Commit Graph

810 Commits

Author SHA1 Message Date
wagic.jeck
ad7006e2de Jeck - Profile and cache improvements, booster duplicate likelihood reduced.
* Cache now tracks missing textures for RetrieveQuad, not just RetrieveCard/RetrieveTexture.
* Profile options are no longer overwritten when switching profiles.
* Main menu notifies of alternate profile- "Database: X" becomes "Profile: Y of X cards."
* Boosters iterates through cards, replacing duplicates. Stops after 15 tries to prevent infinite loops on small sets.
* Very simplistic theme switcher, only displays when alternate themes are present.
2009-09-08 03:23:19 +00:00
jean.chalard
a0b1da9810 J :
* Remove an unused variable.
2009-09-08 01:32:30 +00:00
jean.chalard
6f183fd8ec J :
* Temporarily remove the PIC1 option that prevents compilation.
* Fix the carriage returns.
2009-09-07 17:30:16 +00:00
jean.chalard
ea92876d7b J :
* Fix a little memory leak.
2009-09-07 17:18:46 +00:00
jean.chalard
e7fb9282ce J :
* Fix the last tests that didn't work, Rampage ability.
2009-09-07 16:40:03 +00:00
jean.chalard
5b473a1505 J :
* Fix almost all tests.
* This version "nearly" works.
2009-09-07 14:37:32 +00:00
wagic.jeck
635c87202a Jeck - More f3 fiddling. 2009-09-06 21:35:53 +00:00
wagic.jeck
eef4be363e Jeck - Restored credits to all tabs, fixed f3 graphic alignment issues.
* F3 font had an issue where the j and y dangled into the characters below them. I fixed this by shifting all characters one pixel up, but this does change the way f3 fits when rendered. The alternative would be just to clip the dangling pixels off entirely.
2009-09-06 21:22:23 +00:00
wagic.the.homebrew@gmail.com
8771ee7579 Erwan
-Various card fixes
2009-09-06 09:55:11 +00:00
wagic.the.homebrew@gmail.com
5a2a4a7617 Erwan
- display name of cards in the shop, when it loads, and any time by pressing triangle
2009-09-06 06:35:29 +00:00
wagic.the.homebrew@gmail.com
1d4b8ef177 Erwan
-Bug fix: Selesnya Guildmage ability ueot
2009-09-06 04:55:05 +00:00
wagic.jeck
4e7db4423d Jeck - Oops. Adding unversioned alternate card images. 2009-09-06 03:11:32 +00:00
wagic.jeck
f9dbfcf025 Jeck - Alternate card rendering for land and artifacts, minor graphical tweaking. 2009-09-06 03:05:01 +00:00
wagic.the.homebrew@gmail.com
d73951ecfc Erwan
-some bug fixes (test suite)
2009-09-06 02:50:54 +00:00
wagic.the.homebrew@gmail.com
c1accf5c6e Erwan
- fix global effect cards (wrath of god) VS protection 
- Removed/updated a few debug outputs
2009-09-06 01:11:51 +00:00
jean.chalard
74bd57cb55 J :
* Fix a bug where a creature dying would not leave the battlefield.
2009-09-05 15:38:01 +00:00
jean.chalard
e5b09cf5ec J :
* Fix a bug where combat damage would be wrongly assigned.
2009-09-05 15:05:16 +00:00
wagic.the.homebrew@gmail.com
293d9af5a1 erwan
-Update VisualC++ project with Trash.cpp
2009-09-05 13:11:55 +00:00
jean.chalard
b6781e82f1 J :
* Add the Trash facility and use it for CardViews.
* Fix a graphical bug with card shadows.
* Fix a graphical bug with limitors.
* Enhance the graphical appearance of cards going to graveyard.
2009-09-05 11:44:34 +00:00
jean.chalard
44738399dc J :
* Make the SAFE_DELETE syntactically safe.
2009-09-05 11:34:51 +00:00
wagic.the.homebrew@gmail.com
380014b2a6 Erwan
-removed memory leak introduced in r.789
-added "blocked" bool in MTGCardInstance
2009-09-05 09:17:30 +00:00
wagic.jeck
bf42825be8 Jeck - Fixed zipfile loading on PSP. 2009-09-05 07:14:01 +00:00
wagic.the.homebrew@gmail.com
681122f018 Erwan
- prevent a segfault in the test suite (does not fix the root cause)
2009-09-05 04:58:44 +00:00
leungclj
69a20f24c2 JON4TH4N - (ARB) fix 2009-09-05 01:20:19 +00:00
wagic.jeck
62be1e1c72 Jeck — Cache refresh functionality, forcing in situ reload of textures.
* Changing profiles will now reload graphics, in case the profile has a different theme/mode/whatever.
2009-09-04 22:33:39 +00:00
wagic.jeck
78b9d61baf Jeck - Crashfix for cache, proposed replacement for icon.png
* Please comment on new icon.png with any suggestions.
* Prevents RemoveOldestTexture from deleting things it shouldn't
2009-09-04 20:41:31 +00:00
jean.chalard
c8af1836a0 J :
* Fix a bug where some event chains could result in reading from a
  freed memory space.
2009-09-04 17:21:34 +00:00
jean.chalard
01fe3b76f7 J :
* Minor bugfixes (mostly graphical bugs)
2009-09-04 16:58:17 +00:00
jean.chalard
2e7570fdea J :
* Add some pretty printers to help debugging.
2009-09-04 13:22:15 +00:00
wagic.jeck
