wrenczes@gmail.com
eef54c259b
Fixed a compile warning treated as an error on psp - switched an int loop var to size_t.
2010-11-02 07:05:04 +00:00
wrenczes@gmail.com
8cb0cf1dae
Fixed a crash in the vertical text scroller. Mike, pls review.
2010-11-02 05:50:07 +00:00
wrenczes@gmail.com
4288e7c236
Normalizing line endings to Unix style, per coding guidelines.
2010-11-02 05:29:20 +00:00
wrenczes
858950fb9d
Incremental fix on my Navigator work - switched out global to JGE vars actualWidth/Height to be real accessible members of the JRenderer instance, so that we can actually access what the real display width is from within the MTG project. This makes the fix for enchantment zone targetting work when the window is resized on Win32.
2010-11-02 04:07:25 +00:00
techdragon.nguyen@gmail.com
f472c48a8a
fixed avatar image issue when selecting ai decks outside of the default 100 ai decks.
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installed a horizontal text scroller for the deck selection screens in normal play
TODO:-> Need to make it smoother transition. It currently just replaces the text with the new text.
2010-11-02 02:20:44 +00:00
techdragon.nguyen@gmail.com
a458da051d
refactored how manaredux coding works
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replaced literals with constants in some places.
migrated some abilities out of headers and into implementation files.
2010-11-01 13:04:06 +00:00
techdragon.nguyen@gmail.com
149b9efd9f
fixed rename bug. rename state was not initialized.
2010-11-01 10:56:20 +00:00
techdragon.nguyen@gmail.com
6c1497bbd5
Revamped Deck Selection Screen using abrasax's design as a template.
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TODO:
change literals to use constants,
refactor the rendering code for the menu to have be leaner.
add text scroller to list all the tasks.
* 1st implementation will list all the tasks.dat
* 2nd round will try to get the scroller to only display relevant tasks to ai
Special thanks to wololo and MootPoint for helping me hammer this out. To abrasax, for the initial design of the layout.
2010-11-01 08:22:55 +00:00
omegablast2002@yahoo.com
2640fc8280
fixed a bug where affinity was not counting when cards were being bounced back to your hand.
2010-10-31 17:24:49 +00:00
omegablast2002@yahoo.com
150c5f4c99
turned the "ai hint" for level up creatures into an MTGAbility.
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this fixes a bug(?) that had high priority and maintains same effect as before. removed all traces of the "bugged(?) hint" from CardPrimitive.
Issue: 498
2010-10-31 17:19:20 +00:00
omegablast2002@yahoo.com
777098f763
fixed a bug where CHANGELING was not giving all creature subtypes. Changelings now set creature types in MTGCardInstance::initMTGCI
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moved removed it from the setType function of cardprimitive.
Issue: 501
2010-10-31 16:55:05 +00:00
techdragon.nguyen@gmail.com
4cfb266d14
code cleanup: removed commented out code.
2010-10-31 10:12:20 +00:00
wrenczes@gmail.com
5a1e8e6ffe
More reorganization work around CardSelector and the singleton pattern. Broke the source for the singleton into its own separate source file, to keep things clean. Also broke apart a circular header dependency: CardSelector defines and uses a SelectorZone, which is a member inside of CardView. CardView in turn is used heavily by CardSelector. Instead SelectorZone is now defined within CardView (where it's set & controlled anyway).
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I've also added my current work on the zone navigation system (class Navigator) - it's currently turned off for now (the override for this is inside of CardSelectorSingleton's Instance() call, simply comment out the NEW CardSelector and uncomment out the NEW Navigator line.) It's functional, but I want to do more testing before considering wiring it into the game options or something similar. (Also, note that it currently doesn't support the mouse functionality added by DJardin.)
Lastly, there's a bug crash fix in ActionStack that I tripped across while testing - basically, an illegal index value would have us walk off the bounds of a vector.
2010-10-31 07:50:53 +00:00
jean.chalard
dfb9d76829
J :
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* Fix a broken argument
2010-10-31 07:12:04 +00:00
techdragon.nguyen@gmail.com
ab37002fd7
modified text for "Save as AI deck" option
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added descriptions for editor menu items
code clean up.
