Commit Graph

808 Commits

Author SHA1 Message Date
techdragon.nguyen@gmail.com
91a2cb9c90 fixed deck renaming to make changes immediate. 2011-02-05 22:21:49 +00:00
wrenczes@gmail.com
d5777a6565 A simpler way to allow trim() to work with temporary strings. 2011-02-05 06:42:53 +00:00
wagic.the.homebrew@gmail.com
f6bef26243 Erwan
- added some cache for function getCardByName. On my machine, this divides the running time of the test suite by almost 2 (now runs in 12 minutes instead of 21)
2011-02-05 03:46:41 +00:00
techdragon.nguyen@gmail.com
767983631a * moved deck saving to end of match. It now only saves when you've actually completed a game.
* added additional meta data for decks when saving them back to file.
  - decks saved this way now are split into three regions: creatures, spells and lands.  It's more for a visual sorting if a
     player wanted to look at the deck outside of the game.  It does not impact the deck loading negatively at all.  It may
     increase performance in cases where the deck was previously defined using the canonical names of the cards as the numeric ids
     reduce the work done when looking up the cards by name.
* modified ManaCost toString method.
* added toString method for ManaCostHybrid ( possibly make ManaCostHybrid a subclass of ManaCost)
* added additional operator overloading for ManaCost for printing to cover ManaCost when it's a pointer as well as a copy
   ( TODO: might want to check if making usage of ManaCost as a copy as opposed to a ptr is really necessary in most cases. )
* added alternate version of "trim" to handle trimming temporary strings as returned by things like ostringstream.str().
 - This was necessary since the PSP compiler doesn't do the necessary adjustments for those types of calls.
2011-02-04 12:37:44 +00:00
omegablast2002@yahoo.com
6edef29d17 opps forget to wrap this. 2011-02-03 17:10:51 +00:00
omegablast2002@yahoo.com
75a9d7840d 3 things here, found my targets returns for @vampired we're screwy, which explained why doc didnt add 3 of the possible cards for it...corrected that but i need to rename the varibles which i will do at a later time, not in this patch..
2 fix for token creator livingweapons...this was actually a preexisting bug, but not noticed becuase these are the first equipments that use token gen...when equipping it would readd the oneshot tok gen as an activated ability with no cost...generally we dont want to pass oneshot token generation to another card by equipping...

and 3rd...
got rid of the disgusting vanishing workaround.
it was riddled with bugs, got exsample if the creatures would gain indestructible the -99/-99 they were reciving did nothing to rid the battlefield of the creature...

new vanishing is 
auto=vanishing:number
thats it, no crazy 2 trigger lines with lords ect...
2011-02-03 14:17:25 +00:00
omegablast2002@yahoo.com
37adf143c8 added abilities=split second 2011-02-03 00:04:11 +00:00
omegablast2002@yahoo.com
e47eb86304 added a return( effect ) to blink... 2011-02-02 21:22:10 +00:00
omegablast2002@yahoo.com
e7fc20bd4c added
this(damaged)
added
targetchooser [damaged] status
added
targetchooser [controllerdamager]
targetchooser [opponentdamager]

basically checks for whos doing damage to who in a match per turn.
2011-02-02 18:22:08 +00:00
wagic.jeck
8c18d155b8 Jeck - Fix for issue 580. StyleManager initialization was causing an infinite loop. Also started documentation for OptionItem. 2011-02-01 19:11:43 +00:00
omegablast2002@yahoo.com
ea285e673e 2 changes here, first AManaProducer abilities will no longer use the stack as per MTG rules, for the most part this worked fine however genericactivedability does not use the reactto click put in place in the mana producer...so an ability which contained a cost other then just {t} was actually useing the stack instead in the fireability function.
2nd change is a bug fix, i noticed that cards which were mana producers which contained a cost but did not contain a {t}: would still tap at first i thought this was graphical, however after further reveiw i noticed that the card was indeed truely tapping...this was happening becuase amaproducer had a defualt of 1 for doTap/tap...and since genericactived ability does not go through the motions of setting the true manaproducers "doTap" which can be witnessed by stepping through the processes...it was defualting to a tap, even tho the cost might have just be {1}:add{ ....
2011-02-01 14:24:41 +00:00
wrenczes@gmail.com
b6dcb0dcd3 Fixed some formatting issues that cause compile issues on bsd. 2011-02-01 11:54:38 +00:00
wrenczes@gmail.com
76cba56a1c Resuming on my threading support work with the card caching mechanism. This change unfortunately touches quite a few files, but I needed to get it out of the way before things got out of hand: one significant hurdle is the assumed lifetime of a JQuad pointer. In a single threaded model, the life time of the pointer is clear: you fetch it into the cache, the cache makes room, you use the pointer immediately. In a multithreaded context however, it's unsafe, as the drawing thread can request a few JQuads, and the cache operating on a separate thread can potentially bounce a JQuad out of the cache before the draw routine is done using it, which ends up in an access violation when you attempt to draw using an invalidated quad pointer. To prevent this, the bulk of this change swaps out the use of naked JQuad* pointers in the code with a JQuadPtr, which is basically a typedef to a boost shared_ptr<JQuad>.
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid.  We're going to need to add more defensiveness to JGE to protect against this.

Other changes in this check-in:  WResourceManager doesn't derive from JResourceManager anymore.  It actually didn't require anything from the base, so I killed the dependency.  Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.

