Commit Graph

2816 Commits

Author SHA1 Message Date
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.
* 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.
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
- 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.
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
Xawotihs
69d652fdcc Upgraded maemo release files 2010-12-12 22:51:36 +00:00
omegablast2002@yahoo.com
a46596672b bug fix for something reported in the forums, becomes( and transforms( were not correctly giving creatures abilities...this is just because of a small overlooked issue, the string would read "flying)" instead of "flying" and was there for rejected by mikes new abilities hash. same with transforms( it would read ",flying" and reject it...just had to correct the "ends" and "begins" of those strings...mike you told me you tested this change when we got into it...shame on you! 2010-12-12 17:02:41 +00:00
solo81@web.de
e5754cbfb4 Fixed issue531. 2010-12-12 16:18:19 +00:00
Xawotihs
3cb652087d iOS frontend and XCode project 2010-12-12 15:58:47 +00:00
solo81@web.de
32d614e23b Fixed Baku Altar (activation cost). 2010-12-12 13:22:35 +00:00
solo81@web.de
b609fa2cb1 Fixed Energy Storm. 2010-12-12 11:51:52 +00:00
wrenczes@gmail.com
4d0296d628 Fixed issue 551, "this vector contains over 1 million members" crash.
Thanks to Mike for helping me with the repro & debug session on his machine.
2010-12-12 09:44:45 +00:00
Xawotihs
01ac3d1a55 - cleanup image dependencies in QT project 2010-12-11 22:46:15 +00:00
techdragon.nguyen@gmail.com
fe75493ffa No code change. Reformat code 2010-12-11 22:42:48 +00:00
Xawotihs
b3650bcccf - deactivate testsuite if _DEBUG is not defined 2010-12-11 22:39:35 +00:00
Xawotihs
ce7f62cac3 - Qt project cleanup, in particulary removed testsuite and traces in
release.
2010-12-11 22:32:06 +00:00
solo81@web.de
e2440af09e Fixed Goblin Piledriver.
It had a typo in its abilities-line.
2010-12-11 17:35:56 +00:00
wagic.the.homebrew@gmail.com
6ea7eb2b87 Erwan
- fix for issue 292 . This fixes the classical theme, which had been broken by the initial fix for the final Saga glitch
2010-12-11 16:00:59 +00:00
omegablast2002@yahoo.com
c54de679d4 couple bug fixes, a slight refactor,
ok here goes, first, fixed a crash that would happen when ever a player would gain more then 2000 life or take more then 2000 damage...the buffer was becoming corrupted i imagine because it was too small, increasing it to 10 slots allowed players to successfully take massive amounts of damage, highest i bothered checking was about 35k gained/lost, no crash...

2nd, removed the and refactored cantcaster rule, moved it to stateEffects() and renamed stateeffects to better reflect what it will be handling,

removed sneak attack rule and moved it into stateeffects

the following ints have been converted into bool, 
all the cantcasters, canputlandsintoplay is becoming a bool, the amount of lands you can play is now handled by a new varible int landsPlayerCanStillPlay (this is for my ability additional lands increase in support on perminents coming after the release)

the changes to bools were for an obvious reason, they were all ints pretending to be bools, my varibles were confusing as you would often see code like this if(cantblahblah > 0)
which to another coder might not make any sense.

these varible ints were returning 0 as false and 1 as true...changed them all to bools, same goes for putlandsinplay int, in half the places it was being used as a bool, AND it was tracking the amount, when i was coding additional land ability, this made it impossible to maintain correct amounts without damaging the rest of the code.
as a bool, controlled by stateeffects, it can now be used correctly as a bool in all cases, and the stateEffects manages the switch on it to false if you no longer have any landsPlayerCanStillPlay left.

the refactor on cantcaster was also a bug fix, it was reported to me that cantcasters were not correctly working, sometimes ai or player would still be allowed to play a card with one in play, because of the old way i had it setup somecases of bothcantcaster were reseting the cantcast to 0, basically making the check do nothing.

it is now handled in stateeffects if you have one in play, then its true, if not then false...this returns very accurate tracking of the cards instantly instead of checking as cards enter or left play.

the "both" versions now have their own bools to avoid future conflicts with the single player cantcast...

added a case for the fancy moving text, some move to library effects were incorrectly returing fetch.
2010-12-10 20:51:50 +00:00
wrenczes@gmail.com
f894056e74 Fixed the order of initializers to make the psp warnings go away. (Stupid gcc, I don't understand why it cares about the order of initializers in the first place...) 2010-12-10 10:25:35 +00:00
wrenczes@gmail.com
4ac3c01cb0 Fixed the include guards. This had disabled the _CrtSetDbgFlag() call, so we were no longer detecting memory leaks in debug under Win32 when exiting the app. Ouch!
(Confirmed that the leak I just fixed was present & reported by the debugger with this change in place.)
2010-12-10 09:18:29 +00:00
wrenczes@gmail.com
4fd67bd1fd line endings -> Unix. No code changes here. 2010-12-10 08:38:09 +00:00
wrenczes@gmail.com
f8368d01c4 Found & fixed two memory leaks:
- computeActions would leak a ManaCost.  This was fairly minor.
- AIPlayer::SelectAbility had a major leak.  Basically, there's some code that pulls a random number for an efficiency check - if the action's efficiency value was below that random number, the action pointer was cleared, and none of the actions that were to be discarded would be deleted out of the rankings map.  I've switched out the rankings container to not contain action pointers, but real action objects, so regardless what kind of logic is implemented, the map will properly clear out its objects upon destruction.
2010-12-10 08:37:41 +00:00
Xawotihs
40c1ed074b Fixed Qt windows project and activated precompiled header 2010-12-09 21:21:55 +00:00
Xawotihs
1e9746a2eb Fixed Qt project on Linux 2010-12-09 19:52:57 +00:00
omegablast2002@yahoo.com
1fe35da5b3 forgot to change back one line i changed, this is part of the manual revert i did earlier. 2010-12-09 18:34:23 +00:00
omegablast2002@yahoo.com
5d0029a2eb fixed "*square* No to all" choice...
someone just forgot that both cases need to check if the interupt decision is 2 before changing it back to 0 (interupt) btw, once a stack is ready any NEW stack actions added, such as Ai interrupting your choice to not interrupt you will see the new stack actions to either cancel manuelly or "no to all"