2010-10-30 06:46:58 +00:00
wrenczes@gmail.com
a88ea7cb54
Removed some redundant #ifdef win32 includes. (This should have been part of my previous precompiled header changes.)
2010-10-30 05:40:52 +00:00
wrenczes
fadd36c0c4
More type conversion warning cleanup; some minor refactoring in the phase bar while I was cleaning up the warnings.
2010-10-28 06:57:34 +00:00
techdragon.nguyen@gmail.com
98627d96ba
fixed minor bug with Ai deck saving routine.
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fixed psp compilation, changed use of char* to ostringstream for menu text.
2010-10-27 17:26:32 +00:00
techdragon.nguyen@gmail.com
cd3ad9b9fd
fixed menu size and text information for when saving deck as an AI deck.
2010-10-27 11:24:49 +00:00
techdragon.nguyen@gmail.com
28d3b9b9a9
fixes ai deck saving bug pointed out by Zethfox.
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TODO: fix text to the right of the box when saving ai deck.
2010-10-27 03:00:39 +00:00
omegablast2002@yahoo.com
fbd5cffbbd
taught told Ai bushido is a good thing. laid ground for Foreach lesson for Ai :) fixed yet another reported bug with aslongas. gave becomes( a better menu name system for the manlands to use.
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it will now say "becomes [types]"
2010-10-25 14:41:09 +00:00
linshier
60ef07a025
Added basic Japanese font support.
2010-10-24 07:56:28 +00:00
linshier
0ce36747a7
Fixed a compiling error for GCC-4.4.5
2010-10-24 07:34:12 +00:00
wrenczes@gmail.com
e74c0fcc7c
Moved a few more common shared includes into the precompiled header.
2010-10-24 06:55:40 +00:00
wrenczes
d5f3e4cfea
Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
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Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"
I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too. For future reference, here's the most straightforward link on the topic of adding pch support to make files:
http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00
omegablast2002@yahoo.com
8cb1f0cc7c
moved the level varible from MTGcard to MTGprimitive.
2010-10-23 23:48:02 +00:00
omegablast2002@yahoo.com
a9e4c58af2
taught Ai how to use levelup creatures, taught Ai how to use Equip, taught Ai how to use prevent the cleric ability.
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this is by no means absolutely perfect, i like it tho, and makes for some real good times with level up deck built with equips.
you will notice i added a level=number...to the level up creatures, this has no effect on players, this is just a small hint to the Ai as to when it should stop investing mana in that creature. the chances are a little over half that ai will want to level a creature, increased ever so slightly with each level up.
for equipment, the Ai will now want to equip its best Creature(determined by power+toughness+convertedcost+how many abilities it has) and will want to equip these "better" cards atleast 2 times before it is reduced. same system for prevent damage, it will want to save its "better creature" more then a 1/1 token.
for both tho i added slight bonuses...
to equip, there is a higher chance that the ai will want to target a white creature, with an extra bonus if the creature is a 1/1 and nontoken. this is to encourage Ai to equip in white weenie decks
in prevent, there is a slight bonus if the creature is a 1/1 and the blocker/blockee has a power of 1.
currently prevent damage treated this way is not coded for direct damage spell, sorry ! but for combat you will notice ai taking a stand and fighting back hard.
2010-10-23 22:34:07 +00:00
omegablast2002@yahoo.com
d5ca6b0207
added a few subtypes to exclude from changeling, noticed subtypes that are not true MTG subtypes. in the future can we please try to refrain from making up fake subtypes, for exsample "level" and "levelup" are NOT MTG subtypes
2010-10-22 21:23:47 +00:00
omegablast2002@yahoo.com
165d9df5c9
added a string support to transforms(...cards can now transforms(allsubtypes) or transforms(removesubtypes)
2010-10-22 20:29:55 +00:00
omegablast2002@yahoo.com
32cc74bd93
just a couple comments to say what "basicabilities[55]" is to make it clear.
2010-10-22 17:58:25 +00:00
omegablast2002@yahoo.com
90fb03aba7
finally fixed Changeling abilities= keyword.
2010-10-22 17:45:56 +00:00
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.
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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