I've build this & tested against PSP, win, linux, QT (linux).  I haven't tried against iOS and QT Win, or Maemo.  If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
2011-02-01 10:37:21 +00:00
wrenczes@gmail.com
cfa7bc748a More logging calls to my threading header. 2011-02-01 05:58:19 +00:00
techdragon.nguyen@gmail.com
d9facfb73b * moved deck mana display code into separate method.
* since I rescaled the images down to 50%, I moved the display to the upper right
   info box on the last line to the right of the "# of games played" information.
   Things look like it will fit as long as the number of games is under 1000
2011-02-01 00:48:23 +00:00
wagic.jeck
c68a989915 Jeck - Begun documentation for the WGui classes. Also updated doxygen config to support STL. 2011-01-31 10:24:06 +00:00
techdragon.nguyen@gmail.com
8af5870d48 * Added new options parameter. "SaveDetailedDeckInfo". This will force the system to save all
deck files in long format.  This is not configurable from the game.  It must be set manually
     inside options.txt.
     ie.  saveDetailedDeckInfo=1

* added extra debug information (line number inside text file) when card parser fails to recognize a line.
    - modified return value from "processConfLine()" to return 0 only when a true error occurs and print out
         "MTGDeck: Bad Line:
         [<line no>]: <line with error>"
    - processConfLine will now return 1 for lines starting with "#".  Previously it returned 0 which is incorrect
         as comments should not be considered as errors.

* removed DeckMetaDataList class from code.  This was duplicating the DeckMetaData storage in DeckManager
* new feature for deck selection screens.
   - player decks will now have an indication of what mana color it consists of.
   - Ai decks will show symbols once the player has played against the AI deck at least once.
   -- This is made possible with a new meta data inside each deck file.
        MANA:<string representing color switches - 0/1 >
2011-01-31 10:04:18 +00:00
techdragon.nguyen@gmail.com
2973158a62 added new utility to check if a file exists on system. 2011-01-31 08:53:06 +00:00
techdragon.nguyen@gmail.com
6ddaf8b74b removed draw method from GameObserver as it is no longer used since the refactor of the
player mulligan code.
2011-01-31 08:38:14 +00:00
wrenczes@gmail.com
6675a7da31 Implemented a lazy load pattern for the deck stats - when the DeckMenu is displaying decks, it calls LoadStats() for only the ones visible in the list. This helps reduces the lag that occurs each time we attempt to load all the AI decks during match selection.
This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file.  This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically.  Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around.

While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc.
2011-01-30 13:06:21 +00:00
wagic.jeck
e0f7bf26d8 Jeck - First doxygen commit, basic information on WFilter classes. Also added filter price adjustment for some of the newer basic abilities (the CANTLOSE varieties now cost more to filter). 2011-01-30 11:14:36 +00:00
omegablast2002@yahoo.com
c4ffc214ab moved token creator under aequip so i can do the same fix to livingweapon as i did for new target...
also refactored it a bit to remove the livingweapon and battleready copy paste code.
2011-01-30 00:01:57 +00:00
omegablast2002@yahoo.com
853b8ea5c6 fixed gravetitan bug reported, added new keyword "retarget" as another support for newtarget...
reworked the handling of new target...auras and equipments can not be treated the same...doing so allowed the player to then use the equip function of the card and gain a double bonus. now i call directly on the equip function to do the equiping so that it works with its own function to add the effects. keeping a person from gaining double bonus.
2011-01-29 21:58:29 +00:00
omegablast2002@yahoo.com
7dfa655323 added support for cantbetargetof(something[optional])
for "this card cant be the target of green spells or abilities" style cards.

added poisoned status trigger for attacking, so far its the only place this is checked. we will see what the next set does with this keyword
2011-01-28 19:08:01 +00:00
Xawotihs
cba0a59023 Removed useless attribute 2011-01-28 17:34:49 +00:00
techdragon.nguyen@gmail.com
5e651f03b2 moved mulligan code out of GameStateDuel and into Player base class. Taking a mulligan seems better
encapsulated as a player function rather than loose code inside the state transitions of GameStateDuel

Note: Inside of the mulligan code I assigned game to currentPlayerZones for clarification rather than
something functionally required.  "game" seems ambiguous as "game" is also referenced throughout the code for the GameObserver
keeping this change localized to this method until more analysis can be done.  The pattern that was here before was
game->currentPlayer->game
where the first "game" represented the GameObserver and the second the collection of zones (MTPPlayerCards) to the current player.
I would suggest changing the Player instance of game to something that represents its data, the game zones associated to the current player.
"game" seems too generic, as it can be interpreted to encompass many things rather than just dealing with the different zones (library, exile, discard, etc )
2011-01-28 13:30:29 +00:00
wrenczes@gmail.com
f4f1fdcd3d Another LF property change. 2011-01-28 06:07:14 +00:00
wrenczes@gmail.com
32cabc15c2 Forcing LF as the line ending style through SVN properties. No actual code changes here. 2011-01-28 06:00:51 +00:00
techdragon.nguyen@gmail.com
8156619d49 added guard around TRACK_FILE_USAGE define to disable it on a PSP build. The related code does not compile for the PSP builds. 2011-01-27 16:15:12 +00:00
techdragon.nguyen@gmail.com
ce7745bfa6 First attempt to reduce load time of player deck selection screens.
This change makes use of caching the DeckStats and DeckStatsWrappers into singleton caches that
get flushed when you quit the game.  The initial load time will be significant as lazy loading has not
been coded yet for the ai decks.