2a7d6819bb Jeck - More minor WResourceManager fixes.
* Locked resources are now guaranteed, though they currently share memory limits with the cache, so be certain to release them when you're done.
* RetrieveQuad now returns different quads for different resource names, regardless of if they share size and position.
2009-09-03 22:41:25 +00:00
wagic.jeck
0689b01536 Jeck - WResourceManager now tracks filesystem misses for cards (up to MAX_CACHE_OBJECTS) and sfx, so disk use is much reduced. 2009-09-03 21:52:41 +00:00
wagic.jeck
805a78e39d Jeck - Some logic fixes, reducing number of filesys calls when loading graphics. (Cards still check filesys way too often, but I'm working on that) 2009-09-03 21:10:04 +00:00
wagic.jeck
b78d25d16b Jeck - Tempory fix for missing GuiHand.h. Please commit if your copy differs. 2009-09-03 20:14:29 +00:00
wagic.jeck
8ea9222122 Jeck - Initialize player avatar to NULL, cleanup some minor debug leftovers. Still eventually crashes with corrupted MTGCardInstance reference. 2009-09-03 20:10:59 +00:00
wagic.jeck
c6f319d685 Jeck - Some minor fiddling with cache. 2009-09-03 19:08:09 +00:00
wagic.jeck
8340fdbd5b Jeck - It wasn't emptying the cache properly, so this is a step in the right direction. I'll keep looking for more issues, though. 2009-09-03 18:21:57 +00:00
jean.chalard
3db0969c0e J :
* Fix the speed of the animation.
* Use a Pos for the animation of the back.
2009-09-03 17:25:15 +00:00
jean.chalard
30e416b0b3 J :
* Animation smoothing (and bugfix on slow machines).
2009-09-03 17:24:42 +00:00
jean.chalard
4e7b172846 J :
* Code cleaning
2009-09-03 17:23:26 +00:00
jean.chalard
dd2a541c2b J :
* Fix the acting player.
* This should make most things work.
* I still witness some segfaults.
2009-09-03 17:23:03 +00:00
jean.chalard
a0cc143261 J :
* Some animation smoothing.
2009-09-03 17:21:28 +00:00
jean.chalard
1e42fc65d1 J :
* Fix a leak on opening a non-existing file.
2009-09-03 16:05:37 +00:00
jean.chalard
4c0b0e2933 J :
* Find out when a dependancy has been erased and remake the deps file
  anyway.
2009-09-03 14:12:04 +00:00
wagic.the.homebrew@gmail.com
37ea7f95b4 Erwan
-cache fix(?)
2009-09-03 12:47:40 +00:00
wagic.the.homebrew@gmail.com
83d573f11e Erwan
-prevent a segfault (not fixing the root cause)
2009-09-03 12:17:28 +00:00
wagic.the.homebrew@gmail.com
e004bd3939 - hge distortion leak fix
- windows project update to take into account Jecks changes
2009-09-03 11:00:21 +00:00
wagic.jeck
f220d2e9b9 Jeck - Cache and resource manager merged, streamlined.
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
 * If you've Retrieved it, don't delete it--- Use resources.Release(Whatever). 
    Textures automatically release subordinate quads.
 * Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
    RetrieveQuad will load the required texture, if needed.
    Only managed resources have a resource name ("back", "simon", etc). 
    Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
    Non managed quads lookup by position/dimensions, defaulting to the whole texture.
 * Use resources.RetrieveTexture only when you need to do something special to it. 
    Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
    RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
    Release(JTexture*) is called, or as a last resort during cache overflow.
 * Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE. 
    All others may become invalid, although locked textures do have a high degree of stability. It's
    pretty safe to store a locked texture if you're not going to load much between uses.

There's a lot going on here, so I might have missed something... but it runs through the test suite alright.

TODO: 
 * When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image. 
    This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
 * I've had a crash while runing the Demo mode, something to do with receiveEventMinus? 
    This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so 
    I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
 * Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
2009-09-03 09:28:16 +00:00
jean.chalard
7214248494 J :
* Some more tweaking for combat.
* This still doesn't work, but it's closer.
2009-09-03 02:16:53 +00:00
wagic.the.homebrew@gmail.com
a7bef9142c Erwan
-removing unpackDamageStack/repackDamageStack obsolete functions
2009-09-02 12:59:55 +00:00
solo81@web.de
65731051ab fixes, clean up, new wordings (TMP) 2009-09-01 14:38:56 +00:00