sorry its not a bug fix for crashes! im really not skilled enough yet to fix the kinds of crashes were having.
2010-12-09 17:37:11 +00:00
wagic.the.homebrew@gmail.com
6360734ea3 Erwan
-Attempt at fixing issue 538. This is a wild guess, but basically 1 000 000 bytes is NOT enough to decompress a 512*512*4 texture (32bits png). We need at least 1MB (1024*1024) AND some additional space for the decompression process. Based on that, bumped the 1 000 000 (minimum contiguous ram necessary to start decompressing a picture) to 1 500 000. I've had pretty good results so far but this needs confirmation
- GameObserver <- changes from Win to *nix carriage returns.
2010-12-09 13:47:04 +00:00
omegablast2002@yahoo.com
5713a45006 reverting this test back to yesterday 2010-12-09 13:32:34 +00:00
omegablast2002@yahoo.com
5d96f68d21 reverted my changes in rev 2774 which intruduced bugs, coincidently stumbled across what really fixed triggers substep, which was moving it into stateeffects...this revert reintruduces the double interrupt offer to combatdamage in some specail cases. 2010-12-09 13:31:09 +00:00
techdragon.nguyen@gmail.com
b595091855 moved tests for rakdos pit dragon into bugs folder until issue 555 is resolved. 2010-12-09 07:58:58 +00:00
techdragon.nguyen@gmail.com
dbb3e04de1 replacing old tests with new more complete tests for radkos pit dragon.
Note: currently two of the four tests fail due to issue 555 which is unresolved.
2010-12-09 06:14:33 +00:00
techdragon.nguyen@gmail.com
36c096a33c fixed line endingsin AIPlayer.cpp
modified debug output for Manacost.  ToString() wasn't defined correctly.  I refactored the output
for Dump() to just call ToString().
2010-12-09 01:37:49 +00:00
techdragon.nguyen@gmail.com
833bd4714d reformatted indentations as they were slightly off.
refactored latest changes to group similar menu texts.
2010-12-09 01:28:25 +00:00
omegablast2002@yahoo.com
585eae1852 added fancy location based move menutext return to lord...it was a case we must have messed when we were trying to get rid of generic "move" messages...lord returns ability menutext which in case of amover is "move"...and "all(" is a lord. so ran into a deck where i had a couple "move" menus display and i didnt know which i was choosing, moving creatures to hand or moving theirs to grave...
death to generic messages!!!
2010-12-08 20:16:27 +00:00
omegablast2002@yahoo.com
f227c4775d moved phase pass automation into stateeffects() where it should have been from the start, it really shouldnt be run as part of "update()" it bothered me enough to actually move it. 2010-12-08 15:33:02 +00:00
omegablast2002@yahoo.com
682af98bf7 moot pointed out i made a boo boo in STANDARDABILITYGRANT thanks you! forgot to add the "suggest good" part of the condiation...as we dont act to give a creature the ability 2 times. (atleast until stacking abilities are added) 2010-12-08 14:37:39 +00:00
omegablast2002@yahoo.com
079d2dbd22 updated this test as it uses the trigger step, note: the 7 or so trigger based test dont want to actually test in test suite...i tried correct a typo in the _test.txt they have an extra "S"...but still they did not get tested...any ideas? if you can get them testing, please remember the combat ones need an extra next directly before the "next for combatdamage. 2010-12-08 14:34:17 +00:00
omegablast2002@yahoo.com
6348940dc6 added a automatic move forward if trigger step if playmode == test suite...this will still trigger the steps actual functions and test that are using trigger step will require an extra "next" test that are not using trigger step for anything will not need the extra "next" 2010-12-08 14:32:12 +00:00
wagic.the.homebrew@gmail.com
70a1a03fee Erwan - reverting r2779 per my comment in that revision 2010-12-08 14:18:41 +00:00
wrenczes@gmail.com
2a442ad2f5 Swapped the DeckMenu background from a png to a jpg, as the transparency wasn't being used at all in the image, so it wasn't buying us anything. Flipped the rendering order so that the background is now truly drawn in the background (ie first), and everything else is drawn on top.
(Make sure you update your res/graphics folder on your psp!)
2010-12-08 11:02:25 +00:00
guzhenjie1@gmail.com
d638ac28b1 Fix Graypelt Hunter and Doomsday Specter. 2010-12-08 10:51:04 +00:00
techdragon.nguyen@gmail.com
def9a8b229 added additional debug statement to show current turn. 2010-12-08 08:21:54 +00:00