TODO: lazy load the player and ai decks as they appear on the screen.  Currently, each screen loads
all decks.
2011-01-27 16:13:40 +00:00
omegablast2002@yahoo.com
beec00c254 2 changes, first fixed the bug where auras were causing the cards to slide to the right, auras always have targets, so i added a conditional to guiplay to ignore adding it to the horizontal shift as these auras should never be just laying in the battlefield with no target.
2nd, started laying some ground work for planeswalkers.
added the planeswalker rule, as per mtg rules, if you have a type=planeswalker subtype=jace already on the battlefield, both are sent to the graveyard. so you can not have a jace mind scuptor and a jace beleren out at the same time. i choose to use subtype= and type= rather then adding another variable to MTGCard...
also, added GuiPlay positioning for planeswalker,
i think theres been a HUGE misunderstanding about planeswalkers which has most going "battlefield is too crowded where would be put them...easy...slap them at the end of the lands ..done...theyre not creatures or artifacts/enchantments..so i moved them to the colum with the lands and have guiplay slap them at the end of that colum...btw this is in no means final...if someone can think of a better solution be my guest, but looking at the planeswalker (workaround) thread, its pretty obvious that no one will care where we slap the planeswalkers, as long as theyre supported. planeswalkers have alot more ground to cover...
2011-01-24 17:58:14 +00:00
omegablast2002@yahoo.com
46891d8de8 added a commit to "thatmuch" variable to explain what its for. 2011-01-23 18:23:44 +00:00
omegablast2002@yahoo.com
ee29fbc237 removed a unused variable and correct a bug with [share] spells tc's are deleted as they resolve so these effects couldnt take adventage of this type of targeting when the effect ability was a fizzle. 2011-01-23 17:29:26 +00:00
wagic.the.homebrew@gmail.com
c113c154c1 Erwan
- In line Zethfox's idea with WParsedInt objects inside MTGAbilities, deleted some unused variables.
2011-01-23 08:28:24 +00:00
wagic.the.homebrew@gmail.com
f63aa379e7 Erwan
- moved all "loseLife/gainLife" duplicated code into 1 Player method
2011-01-23 06:59:00 +00:00
wagic.the.homebrew@gmail.com
14f2e9b0f2 Erwan
- simple refactor of "putIn*" functions in MTGGameZones
2011-01-23 06:03:37 +00:00
omegablast2002@yahoo.com
07802134e8 more fixes from the review... 2011-01-22 16:48:55 +00:00
omegablast2002@yahoo.com
27e60fc605 fixed most of the reviewed code, corrected all danger zone code which could have had bad side effects. 2011-01-22 16:12:17 +00:00
omegablast2002@yahoo.com
946df16af5 removed eradicate ability and replaced it with a far more flexable solution which is
added new card discriptor [share!variable!]
the variables for this so far are
name <---eradicate effect targetting
color <--radiance effect targetting
types <--the plague cycles

it is important to note that a target IS REQUIRED before this, meaning it has to be used below a target= or after the targetting of an && ability...otherwise it will simply default to the source cards variables.
this solution provides a much more generic version without sacrificing the effectiveness of the eradicate set which was limited only to eradicate style cards(which ALSO required a target)

coding exsample 
[card]
name=Eradicate
target=creature[-black]
auto=all(*[share!name!]|targetcontrollerhand) moveto(exile)
auto=all(*[share!name!]|targetcontrollerlibrary) moveto(exile)
auto=all(*[share!name!]|targetcontrollergraveyard)moveto(exile)
auto=all(*[share!name!]|targetcontrollerbattlefield) moveto(exile)
mana={2}{b}{b}
type=sorcery
[/card]

you will notice something strange above, for this change to work i had to fix the bug with "targetcontrollerBLAH" zone targetting...tho my fix was a patchwork fix, it does indeed provide the targets controller...we need to find the root cause of why initToZone is not returning the correct "target" variable to this function.
if the source does not have a target it defaults to source.
before it there was no target, which there never is a correct target returned as noted by the fact that 0 cards exist with targetcontroller zone targetting in WAGIC however theres a considerably large card pool for this.

enjoy :)
docs going to kill me for this lol.
2011-01-22 12:30:42 +00:00
wagic.the.homebrew@gmail.com
d581a72c1d Erwan
- changed "putInPlay" to return "NULL" if the card cannot be found in the "from" zone. The behavior of the function before that prevented to see that we broke the "alternate" cost feature (see test Vine Dryad)
- Fixed some memory leaks introduced in r2922
2011-01-22 09:43:13 +00:00
omegablast2002@yahoo.com
094c97dec8 corrected an issue where morphing a creature would overwrite basic abilities granted by lords. it was because i was not ADDING the new basic abilities it gained to the end result of face upping the creature.
also forgot to mention in my big patch
i added a new test suite tool, its a goto command
if you start on draw and want to get to second main,
goto secondmain

instead of 
next
next
next
next
next

"next" is still valid and still needed
you can not for exsample 
goto attackers
if you are ALREADY currently in "attackers" so if you wanted to go from YOUR attackers to opponents attackers

from draw step
goto attackers
next
goto attackers

this replaces about 12 "next" commands which would have been needed in preivous test suite.
2011-01-22 02:35:11 +00:00
omegablast2002@yahoo.com
473abd9814 im forced to do this commit in whole instead of parts as originally planned, and before my beta test period of the changes is complete BECAUSE there are people doing "clean up" and the MASSIVE amount of conflicts i have to resolve from it is WAY too much for me to take on after nearly 200 hours of coding this patch. i cant seem to get enough respect to have people hold off on "clean up" so this brings me to being forced to do a full commit before playtest period is done, so they can go ahead with there *super important* clean up.
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.

first bug fixes, and there were many, 
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed

token text now displays source name and tokens abilities

fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.

epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.

extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.

angelic chorus bug fixed, the card will be soft coded now.

and many other minor bugs fixed, hard to remember all which were fixed.

now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",

all true landwalks will now be supported.

new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned 
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]

you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines

card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle

[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature 
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]

other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.

