3bef78be82
simplified some logic for evil twin
techdragon.nguyen@gmail.com
2011-04-20 23:34:33 +00:00
935c3da4b5
synced evil twin avatar ingame with one from deck selection. TODO: make the "evil twin" look more different than just a mirror image.
techdragon.nguyen@gmail.com
2011-04-20 23:29:41 +00:00
64ec306cf6
added grade crappy to the discarders using random discard added to borderline.txt...to avoid the confusion that those cards might actually be fully supported.
omegablast2002@yahoo.com
2011-04-20 22:20:34 +00:00
8e6a3e64f0
Apparently the code police weren't satisfied... :) Eliminating the duplicate ints & extra assignments.
wrenczes@gmail.com
2011-04-20 22:09:40 +00:00
2a4a01da5e
changed it to modulo to please the code police....
omegablast2002@yahoo.com
2011-04-20 21:47:02 +00:00
561054ba34
added a true method to recycle our 100 avatar images, and made sure they stay in line with the menu image if theyre over 100.
omegablast2002@yahoo.com
2011-04-20 21:21:12 +00:00
f805d195ad
Fixed the build.
wrenczes@gmail.com
2011-04-20 21:07:44 +00:00
babda2bc0f
Some minor tweaks to make the image prefetching feel less flickery : when a card goes from a player's library into their hand, trigger a prefetch of the image. Also do the same thing when the AI decides on what card to play and creates an action. The idea being, new cards in play will probably want to be viewed by the player (and in the case of the AI playing a spell, we automatically show the image during the interrupt window before it comes into play). This makes for a much smoother gameplay - we have to get the image at some point anyway, and by doing it before we get to the render call, we no longer have the back card image pop up briefly.
wrenczes@gmail.com
2011-04-20 21:07:24 +00:00
d06965d95e
added tha menu constants variables to fix compiling on vc2008, i guess free version doesnt add it automatically or something becuase mike was able to compile without them
omegablast2002@yahoo.com
2011-04-20 20:40:28 +00:00
a02a09444b
back thumb scaled for avatar slot
omegablast2002@yahoo.com
2011-04-20 20:25:52 +00:00
b2ef742ec8
ok made minor changes to mikes last commit, instead of loading "nothing" im making it load a card back instead, that black hole drove me nuts....second instead of loading a premade "evil twin" i made it load what ever the users avatar was flipped horizontally. didn't tint it red becuase i am not that attuned to the graphics side of wagic.
omegablast2002@yahoo.com
2011-04-20 20:24:53 +00:00
2fdc80aee1
Synchronized avatar images to be loaded correctly on first display of the opponent selection.
techdragon.nguyen@gmail.com
2011-04-20 17:51:40 +00:00
ba7640079c
move reducedCost and increasedCost out of cardprimitives and into MTGCardInstance
omegablast2002@yahoo.com
2011-04-20 12:14:27 +00:00
d892db60d9
removed a comment, i found a better way to do it so the comment does not apply.
omegablast2002@yahoo.com
2011-04-20 10:48:33 +00:00
6fb5766a5e
Removed targets[20] from the ExtraCost class. It wasn't being used in any meaningful way, and was bloating the class size for nothing. Reduces ExtraCost from 128 to 48 bytes per instance.
wrenczes@gmail.com
2011-04-20 09:28:28 +00:00
ec95bb93e1
Fix for a crash (I think the same one Zeth reported) where the game dies somewhere in file reading source - I wasn't paying close enough attention to the fact that there are in fact 3 separate caches, so each had their own mutex, so JFileSystem wasn't actually being protected from reentrancy. So, if the app tried to load an audio sample at the same time as an image, boom...
wrenczes@gmail.com
2011-04-20 09:03:08 +00:00
fc0a59a14e
Moved GameOptions.h into the precompiled header. Shaves almost 20 seconds off my build times.
wrenczes@gmail.com
2011-04-20 07:50:00 +00:00
a44bd2ffd5
Added shared_ptr.hpp to the precompiled header list. Cuts down the build time considerably.
wrenczes@gmail.com
2011-04-20 07:15:29 +00:00
52dd0c2f91
Removed the concept of cleaning up misses from the cache, as this was causing flickering on cards whose .zip files are missing. The idea now is that, if we can't load an image, keep the cache miss around permanently so that we never redundantly make a load attempt on that file again.
