Commit Graph

6557 Commits

Author SHA1 Message Date
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.
(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
Xawotihs f64c2b0183 Missing file for the upgrage fix 2010-10-18 20:50:03 +00:00
Xawotihs ea32581676 Fixed upgrade problem 2010-10-18 20:27:23 +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
- 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
wrenczes@gmail.com 832f11c153 Switched the managed JQuad container implementation from a vector to a map. This speeds up the cache lookup time from O(n) to O(log n). Hard to see a noticeable difference on win, but it definitely feels snappier on my psp, for instance, when browsing your library for a card, or your graveyard, etc.
I'm also noticing that the GetQuad(int) variant never seems to get hit, so I suspect that the ID lookup map is redundant.  I left it alone as the JResourceManager base class forces the need for the function; I need to spend more time looking at just how much of JResourceManager we actually use at this point.
2010-10-17 16:54:08 +00:00
omegablast2002@yahoo.com 1071dbf738 2010-10-17 14:03:51 +00:00
omegablast2002@yahoo.com 35fa4d9786 made the fix to color= a fancy loop deal by request of wololo 2010-10-17 13:48:59 +00:00
omegablast2002@yahoo.com 6a81228275 fixed an issue where color= was not setting multiple colors on a card with this line.
Issue: 491
2010-10-17 13:17:27 +00:00
wagic.the.homebrew@gmail.com 8fdb64e9ce Erwan
- adding tests for issue 489 and issue 491
- check for null pointers in Credits.cpp
- Test suite can now select tokens by their name
- Fixed Dragon Broodmothere's token name
2010-10-17 10:21:08 +00:00
wagic.the.homebrew@gmail.com d9f5b1586c Erwan
- fixing buggy test for kicker introduced in r2414
- removed old translation tool scripts (not needed anymore)
- simplified "borderline.txt" using the global "borderline" grade.
2010-10-17 05:37:22 +00:00
wrenczes@gmail.com a7ffe4990b Cleaned up the SimpleMenu drawing routines. I was seeing intermittently weird edge lines on the spades of the menu system, as well as gaps. The code was doing a lot of hacky +/- of arbitrary pixel values for the positioning, so I fixed it up to do everything relative to the widths of the pole & the actual spade graphic's size. Also cleaned up the pngs themselves, as they had no need for a transparent pixel rim.
Also moved some static value definitions used in the drawing code from the class header to a private namespace in the cpp file, as they don't need to be seen by any clients of the class.
2010-10-17 00:20:25 +00:00
wrenczes@gmail.com 0ef555dca9 Minor tweaks to the VS2010 project files, including turning down the code analysis verbosity. 2010-10-16 15:20:27 +00:00
Xawotihs e082deaddf Fixed Qt project compile on Windows 2010-10-16 12:17:25 +00:00
Xawotihs 817a666a2f Fixed Qt compilation on Windows 2010-10-16 12:13:07 +00:00
solo81@web.de ddc08d6512 Small correction from last revision. 2010-10-15 20:37:28 +00:00
solo81@web.de 98926caaa8 Added 5 tests to safe
aslongas + <
aslongas + >
aslongas + trigger

for future code changes.
2010-10-15 20:32:15 +00:00
solo81@web.de 5bff069d6d Fixed Arcbound Fiend, Sombaer Hoverguard and Proclamation of Rebirth. 2010-10-15 18:46:02 +00:00
omegablast2002@yahoo.com 2f73400cbb updated _test, and rewrote bug test to safe "aslongas" effects in the future. 2010-10-15 15:21:55 +00:00
omegablast2002@yahoo.com b8a5e7512a fixed bug with aslongas not triggering correctly for "<" and removing to soon for ">".
please note:
generic kicker test was broken before this rev.
Issue: 483
2010-10-15 15:20:45 +00:00
techdragon.nguyen@gmail.com 640a9392f6 fixed typos reported in http://wololo.net/forum/viewtopic.php?f=4&t=2283&p=17578#p17578 2010-10-15 05:20:42 +00:00
solo81@web.de dde0df9e19 Fixed Plated Seastrider, Decree of Savagery and Proclamation of Rebirth. 2010-10-14 19:47:00 +00:00
techdragon.nguyen@gmail.com da4ab477ae The Test Suite was incorrectly updating and writing player save data.
( ie task list was being updated, set information being evaluated, etc )
put a guard around the endgame stat update process to only update when non-testsuite games are played.