[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]

activated ability gained a new restriction "opponentturnonly"

variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature

draw:type:ally <---counts the allys in your field. self explanitory

draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much

draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.

new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.

new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])

new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)

new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.

livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.

token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.


phaseout <--self explanitory

spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.

stacking flanking, requires 2 abilities unfortunately

[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking 
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]

removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.

added new tools for transforms
,setpower=number
,settoughness=number
removetypes

morph
autofacedown={0}:morph

eradicate <---same as the card name.

cumulativeupcost[ <--self explanitory

upcostmulti[ <--an upcost that will resolve with a && ability

phaseaction[ phase name ] ability

an ability that will trigger on the stated phase name.
also support for phaseactionmulti[

new triggers added:
@vampired( <--sengir vampire effect
@targeted( 
@lifeloss(
@lifed(

add a special ability builder called dynamicability
it acts alot like a choose your own adventure book

dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.

variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent

the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.

new gameoption
First turn player:player, opponent, random
who takes the first turn

added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.

taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.

im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.

cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
2011-01-21 20:18:56 +00:00
techdragon.nguyen@gmail.com
b836c97a1b fix to previous checkin. adding new parameter to specify originating zone of card 2011-01-21 18:46:13 +00:00
techdragon.nguyen@gmail.com
e53c16f700 No code change just reformatting of header files.
finishing up my reformatting of the source from November/December following the guidelines that were posted.
some extra things I added:
   * Any empty virtual declarations were kept to one line.  
   * Enums were split up into separate lines to promote uniformity across all headers. ( each header file had a different style for enums)
2011-01-21 18:01:14 +00:00
wagic.the.homebrew@gmail.com
6d3d4c1792 Erwan
- refactor of MTGRules.cpp (buyback/flashback/retrace/alternative).
This change has been reviewed by myself, Wil, and Mike. The test suite passes.
More cleanup can be done, I will work on that later on.
2011-01-21 10:27:45 +00:00
Xawotihs
963730536e Mouse/touch support for the options menu (issue 576). Still missing support for the virtual keyboard. 2011-01-16 11:05:02 +00:00
techdragon.nguyen@gmail.com
1be97b76f8 code cleanup. No code changes
- removed unused variables
- added line breaks between methods (not everywhere just where i saw it while removing unused variables)
2011-01-16 07:49:34 +00:00
wrenczes@gmail.com
e5edf779f5 Reworked a patch sent to us (http://wololo.net/forum/viewtopic.php?f=15&t=2464) that replaces the text symbols for the psp buttons with the actual icons. While at it, I found a bunch of issues with the ActionStack's render code (ie when you get the popup menu to interrupt a spell being played & the like) - the bounding rect actually went above the screen's region, clipping problems (the interrupt text was previously drawing over the interrupt effect), alignment problems when the avatar was being drawn, vertical text alignment, fudged alignment numbers for the quads that didn't make any sense, etc.
I also tweaked slightly the psp icons to center the symbols, as they were too much to the right.  (Be sure to copy the updated graphics/iconspsp.png to your Res folder.)
2011-01-13 09:56:55 +00:00
wrenczes@gmail.com
2063e27681 Added a debug helper override class for ifstream - this normally washes out to std::ifstream. If #define TRACK_FILE_USAGE_STATS is enabled, it derives from ifstream, but additionally tracks each time we create an instance for a given file name & counts each hit in a map, and dump the statistics on shutdown. This is to help track how often we open up certain files, since i/o is costly on the psp.
Here's an sample run on my win box where I launched & ran the test suite once (note that for more interesting stats, forcing a low memory condition would be more interesting so that it'll thrash more):