wrenczes@gmail.com
2011-04-20 06:46:14 +00:00
3c03251027
Added WResourceManagerImpl.h to the VS2010 project.
wrenczes@gmail.com
2011-04-20 06:34:58 +00:00
9141f28865
Disabled some JLOG traces in the MP3 code, as they run on a separate thread & tend to hang the psp when logging is enabled.
wrenczes@gmail.com
2011-04-20 06:33:59 +00:00
180f83083c
Fixed compilation times by refactoring: WResourceManager.h gets included either directly or indirectly into every header & cpp file; so does its includes & implementation details. Broke out WResourceManager into a pure virtual class that contains only the required calls, and added a WResourceManagerImpl header that contains all the dirty details that the rest of the app doesn't care about / need to know.
wrenczes@gmail.com
2011-04-20 06:27:44 +00:00
d1efc3efe8
Whoops, this was stupid. Left on a debug #define that forced a low memory situation for testing purposes - this should fix some of the reported flickering.
wrenczes@gmail.com
2011-04-20 06:21:52 +00:00
1117840621
Removed spurious warnings about secured Win API calls by adding _CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS to the compiler settings. This only eliminates the warnings, but doesn't fix the slow compile times - I'll fix that next...
wrenczes
2011-04-20 02:14:37 +00:00
c29e231e45
couple more changes in Ai, and a fix for a crash which happened with phaseaction when the target was removed before the effect resolved.
omegablast2002@yahoo.com
2011-04-19 19:54:47 +00:00
40958170fa
Fix to have r3450 at least compile on linux 64 bits
Xawotihs
2011-04-19 19:04:12 +00:00
28b84a1305
a few other "@damaged(" ====>"@combatdamaged("
omegablast2002@yahoo.com
2011-04-19 18:20:35 +00:00
6a0a5e6980
Spawnwrithe was using the wrong trigger.
omegablast2002@yahoo.com
2011-04-19 18:13:26 +00:00
35f2962026
added Awakener Druid removed alias from the living land type cards.
omegablast2002@yahoo.com
2011-04-19 18:07:51 +00:00
09dd5dbc52
updated livingland test to show that it is following the rules.
omegablast2002@yahoo.com
2011-04-19 18:06:46 +00:00
29478f90b5
also removed AConvertLandToCreatures class and its observers, becomes(/transforms(( already creates this effect as a side effect of my recent changes, lands which come into play and then become creature on the same turn have summoning sickness as per MTG rules.
omegablast2002@yahoo.com
2011-04-19 18:05:15 +00:00
20590c3a0d
removed the variable doTap in Tap from all classes, all test pass but there could be an edge case where i missed removing one...if so just let me know, tweaked some ai eff returns, trying to teach it to use counters more effectively, i noticed it was not using -1/-1 counters on the players creature and was using off counters +1/-1 on its own creatures to the point where they died.
omegablast2002@yahoo.com
2011-04-19 17:31:19 +00:00
f87de5c38d
Revert the maximum memory size calculation to its previous configuration as a precaution, as my messing around with these values was only meant for debugging purposes.
wrenczes@gmail.com
2011-04-19 07:38:20 +00:00
7a10993114
*POSSIBLY DESTABLIZING CHANGE, PLS PING ME IF YOU SEE ISSUES*
wrenczes@gmail.com
2011-04-19 07:12:05 +00:00
68060e5b6c
Removed PD2, was already in as PD2.
solo81@web.de
2011-04-19 06:47:00 +00:00
ab133e9f98
Err, stupid of me. Now passing in the PSPENV flag correctly...
wrenczes@gmail.com
2011-04-19 05:49:37 +00:00
79835dda33
Slight modification to the DebugTrace calls so that if compiling against debug on psp, the call becomes std::cout. This allows the debug trace calls to mirror out to the console window that's running pspsh.
wrenczes@gmail.com
2011-04-19 04:48:42 +00:00
7e884b53f9
Added a PSPENV environment variable to the psp make files. Also fixed a minor compile bug where the debug flag for psp forced JLOG support, which in turn enabled a JGE_LOG_FILE macro that has long since been removed from the code.