Issue: 488
2010-10-14 16:13:45 +00:00
wrenczes@gmail.com 5d26989f2c Force the line endings to Unix on this file. 2010-10-14 10:02:16 +00:00
wrenczes@gmail.com 80edf7279c Fixed a problem with the release target - it wasn't inheriting correctly the property sheet I had recently added. Thanks to Mike for catching this. 2010-10-14 09:26:27 +00:00
wrenczes@gmail.com 847ec5b7c5 Reinstate the MillExileCost pay variant, as pointed out by Z. 2010-10-14 08:14:49 +00:00
wrenczes@gmail.com f7361fb030 More type conversion warning fixes, with some minor refactoring thrown in. 2010-10-14 07:39:00 +00:00
wrenczes@gmail.com 3ca5a7261d More warning conversion cleanup. 2010-10-14 05:05:37 +00:00
wrenczes@gmail.com 356ce1b8ba Giant refactor of all the ExtraCost variants. Reduced the .cpp code by literally half (~350 lines!)
Some of the things refactored to the base class:
- isPaymentSet()
- canPay()
- Render()
- setSource()
- setPayment()
- the target instance
- duplicated constructor initialization crap

I'm not interested in pointing fingers as to how the code got this way, but I'll ask that everyone who's altered this code in one fashion or another to carefully diff this change and understand what I refactored.  This code is a poster child for neglect & what happens when people start blindly copy & pasting code instead of paying attention to the commonality between code paths.  If you see the same lines of code happening over & over, and you're about to make yet another copy, please stop yourself & think about how you can refactor the code to be in a single shared function (or, more explicitly, a shared base member function when possible).

If you don't understand what I mean by a shared base member function, then I would suggest at the very least reading up on this topic:

http://www.cplusplus.com/doc/tutorial/inheritance/

(And, after all that, if you're still unsure how to proceed, ping someone else for advice!)
2010-10-14 04:45:10 +00:00
wrenczes@gmail.com 25cb9dde54 Cleaned up some compile warnings (double to float/ int to float conversions). 2010-10-13 23:34:36 +00:00
Xawotihs e8ecd74361 Mouse support in graveyards an library browsing during battle 2010-10-13 22:28:19 +00:00
techdragon.nguyen@gmail.com 4a0331cbb9 corrected kicker test end conditions. 2010-10-13 21:24:50 +00:00
techdragon.nguyen@gmail.com 5005f69a69 added current AI deck name to "start" menu while dueling 2010-10-13 15:24:52 +00:00
Xawotihs bb6267bbe4 Fixed possible deadlock added in the mouse support code 2010-10-12 21:53:41 +00:00
solo81@web.de ce934123b0 Added a test for issue483.
Fixed Lux Cannon.
2010-10-12 15:05:52 +00:00
omegablast2002@yahoo.com 7a3577748e fresh eboot 2010-10-11 21:29:32 +00:00
solo81@web.de b5ef7ff4e7 Fixed Semblance Anvil and Spikeshot Goblin. 2010-10-11 20:06:37 +00:00
solo81@web.de 3c998d6a31 Fixed issue485. 2010-10-11 14:07:38 +00:00
Xawotihs 93b1656f13 Added left mouse click support for menu, submenu and battle 2010-10-10 21:59:18 +00:00
solo81@web.de 0a484237b2 Fixed several card bugs.
Card list -> First comment.
2010-10-10 19:47:07 +00:00
omegablast2002@yahoo.com 93fe22d282 added a small fix to further reduce attacker phase exploiting. explaination in comments. 2010-10-10 15:11:30 +00:00
wrenczes@gmail.com a08217ba53 Sorry, I keep modifying this line accidentally since I'm building with the newer pspsdk version. 2010-10-10 07:38:17 +00:00
wrenczes@gmail.com 33e45c9635 More incremental work of converting code to use DebugTrace(). 2010-10-10 07:30:18 +00:00
wrenczes@gmail.com 2d86e86603 Follow up on this comment from Xawotihs:
"It's currently unclear for me why several instances of the same hgeparticlesystem with the same .psi file are created..."

The GameApp::Create() call was initializing an array of particles, but it wasn't actually stashing them in the psi cache.  The MenuItems also create the particles, but these are stashed correctly in the cache at that point.  So, I simply removed the unused particle array loading code since it wasn't actually caching anything correctly & therefore simply adding redundant reading of the same particle files.
2010-10-10 05:10:25 +00:00
solo81@web.de 7cfd9d981a Fixed several card bugs reported in the bug section of the forum. 2010-10-09 17:48:10 +00:00
Xawotihs 241583df02 release 0.13.1meamo1 2010-10-09 10:45:02 +00:00
Xawotihs 318aee5aec Work around issue 457, not fully fixed. 2010-10-09 10:37:47 +00:00
wrenczes@gmail.com 62e0a789eb Fix for the Snap card not triggering the 2nd untap. Basically, stole the method from GrimmHatter's post:
http://www.wololo.net/forum/viewtopic.php?f=21&t=1430&start=40#p13465

Seems to work from my testing so far.  If this is the preferred route, we should probably sweep through & track down all the other cards that use the token counter hack, as that method used to work in 0.12.1 and broke some time after that.

(Somebody please sanity check this for me, as this is my first foray in messing with card rules.)
2010-10-09 04:07:31 +00:00