-------------------
File Usage Statistics

../../../wagic_res/graphics/simon.dat  -- 1
../../wagic_res/graphics/simon.dat  -- 1
../wagic_res/graphics/simon.dat  -- 1
22222220.jpg  -- 1
42187t.jpg  -- 1
4514111t.jpg  -- 1
4838511t.jpg  -- 1
4838512t.jpg  -- 1
51613t.jpg  -- 1
89069t.jpg  -- 1
Advisor.wav  -- 1
Ally.wav  -- 1
Angel Token.jpg  -- 1
Angel.wav  -- 1
Ape.wav  -- 1
Archer.wav  -- 1
Assassin.wav  -- 1
Atog.wav  -- 1
Aura.wav  -- 1
Barbarian.wav  -- 1
Basic.wav  -- 1
Bat.wav  -- 1
Bear.jpg  -- 1
Beast Token.jpg  -- 1
Berserker.wav  -- 1
Bird.wav  -- 1
Centaur.wav  -- 1
Cleric.wav  -- 1
Cockatrice.wav  -- 1
Construct.wav  -- 1
Crocodile.wav  -- 1
Cyclops.wav  -- 1
Dauthi.wav  -- 1
Demon.wav  -- 1
Dragon.jpg  -- 1
Drake.wav  -- 1
Druid.wav  -- 1
Dryad.wav  -- 1
Dwarf.wav  -- 1
Efreet.wav  -- 1
Elemental.wav  -- 1
Elephant.wav  -- 1
Elf.wav  -- 1
Elk.wav  -- 1
Equipment.wav  -- 1
Forest.wav  -- 1
Frog.wav  -- 1
Fungus.wav  -- 1
Giant.wav  -- 1
Gnome.wav  -- 1
Golem.wav  -- 1
Horror.wav  -- 1
Horse.wav  -- 1
Hydra.wav  -- 1
Illusion.wav  -- 1
Insect Token.jpg  -- 1
Insect.jpg  -- 1
Insect.wav  -- 1
Island.wav  -- 1
Juggernaut.wav  -- 1
Kithkin.wav  -- 1
Kobold.wav  -- 1
Kor.wav  -- 1
Kraken.wav  -- 1
Lair.wav  -- 1
Land.wav  -- 1
Leech.wav  -- 1
Legendary.wav  -- 1
Leviathan.wav  -- 1
Lhurgoyf.wav  -- 1
Lizard.wav  -- 1
Masticore.wav  -- 1
Mercenary.wav  -- 1
Merfolk.wav  -- 1
Metathran.wav  -- 1
Minion.wav  -- 1
Minotaur.wav  -- 1
Monk.wav  -- 1
Mountain.wav  -- 1
Mutant.wav  -- 1
Myr.wav  -- 1
Nightmare.wav  -- 1
Nothing.wav  -- 1
Ogre.wav  -- 1
Ooze.wav  -- 1
Orc.wav  -- 1
Orgg.wav  -- 1
Ouphe.wav  -- 1
Pirate.wav  -- 1
Plains.wav  -- 1
Plant.wav  -- 1
Rat.wav  -- 1
Rebel.wav  -- 1
Res.txt  -- 1
Res/../../../wagic_res/graphics/simon.dat  -- 1
Res/../../wagic_res/graphics/simon.dat  -- 1
Res/../wagic_res/graphics/simon.dat  -- 1
Res//test/Amugaba.txt  -- 1
Res//test/Auriok_Sunchaser_ASLONGAS_1.txt  -- 1
Res//test/Auriok_Sunchaser_ASLONGAS_2.txt  -- 1
Res//test/Call_to_Heel_1.txt  -- 1
Res//test/Call_to_Heel_2.txt  -- 1
Res//test/Covetous_Dragon_ASLONGAS_3.txt  -- 1
Res//test/Covetous_Dragon_ASLONGAS_4.txt  -- 1
Res//test/Glimmervoid_ASLONGAS&TRIGGER.txt  -- 1
Res//test/Nevinyrrals_Disk.txt  -- 1
Res//test/Nevinyrrals_Disk2.txt  -- 1
Res//test/Nyxathid.txt  -- 1
Res//test/OneDozenEyes.txt  -- 1
Res//test/Zombie_Infestation.txt  -- 1
Res//test/act_of_treason.txt  -- 1
Res//test/aegis_of_the_meek.txt  -- 1
Res//test/aether_flash.txt  -- 1
Res//test/aether_mutation.txt  -- 1
Res//test/afflict.txt  -- 1
Res//test/akron_legionnaire.txt  -- 1
Res//test/alabaster_dragon.txt  -- 1
Res//test/alabaster_leech.txt  -- 1
Res//test/alabaster_leech2.txt  -- 1
Res//test/alluring_siren.txt  -- 1
Res//test/anarchy.txt  -- 1
Res//test/ancestors_chosen.txt  -- 1
Res//test/angry_mob1.txt  -- 1
Res//test/angry_mob2.txt  -- 1
Res//test/angry_mob3.txt  -- 1
Res//test/angry_mob4.txt  -- 1
Res//test/angry_mob4b.txt  -- 1
Res//test/angry_mob5.txt  -- 1
Res//test/angry_mob7.txt  -- 1
Res//test/animate_artifact.txt  -- 1
Res//test/animate_artifact2.txt  -- 1
Res//test/animate_dead.txt  -- 1
Res//test/animate_dead2.txt  -- 1
Res//test/animate_dead3.txt  -- 1
Res//test/animated_legendaries1_i221.txt  -- 1
Res//test/animated_legendaries2_i221.txt  -- 1
Res//test/animated_legendaries3_i221.txt  -- 1
Res//test/ankh_of_mishra.txt  -- 1
Res//test/arcanis_the_omnipotent.txt  -- 1
Res//test/arcanis_the_omnipotent2.txt  -- 1
Res//test/arcbound.txt  -- 1
Res//test/ardakar_wastes.txt  -- 1
Res//test/ardent_soldier.txt  -- 1
Res//test/argothian_enchantress.txt  -- 1
Res//test/armadillo_cloak.txt  -- 1
Res//test/ascendant_evincar.txt  -- 1
Res//test/ascendant_evincar2.txt  -- 1
Res//test/ascendant_evincar3.txt  -- 1
Res//test/ashen_firebeast.txt  -- 1
Res//test/ashen_firebeast2.txt  -- 1
Res//test/aura_mutation.txt  -- 1
Res//test/avarice_totem.txt  -- 1
Res//test/aven_riftwatcher.txt  -- 1
Res//test/aven_riftwatcher2.txt  -- 1
Res//test/aysen_bureaucrats.txt  -- 1
Res//test/balduvian_conjurer.txt  -- 1
Res//test/baneslayer_angel.txt  -- 1
Res//test/baneslayer_angel2.txt  -- 1
Res//test/barbed_sliver.txt  -- 1
Res//test/basal_sliver.txt  -- 1
Res//test/beacon_of_creation.txt  -- 1
