While debugging this, I noticed a separate issue: when changing profiles, we'd actually call refresh twice. Removed the spurious call, as reloading profiles doesn't need to concern itself with the image cache - that's already covered by the game options menu.
Also did some minor formatting / cleanup in the JGfx code for PSP - stubbed out a bunch of JLOG calls I had put in while debugging the PNG loading code.
added new mana display option "No Glitter" acciddently(?) lost "both" options somehow.
the new "no glitter mana display is basically "eye candy without particle effects" on PC created 2000 mana...no FPS drop...on PSP created an EXTREMELY large amount of mana before i noticed an FPS drop of any kind, this is dramatically better then
what was in previous rev, create 20 mana and crash.
if someone could figure out how i manage to lose the "Both" option, please explain to me why it wasnt showing up, i spent 2 hours trying to get it back.
both "optimize starting hand" and "Unlock all Ai Decks" appear in options under the option to "enable cheats"
optimize gives you decent starting hands, and Unlock all Ai decks is basically just a bypass options for the unlock deck mode varible wololo added.
tweaked abilitygranting Eff in Ai lessons to be divided by the number of cards in hand, this will mean Ai will tend to focus on using mana to cast spells instead of using them to grant abilities, until theres only 1 or less cards in hand, at this point it will go all out. there is a splash of randomness in Ai so it will still often do whatever it freaking wants lol, you should notice a proformence increase from Ai in this aspect. no more giving unblockable to a creature in 2nd main.
please note, one of the recent previous revs broke cheat mode "unlock cards" in deck editor, i filed a bug report. its a probelm i was not able to fix myself so there is no fix included in this rev....i came across the bug while testing cheat mode stuff.
- Added AI Decks unlock system. Please update your graphics folder, and crossing fingers that Ilya B. is still around as I don't have the correct fonts.
- Added a possibility to put a file "Res.txt" instead of the folder "Res". The file Res.txt is a simple 1 line text file, telling where to find the Res folder, terminated by "/". For example: "../../wagic_res".
This addresses issue 428 . This could also help us in the future, to develop mods.
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
- fix for issue 467 (simultaneous triggers + "trigger" keyword)
- MootPoint's patch for some string parsing
- some random int/float compilation warning fixes
- Removed some none working cards from mtg.txt
- Added the "unofficial" grade
- Added a system to give a grade to an entire file, avoids reading the file any further if not necessary
- Added Zeth's addons to the primitives folder, with a grade of "Unofficial"
* This finalizes the functionality for key bindings.
* Key bindings are saved in the user's configuration file and read
back the next time.
* Still got to do : display, instead of a number, an icon on PSP and a
string on windows (linux/mac already done).
* Metadata is currently only used in exactly one place: the set's "Pretty Name" is displayed when the set is first unlocked.
* WGuiImage now has a function to set scaling.
- Language is now an option at startup
- "text" line translation for cards made easier, check Res/lang/xx_cards.txt
- TODO: test on PSP/Linux, performance issues ? Allow possibility to change language in options menu
http://wololo.net/forum/viewtopic.php?f=15&t=730
Although the feature is named "cheat mode", its main purpose is to provide a toolbox for content creators. Currently this means to help AI deck creators, but the cheat mode is easily extensible.
Features:
- To enable cheat mode, create a new profile with the super secret cheat name (shouldn't be hard to find - or just mail me if you don't want to look). Then, leave and re-enter the Options menu. You can now enable cheat mode on the first tab. Note: The secret profile name is *not* my original suggestion from the forum, I went with Jeck's alternative suggestion so that he won't have to cringe over bad puns everytime he's using it. ;)
- Complete collection: In cheat mode, there's a new option in the deck viewer, which makes sure that you have at least 4 of any card available.
- Deck integrity: When in cheat mode, and you load a deck with cards that are not present in your collection, then these cards won't be stripped from your deck any more. Instead, they are added to your collection.
- Money cheat: In cheat mode, when you click on an item in the shop, you get the option to steal 1,000 credits from the shopkeeper.
Please review my code - I just started with C++, I may make very obvious mistakes or use inelegant style. The sooner you point this out, the sooner I'll improve.
thanks to wololo and jeck for comments and suggestions.
Jeck: Do the setVisible and setHidden methods currently work? I tried to use them to hide a menu item, but they all seem to lead to empty methods - Perhaps placeholders for a not yet implemented functionality?
* The alternate theme is just useful for testing themes, but please comment on the changes to the main theme.
* Options reading and initializing separated from UI.
* Options UI abstracted a bit, made more easily extensible.
* With some extension, the options UI could be used as the basis for more complicated themes, if we load a file and use it to do stuff like GameStateOptions::Start()
- fix issue 65 (quads when no image load slowly in shop/deck editor)
- Possibly fix issue 92, please let me know if it reproduces
- Fix issue 97 (Deck editor: weird behavior of deck display)
- Fix issue 39 - please verify
- Issue 56 can probably be closed as well
- Fix issue 86
-Issue 26: added an option for Mana Display. This needs a bit testing, but it should also lower the priority of "manapool slowness" as this mode probably fixes performance issue as well.
-I can't seem to be able to "save" some options (hand position, mana display) ion the windows version, does this change break something ?
* This is a little dirty, as it's loading the profile multiple times. The proper way to do it would be to add any line starting with "unlocked_" to an array for deferred loading. This would also allow us to write those lines back even without the associated set being loaded. The clean solution is on my todo-list now :)
* Decks now support naming and renaming. Also added a "Switch decks without saving" option.
* Removed unused static const char * menuTexts, from old 6-deck limited system
* Keypad didn't display correctly when not given a title, and was never destructed. Fixed.
* profileFile() default behavior was to fall back to RESPATH/player. Fixed.
* New iconspsp.png, updated look to seem like PSP buttons, added some extra (unused) button icons.