Commit Graph

3789 Commits

Author SHA1 Message Date
omegablast2002@yahoo.com
e080b59db9 fixed the bringers of dawn...fixed avatar of fury... 2011-07-20 18:41:37 +00:00
omegablast2002@yahoo.com
e8b8079ef6 fixed a bug where you could equip opponents creatures with your equipment, it is quite possible that we have *always* been able too but no one has actually tried. anyways "myBattlefield" does not compare to "mybattlefield"...
i seriously think we devs should consider making all ability coding required lowercase. not card names and text, but coding such as targetchoosers "thisForEach(creature[Black;White]|myBattlefield) moveto(myGraveYard) ...<---this is not uniform...and leads to people using such coding in the source ....i think i suggested this once and was instantly shot down...however, this is the 2nd instance where a bug has arose from the comparing of capitalized vs lower case..becuase we all assume that every line is going to be dropped to lower case as the game reads them.....
2011-07-20 17:17:52 +00:00
Xawotihs
ace236e6a3 Improved maemo upgrade scripts and added 0.16.0 maemo release description 2011-07-19 21:32:56 +00:00
Xawotihs
e09fe7570e Fixed Phonon sound support. 2011-07-19 21:28:46 +00:00
omegablast2002@yahoo.com
262c31b708 fixed fresh meat, and umbral mantle 2011-07-18 13:14:52 +00:00
Xawotihs
188a88a621 Readded a reference to zlib needed on unix. 2011-07-17 20:51:59 +00:00
Xawotihs
9dccc885d6 Updated the Qt project to work on Desktop/Maemo/Meego/Symbian. Removed all dependencies except Qt and OpenGl. 2011-07-17 18:18:17 +00:00
solo81@web.de
d81afa93c5 Corrected Giant Shark. 2011-07-15 13:24:40 +00:00
Xawotihs
c2879b0b6e Fixed a selection problem sometimes hapenning on the hand zone in touch/mouse mode and removed dead code. 2011-07-14 21:21:24 +00:00
guzhenjie1@gmail.com
9f80620f0a Corrected Sky Swallower. 2011-07-14 14:12:11 +00:00
wagic.the.homebrew
8c79e0644c Fix memory leak in ATransforms ability
- Blame is on me for the bad design behind the "isClone" flag, I need to get rid of that flag in the long term.
2011-07-14 13:49:46 +00:00
Xawotihs
bf416b0d36 Fixed Qt Creator project for Qt version on Windows. 2011-07-13 20:07:13 +00:00
omegablast2002@yahoo.com
a8837e95c6 fixed a heap corruption caused in atransformer was a mistake in the code.
also, if ai is adding counters and we're greater then or equal to the max amount that counter ability allows, eff = o.
2011-07-13 18:39:51 +00:00
guzhenjie1@gmail.com
69e55dfcbf Corrected Decree of Justice. 2011-07-13 13:43:47 +00:00
wagic.the.homebrew
d834d20c24 Fixed an incorrect card line the game was complaining about 2011-07-13 13:16:22 +00:00
wagic.the.homebrew
a44cd87ca3 Adding Kaio's latest wallpaper 2011-07-13 13:12:54 +00:00
wagic.the.homebrew
fe98b3ca68 Removing the feature that loads the "big" card instead of the thumbnail when the thumbnail does not exist. Too many people using incorrect HQ packages are complaining about performance issues, so this will make the problem go away, and force people creating those packages to make them correctly 2011-07-13 12:58:21 +00:00
omegablast2002@yahoo.com
7775a1e39f bringer of the red dawn:changed test to include a clean up step 2011-07-12 17:10:23 +00:00
omegablast2002@yahoo.com
dab1d92a0d edited the original test to allow "clean up" phase to do its thing. 2011-07-12 16:51:18 +00:00
guzhenjie1@gmail.com
9ad4f8b8cd Corrected Well of Discovery and Well of Life. 2011-07-12 15:30:26 +00:00
wagic.the.homebrew
cbebe0d4e8 -Fix for issue 710 (can't tap mana in story mode). Update your rules and campaigns folders!
-- Zeth, please verify that I didn't break your mods if you have time
-- The test suite does NOT pass in this revision (see issue 711), but I verified that the problem does not come from my change, so we need to dig
-- Campaigns creators will have to update their campaigns to make them compatible with Wagic 0.16. It consists in adding "include mtg.txt" at the top of each one of their rules.txt file.
2011-07-12 15:02:41 +00:00
omegablast2002@yahoo.com
825760fb6c corrected blood lust code 2011-07-12 10:57:13 +00:00
wagic.the.homebrew
9827e3f915 - Attempt at "fixing" issue 705: loading card frames (used for text mode) in 16bits instead of 32 2011-07-11 15:09:39 +00:00
wagic.the.homebrew
9d9db7198e Additional tweak for issue 693: reduce the size of some background images. I think the visual result is still ok. The images go from 480x272 to 450x255, and end up taking twice as less space in ram (512x256 instead of 512x512).
This helps a lot in the deck selection menus (duel and deck editor).
That, added to my previous fix, fixes issue 693 for me.
In general, we should try to avoid 512x512 32bits textures on the PSP. That happens with a 480x272 png image. One solution is to convert the file to a jpeg, and load it in 551 mode whenever possible. Another solution is what I did: use a 450x255 image instead. The best is of course to cumulate both, which divides the size in Ram by 4 on the PSP.
I'm ok with distributing lower res graphics on the psp, and higher res on other platforms, if that helps. Main culprits are 480x272 images (when there's too many of them)
2011-07-11 14:34:12 +00:00
guzhenjie1@gmail.com
1646ad4221 Added meta data for M12. 2011-07-11 14:30:10 +00:00
omegablast2002@yahoo.com
ff1a1dde86 updated a piece i forgot for type( restriction. this fixes feast for blood. 2011-07-11 12:59:44 +00:00
solo81@web.de
706c8c8883 - Added 181 new cards.
The BIG CARD SAFARI 2011 is over: After 4 months of intensive testing, i can proudly present you this huge card package. All these cards are working 100%. 
Card list --> First comment.