Res//test/beacon_of_destruction.txt  -- 1
Res//test/beacon_of_unrest.txt  -- 1
Res//test/behemoth_sledge.txt  -- 1
Res//test/behemoth_sledge2.txt  -- 1
Res//test/behemoth_sledge3.txt  -- 1
Res//test/behemoth_sledge4.txt  -- 1
Res//test/behemoth_sledge5.txt  -- 1
Res//test/belligerent_hatchling.txt  -- 1
Res//test/benalish_knight.txt  -- 1
Res//test/biorhythm.txt  -- 1
Res//test/black_market.txt  -- 1
Res//test/black_vise.txt  -- 1
Res//test/blessed_wind.txt  -- 1
Res//test/blessed_wine.txt  -- 1
Res//test/blinking_spirit.txt  -- 1
Res//test/blinkmoth_nexus.txt  -- 1
Res//test/bloated_toad1.txt  -- 1
Res//test/bloated_toad2.txt  -- 1
Res//test/bloodfire_colossus.txt  -- 1
Res//test/bloodhall_ooze.txt  -- 1
Res//test/bloodscale_prowler.txt  -- 1
Res//test/body_double.txt  -- 1
Res//test/boggart_arsonists.txt  -- 1
Res//test/borderland_behemoth.txt  -- 1
Res//test/bottle_gnomes.txt  -- 1
Res//test/bottle_gnomes2.txt  -- 1
Res//test/brainstorm.txt  -- 1
Res//test/bramblewood_paragon.txt  -- 1
Res//test/brass_man.txt  -- 1
Res//test/brass_man_i161.txt  -- 1
Res//test/briarhorn.txt  -- 1
Res//test/cage_of_hands.txt  -- 1
Res//test/castle.txt  -- 1
Res//test/cathodion.txt  -- 1
Res//test/celestial_purge.txt  -- 1
Res//test/chainbreaker.txt  -- 1
Res//test/circle_of_protection.txt  -- 1
Res//test/circle_of_protection_i211.txt  -- 1
Res//test/civic_wayfinder.txt  -- 1
Res//test/clone.txt  -- 1
Res//test/clone2.txt  -- 1
Res//test/clone3.txt  -- 1
Res//test/cockatrice.txt  -- 1
Res//test/cockatrice_i228.txt  -- 1
Res//test/colossus_of_sardia1.txt  -- 1
Res//test/colossus_of_sardia2.txt  -- 1
Res//test/composite_golem.txt  -- 1
Res//test/conservator.txt  -- 1
Res//test/control_magic.txt  -- 1
Res//test/control_magic2.txt  -- 1
Res//test/control_magic3.txt  -- 1
Res//test/control_magic4.txt  -- 1
Res//test/corrupt.txt  -- 1
Res//test/counsel_of_the_soratami.txt  -- 1
Res//test/counterspell.txt  -- 1
Res//test/counterspell2.txt  -- 1
Res//test/counterspell3.txt  -- 1
Res//test/counterspell4.txt  -- 1
Res//test/cranial_plating.txt  -- 1
Res//test/creature_bond.txt  -- 1
Res//test/crimson_kobolds.txt  -- 1
Res//test/crosis_s_catacombs_1.txt  -- 1
Res//test/crosis_s_catacombs_2.txt  -- 1
Res//test/crumble.txt  -- 1
Res//test/crystal_rod_i172.txt  -- 1
Res//test/curiosity1_i217.txt  -- 1
Res//test/curiosity2_i217.txt  -- 1
Res//test/dark_banishing.txt  -- 1
Res//test/dauntless_escort.txt  -- 1
Res//test/dauthi_embrace.txt  -- 1
Res//test/death_grasp.txt  -- 1
Res//test/death_ward.txt  -- 1
Res//test/decree_of_justice.txt  -- 1
Res//test/deja_vu.txt  -- 1
Res//test/delusions_of_mediocrity.txt  -- 1
Res//test/dematerialize_flashback.txt  -- 1
Res//test/dingus_egg.txt  -- 1
Res//test/dingus_staff_i153.txt  -- 1
Res//test/divergent_growth.txt  -- 1
Res//test/doomed_necromancer.txt  -- 1
Res//test/double_strike2_i145.txt  -- 1
Res//test/double_strike_i145.txt  -- 1
Res//test/dragon_broodmother_i491.txt  -- 1
Res//test/dragon_fodder.txt  -- 1
Res//test/dragon_fodder2.txt  -- 1
Res//test/dragon_whelp_i154.txt  -- 1
Res//test/drain_life.txt  -- 1
Res//test/dream_fracture_i142.txt  -- 1
Res//test/drift_of_the_dead.txt  -- 1
Res//test/dromad_purebred.txt  -- 1
Res//test/dross_golem.txt  -- 1
Res//test/dross_harvester.txt  -- 1
Res//test/duskwalker.txt  -- 1
Res//test/dust_corona.txt  -- 1
Res//test/dwarven_warriors.txt  -- 1
Res//test/ebony_horse.txt  -- 1
Res//test/ekundu_cyclops1_i218.txt  -- 1
Res//test/ekundu_cyclops2_i218.txt  -- 1
Res//test/elvish_piper.txt  -- 1
Res//test/elvish_promenade.txt  -- 1
Res//test/emblem_of_the_warmind.txt  -- 1
Res//test/enchanted evening.txt  -- 1
Res//test/enchantress_s_presence.txt  -- 1
Res//test/enervate.txt  -- 1
Res//test/erg_raiders_i157.txt  -- 1
Res//test/explore.txt  -- 1
Res//test/fangren_pathcutter.txt  -- 1
Res//test/farhaven_elf.txt  -- 1
Res//test/farmstead.txt  -- 1
Res//test/fastbond.txt  -- 1
Res//test/fastbond2.txt  -- 1
Res//test/fault_line.txt  -- 1
Res//test/feral_hydra.txt  -- 1
Res//test/fieldmist_borderpost.txt  -- 1
Res//test/fire_tempest.txt  -- 1
Res//test/firebreathing.txt  -- 1
Res//test/fists_of_ironwood.txt  -- 1
Res//test/flagstones.txt  -- 1
Res//test/flame_fusillade_i265.txt  -- 1
