagic.the.homebrew@gmail.com
19fe04b882
Erwan
...
- fix for issue 558 (compilation issues in release mode on most platforms)
2010-12-13 13:16:01 +00:00
omegablast2002@yahoo.com
64af4470e4
further improved "prevent" training on ai, while polishing off a Ai deck based on cleric i noticed it was using WAY too much prevent on a creature...sometimes 6 points or more then it should have been using...we only ever want to use *just* enough to survive. this way we can spread the love to the other creatures.
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i hope to have a polished cleric Ai deck for release 14.1 within the next day or so. trying to include a couple decks that take adventage of all this great training.
hopefully i can get prevent working as good as equip does...the Ai deck i constructed called
"the kor" is almost an unbeatable white weenie deck.
2010-12-13 12:33:35 +00:00
omegablast2002@yahoo.com
3c0ac6b3f5
this one didnt work. sorry!
2010-12-13 01:26:54 +00:00