- Added 20 tests to save the cards whose code is not covered by already existing tests.

- Added Magic2012 (M12) with 75 completely new cards.
2011-07-10 21:36:15 +00:00
wagic.the.homebrew
3148a25f3a - Manual cache cleanup in the menu to help a bit with issue 693. This is unfortunately not enough, we are dealing with ram fragmentation problems here :( 2011-07-10 13:51:39 +00:00
wagic.the.homebrew
bf4e0d8908 - minor tweaks:
-- Res is the default folder in Res.txt, in case it exists, to avoid confusion when debugging
-- added sign_prx in the makefile, harmless if you have the default build.mak, but signs the app for you if you have the correct files
-- uninitialized variable warning fixed in Rules.cpp
2011-07-10 07:55:08 +00:00
wagic.the.homebrew
acca910248 - Fix for issue 699 (sound effects stop working after a few minutes on the PSP) 2011-07-10 07:51:03 +00:00
wagic.the.homebrew
0661918ed6 - Additional fix for issue 465
-- The problem was that the previous fix for keybindings actually fixed dead code for the PSP version... the real call to Defaultbindings was still happening in JGE's code...so the fix made the call twice.
-- Note: shouldn't we use ResetBindings instead of JGECreateDefaultBindings? The former resets the bindings before assigning the default ones...
2011-07-10 06:52:07 +00:00
guzhenjie1@gmail.com
f28638f12e Corrected subtype of Skywatcher Adept. 2011-07-10 05:50:01 +00:00
wagic.the.homebrew
4a6529ea55 - Reverting r3744. This fixes issue 707
-- I will open a new issue for the problem that r3744 was fixing
2011-07-10 04:36:55 +00:00
wagic.the.homebrew
e84ad44e47 - Extended TutorialMessages into a message system that shows up every time a new game is started.
-- instead of tutorial(my message), use message(my message) for such messages. 
-- Counting on people to use it, now that it's here ;)
2011-07-10 01:55:20 +00:00
omegablast2002@yahoo.com
e5dfb81fb9 added the missing types into types filtering.
http://code.google.com/p/wagic/issues/detail?id=706
these types were converted into part of the "types" enum and are no longer considered a subtype in the engine.
as they appear before Subtypes::LAST_TYPE they are to return "" as their subtype search result.
i figured there was no harm in including them in the types list filtering as they were moved from subtypes becuase they were some of the most frequently used subtypes.
2011-07-09 20:33:07 +00:00
Xawotihs
991bacbec5 Fixed issue 679. Filters now work with mouse and touch. 2011-07-09 10:51:49 +00:00
wagic.the.homebrew
8546f3dff8 Fix for issue 700 (Basic Lands randomly stop working) 2011-07-09 09:25:31 +00:00
wrenczes@gmail.com
d23a826fef Fixed the back image card drawing offset. There's probably a better way to fix this, but it stems from the fact that cards (and the large back.jpg image handling) have their hotspots set to the center of the card coords, but for whatever reason, the code that draws the thumbnail version of the back image doesn't. Rather than try to fix the coords in all the places where we draw the back thumb image, I refined the quad sharing code so that there's one quad for temp cards, and another for actual back image drawing. 2011-07-09 04:30:18 +00:00
wagic.the.homebrew
c06f057274 Fix issue 703. Added Hypnotic specter's text back. 2011-07-09 02:28:14 +00:00
Xawotihs
979840dd4e Fixed issue 676 (was not related to mouse support at all) 2011-07-08 21:26:21 +00:00
omegablast2002@yahoo.com
700ee1a7db reinstated target coloring, added text display for stonehewer and hermit mode unlock. 2011-07-08 19:39:47 +00:00
omegablast2002@yahoo.com
665f533ac8 fixed a bug where altercost would cause extracost payments like PMana to lose their source, because the source for the cost is set after the card is placed in hand, and altercost resets the cost of cards to the new cost. 2011-07-08 17:43:19 +00:00
omegablast2002@yahoo.com
7fdac02b71 changed avatar of mights code. 2011-07-08 10:48:09 +00:00
omegablast2002@yahoo.com
dbbf5e4cb6 added the support to fix avatar of might...you can now do
otherrestriction=type(creature|mybattlefield)~lessthan~type(creature|opponentbattlefield)-3