Res//test/flare.txt  -- 1
Res//test/fledgling_imp.txt  -- 1
Res//test/fledgling_imp2.txt  -- 1
Res//test/fleshformer.txt  -- 1
Res//test/flowstone_hellion.txt  -- 1
Res//test/flowstone_slide.txt  -- 1
Res//test/fog.txt  -- 1
Res//test/fog_bank.txt  -- 1
Res//test/foratog.txt  -- 1
Res//test/force_of_nature.txt  -- 1
Res//test/force_of_nature2.txt  -- 1
Res//test/force_of_nature3.txt  -- 1
Res//test/fountain_of_youth.txt  -- 1
Res//test/frogmite.txt  -- 1
Res//test/fungus_sliver.txt  -- 1
Res//test/gamble.txt  -- 1
Res//test/gelatinous_generation.txt  -- 1
Res//test/gempalm_avenger.txt  -- 1
Res//test/generic/attacks_each_turn.txt  -- 1
Res//test/generic/becomes_transform_i559.txt  -- 1
Res//test/generic/becomes_transform_i559_2.txt  -- 1
Res//test/generic/bushido_1.txt  -- 1
Res//test/generic/bushido_2.txt  -- 1
Res//test/generic/cycling.txt  -- 1
Res//test/generic/cycling2.txt  -- 1
Res//test/generic/deathtouch.txt  -- 1
Res//test/generic/doesnotuntap.txt  -- 1
Res//test/generic/doesnotuntap2.txt  -- 1
Res//test/generic/double_strike.txt  -- 1
Res//test/generic/equip_landfall_buff.txt  -- 1
Res//test/generic/equip_reach.txt  -- 1
Res//test/generic/equip_shroud.txt  -- 1
Res//test/generic/equip_shroud2.txt  -- 1
Res//test/generic/equip_wither.txt  -- 1
Res//test/generic/equipment_i252.txt  -- 1
Res//test/generic/exalted.txt  -- 1
Res//test/generic/exalted_i143.txt  -- 1
Res//test/generic/exalted_i310.txt  -- 1
Res//test/generic/fear.txt  -- 1
Res//test/generic/fear_i147.txt  -- 1
Res//test/generic/first_and_double_strike1_i187.txt  -- 1
Res//test/generic/first_and_double_strike2_i187.txt  -- 1
Res//test/generic/first_strike.txt  -- 1
Res//test/generic/first_strike2.txt  -- 1
Res//test/generic/first_strike3.txt  -- 1
Res//test/generic/flanking.txt  -- 1
Res//test/generic/fresh.txt  -- 1
Res//test/generic/hybrid_mana.txt  -- 1
Res//test/generic/hybrid_mana_2.txt  -- 1
Res//test/generic/hybrid_mana_3.txt  -- 1
Res//test/generic/indestructible.txt  -- 1
Res//test/generic/kicker.txt  -- 1
Res//test/generic/kicker2.txt  -- 1
Res//test/generic/landwalk.txt  -- 1
Res//test/generic/legendary.txt  -- 1
Res//test/generic/level_up.txt  -- 1
Res//test/generic/level_up2.txt  -- 1
Res//test/generic/lifelink.txt  -- 1
Res//test/generic/lord_counter.txt  -- 1
Res//test/generic/lord_counter_any.txt  -- 1
Res//test/generic/m10_blockers.txt  -- 1
Res//test/generic/m10_blockers2.txt  -- 1
Res//test/generic/must1.txt  -- 1
Res//test/generic/must2.txt  -- 1
Res//test/generic/nofizzle.txt  -- 1
Res//test/generic/oneblocker.txt  -- 1
Res//test/generic/persist.txt  -- 1
Res//test/generic/persist2.txt  -- 1
Res//test/generic/persist3.txt  -- 1
Res//test/generic/phases.txt  -- 1
Res//test/generic/preventalldamage.txt  -- 1
Res//test/generic/rampage.txt  -- 1
Res//test/generic/rampage2.txt  -- 1
Res//test/generic/rampage3.txt  -- 1
Res//test/generic/rampage_vs_first_strike.txt  -- 1
Res//test/generic/regenerate.txt  -- 1
Res//test/generic/regenerate_wither_i146.txt  -- 1
Res//test/generic/sacrifice.txt  -- 1
Res//test/generic/summoning_sickness.txt  -- 1
Res//test/generic/sunburst.txt  -- 1
Res//test/generic/tap_other_card_as_cost.txt  -- 1
Res//test/generic/targetController_damage.txt  -- 1
Res//test/generic/targetController_life.txt  -- 1
Res//test/generic/targetController_life2.txt  -- 1
Res//test/generic/thisforeach.txt  -- 1
Res//test/generic/tokens.txt  -- 1
Res//test/generic/tokens2.txt  -- 1
Res//test/generic/trample.txt  -- 1
Res//test/generic/trample_vs_indestructible.txt  -- 1
Res//test/generic/trample_vs_multiblock.txt  -- 1
Res//test/generic/triggers_at_movedto_i179.txt  -- 1
Res//test/generic/triggers_attacking.txt  -- 1
Res//test/generic/triggers_blocking.txt  -- 1
Res//test/generic/triggers_combatdamaged_1.txt  -- 1
Res//test/generic/triggers_combatdamaged_2.txt  -- 1
Res//test/generic/triggers_drawn.txt  -- 1
Res//test/generic/triggers_noncombatdamaged.txt  -- 1
Res//test/generic/triggers_untapped.txt  -- 1
Res//test/generic/wither.txt  -- 1
Res//test/ghost_warden.txt  -- 1
Res//test/giant_growth.txt  -- 1
Res//test/giant_growth2.txt  -- 1
Res//test/glen_elendra_archmage_i222.txt  -- 1
Res//test/glimpse_the_unthinkable.txt  -- 1
Res//test/gnarled_effigy.txt  -- 1
Res//test/gnat_alley_creeper1.txt  -- 1
Res//test/gnat_alley_creeper2.txt  -- 1
Res//test/goblin_balloon_brigade.txt  -- 1
Res//test/goblin_balloon_brigade2.txt  -- 1
Res//test/goblin_gardener.txt  -- 1
Res//test/goblin_king.txt  -- 1
Res//test/goblin_lackey1.txt  -- 1
Res//test/goblin_lackey2.txt  -- 1
Res//test/goblin_lackey3.txt  -- 1
Res//test/goblin_lackey4.txt  -- 1
Res//test/goblin_offensive.txt  -- 1
Res//test/goblin_razerunners.txt  -- 1
Res//test/golgari_germination_i153.txt  -- 1
Res//test/gravedigger.txt  -- 1
Res//test/gravity_well.txt  -- 1
Res//test/gravity_well2.txt  -- 1
Res//test/great_defender.txt  -- 1
Res//test/hannas_custody.txt  -- 1
Res//test/harpoon_sniper.txt  -- 1
Res//test/hellfire.txt  -- 1
Res//test/helm_of_kaldra1.txt  -- 1
Res//test/holy_day_i226.txt  -- 1
Res//test/hope_charm_i267.txt  -- 1
Res//test/hopping_automaton_i232.txt  -- 1
Res//test/horned_helm.txt  -- 1
Res//test/howl_from_beyond.txt  -- 1
Res//test/howl_of_the_night_pack.txt  -- 1
Res//test/hunted_dragon.txt  -- 1
Res//test/hunting_pack.txt  -- 1
Res//test/hurricane.txt  -- 1
Res//test/hyalopterous_lemure.txt  -- 1
Res//test/hymn_of_rebirth.txt  -- 1
Res//test/hypnotic_specter.txt  -- 1
Res//test/icatian_priest.txt  -- 1
Res//test/imaginary_pet.txt  -- 1
Res//test/immaculate_magistrate.txt  -- 1
Res//test/incinerate.txt  -- 1
Res//test/instill_energy_i166.txt  -- 1
Res//test/iron_will_i270.txt  -- 1
Res//test/ivy_elemental.txt  -- 1
Res//test/jodahs_avenger.txt  -- 1
Res//test/juggernaut.txt  -- 1
Res//test/jump.txt  -- 1
Res//test/juniper_order_ranger.txt  -- 1
Res//test/karns_touch_i233.txt  -- 1
Res//test/keldon_warlord.txt  -- 1
Res//test/keldon_warlord2.txt  -- 1
Res//test/khalni_hydra.txt  -- 1
Res//test/kird_ape.txt  -- 1
Res//test/kjeldoran_frostbeast1.txt  -- 1
Res//test/kjeldoran_frostbeast2_i167.txt  -- 1
Res//test/knight_captain_of_eos_i294.txt  -- 1
Res//test/knight_captain_of_eos_i294_2.txt  -- 1
Res//test/kormus_bell_i301.txt  -- 1
Res//test/kraken_eye.txt  -- 1
Res//test/kraken_eye2.txt  -- 1
Res//test/kraken_eye3.txt  -- 1
Res//test/kraken_eye4.txt  -- 1
Res//test/krosan_beast.txt  -- 1
Res//test/krosan_beast2.txt  -- 1
Res//test/kudzu.txt  -- 1
Res//test/kudzu2.txt  -- 1
Res//test/kudzu_i168.txt  -- 1
Res//test/leveler.txt  -- 1
Res//test/lhurgoyf.txt  -- 1
Res//test/liability.txt  -- 1
Res//test/lifeforce.txt  -- 1
Res//test/lifetap.txt  -- 1
Res//test/lightmine_field1.txt  -- 1
Res//test/lightmine_field2.txt  -- 1
Res//test/living_artifact_i169.txt  -- 1
Res//test/living_lands.txt  -- 1
Res//test/lord_of_the_pit.txt  -- 1
Res//test/lord_of_the_pit2.txt  -- 1
Res//test/magma_spray.txt  -- 1
Res//test/martial_coup.txt  -- 1
Res//test/martial_coup2.txt  -- 1
Res//test/master_decoy.txt  -- 1
Res//test/master_of_etherium.txt  -- 1
Res//test/masticore.txt  -- 1
Res//test/masticore2.txt  -- 1
Res//test/maze_of_ith.txt  -- 1
Res//test/meekstone.txt  -- 1
Res//test/memnarch.txt  -- 1
Res//test/memory_erosion.txt  -- 1
Res//test/mephidross_vampire.txt  -- 1
Res//test/millstone.txt  -- 1
Res//test/mirri_the_cursed.txt  -- 1
Res//test/mirri_the_cursed2_i284.txt  -- 1
Res//test/misc01.txt  -- 1
Res//test/moat.txt  -- 1
Res//test/mobile_fort.txt  -- 1
Res//test/momir/keldon_warlord.txt  -- 1
Res//test/momir/overcost.txt  -- 1
Res//test/momir/persist_i304.txt  -- 1
Res//test/mortuary.txt  -- 1
Res//test/nantuko_husk.txt  -- 1
Res//test/natural_order.txt  -- 1
Res//test/necrogenesis.txt  -- 1
Res//test/nightmare.txt  -- 1
Res//test/northern_paladin.txt  -- 1
Res//test/northern_paladin2.txt  -- 1
Res//test/ondu_cleric.txt  -- 1
Res//test/orcish_artillery.txt  -- 1
Res//test/orcish_lumberjack.txt  -- 1
Res//test/overrun.txt  -- 1
Res//test/paradise_mantle.txt  -- 1
Res//test/paralysis.txt  -- 1
Res//test/paralysis2.txt  -- 1
Res//test/persuasion.txt  -- 1
Res//test/phytohydra.txt  -- 1
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End File Usage Statistics
-------------------
2011-01-11 10:11:15 +00:00
wrenczes@gmail.com
ccd972ada3 Eliminated some spurious string copy construction - changed a couple string return functions to return a reference instead. 2011-01-11 09:32:23 +00:00