which means, if the statement above is true you can play the card....if you subtract 3 from the amount the opponent has in creatures, and you are still less then the opponent...then that means he has atleast 4 more creatures than you do.

so right after the type(blah) you can add +number or -number...and it will modify the amount to compare.
2011-07-08 10:47:28 +00:00
omegablast2002@yahoo.com
a3c22ddd32 updated mytypemin to use the new syntax, the restriction should now work correctly again when comparing values between players. 2011-07-07 11:40:15 +00:00
omegablast2002@yahoo.com
f88178f2cf refactored the typemin: cast restriction, there was a reported bug with it and while debugging it screamed refactor.
so i converted it from string comparisons and counting the battlefield..into targetchoosers with declarable operator.
simplified the code from the mess it was before into something alot easier to card code with.

example before:
mytypemin:less type(land),opponenttypemin:* type(land)
becomes
type(land|mybattlefield)~lessthan~type(land|opponentbattlefield)

the new syntax is:
type(targetchooser)~operator~number
type(targetchooser)~operator~type(targetchooser)
the operator are:
morethan
lessthan
equalto
2011-07-07 11:39:06 +00:00
wrenczes@gmail.com
463a64521f Switched another case of the psp icons to (explicitly) use the managed cache. 2011-07-07 08:26:01 +00:00
wrenczes@gmail.com
c5963c3c23 Three improvements involving image caching:
1) prevent the textureQuad map from containing references to cards when we're returning a temp (card backdrop) image in the threaded version.
2) we had two copies of the pspicon image in the cache (ie the regular & managed).  Changed the reference in the DeckMenu code to use the managed instance.
3) Fixed a problem with a default constructor param that would set RESOURCE_LOCKED on certain images.  I noticed that the 'NEW' image was locking itself in the cache because no resource modes was being passed in, so the default constructor param was setting it to locked.  This seems like a bad idea - if you're not explicitly locking a resource in the call, that shouldn't be the default behaviour.

Also added an assert safeguard to catch the possibility of 'overlocking' an image resource, as this probably means the image fetching routine is being abused somehow.
2011-07-07 07:37:17 +00:00
jean.chalard
93d96fe52b Revert a careless change
Seems I did something wrong with SVN. Revert the changed parts
that should not have been changed.
2011-07-07 03:41:51 +00:00
jean.chalard
c5cd81f6a1 Fix the double key bindings problem.
The problem was, the game would initialize first, reading the
keybindings from the configuration, and THEN set up the default key
bindings.
I think this affects only PSP, X, SDL and Qt. A quick scan of the
windows version code looks to me that the order is correct and the
problem should not exist, but I may be mistaken. The iPhone version
looks to me like it has no keybindings at all, though the call is
there ; I put the call in the right order so that the problem does
not happen in the future if we implement some key bindings for it.
If someone can check for windows...
2011-07-07 03:35:26 +00:00