wrenczes@gmail.com
2011-04-19 04:35:42 +00:00
4d6b288867
added: Duergar Mine-Captain Hateflayer Merrow Grimeblotter Merrow Wavebreakers Order of Whiteclay Pale Wayfarer Patrol Signaler Pili-Pala Safehold Sentry Silkbind Faerie Umbral Mantle
omegablast2002@yahoo.com
2011-04-18 17:23:22 +00:00
bf68009674
fixed issue 632,633 ... converted {t} into a extra cost. almost all original code to handle it outside remains intact, i plan on slowly migrating to just using the cost...but even just what i changed was a massive headache...anyways as a cost you wont ever have an random bugs where cards don't tap when the ability had {t} in its cost. while i was at it, i added {q} untap cost.
omegablast2002@yahoo.com
2011-04-18 17:21:06 +00:00
50c5c70479
made a mistake in p cost.
omegablast2002@yahoo.com
2011-04-17 20:20:17 +00:00
4c90d9e0c2
you can't pay life which you do not have as life payments.
omegablast2002@yahoo.com
2011-04-17 20:08:08 +00:00
18acf3ad8d
refactored a little of a token gen, enumed the who and removed redundent code, also the new method allows you to token cards by id to WHO.
omegablast2002@yahoo.com
2011-04-17 18:18:29 +00:00
158164d694
2 things here, bug fixes, aphaseaction used in a trigger is set to oneshot = 0, for the purpose of reusing the ability. so on combat triggers the event would contenue to activate as tho it was not a oneshot, this would cause a crash if the target of the ability was killed before the effect resolved, so i set the target to NULL after the effect resolves if the target was not the source. also restricted it to _target->isInPlay() i read through all the cards which use this and none of them targetted a source that was not in play, or not being moved to inplay...
omegablast2002@yahoo.com
2011-04-17 17:01:58 +00:00
0e6aebe73d
Corrected Soulbright Flamekin, Thalakos Deceiver, text of Ichor Wellspring and Vivisection.
guzhenjie1@gmail.com
2011-04-17 14:35:47 +00:00
cf9f29879d
Corrected Akoum Battlesinger, Akroma, Angel of Fury, Haunted Angel and Spiteful Visions. Fixed typo in Gossamer Phantasm and Nova Chaser.
guzhenjie1@gmail.com
2011-04-17 11:54:52 +00:00
00a8622ca2
Eliminated a spurious float to long conversion.
wrenczes@gmail.com
2011-04-17 06:26:52 +00:00
6f070f8cd4
couple things here, first enum'ed the variables of ADynamic class to make them easier to understand at a glance. 2nd added stack resolves for the abilities in ADynamic, sword to Plowshare bug fixed 3rd removing foreach mana producers from the stack, didn't realize they used the top portion of activated ability resolves, also added event sending for @tappedformana for foreach manaproducers. 4th, in getcoreability if we're getting the core of a foreach, send the foreach->ability itself otherwise we go one layer too deep and end up throwing off the core completely.
omegablast2002@yahoo.com
2011-04-16 21:16:07 +00:00
2004414634
Welkin Guide correction...auto=2/2 && flying target(creature) ueot is incorrect coding... it will welkin 2/2 and flying to a target creature...
omegablast2002@yahoo.com
2011-04-15 00:41:15 +00:00
cafeecb925
fixed a memleak introduced when the alternative effects were changed to activated the way they do in current, the issue was that it was returning null if it wasnt paid, however if the alternative lines contained a TC those are built WAY before we get to this point, there was no delete done if the ability returns as NULL. so the tc remains and becomes a memleak.
omegablast2002@yahoo.com
2011-04-14 19:39:50 +00:00
9d52e4547e
fixed a parsing error with tokengen, no actually my fault :P there was never a check if the end was the real end or not.
omegablast2002@yahoo.com
2011-04-14 17:06:44 +00:00
115ad75c2f
Reverted Honden of Life's Web.
guzhenjie1@gmail.com
2011-04-14 16:47:37 +00:00
38dc0b23a3
mogg flunkies had cantattack and cantblock even tho his code was already updated.
omegablast2002@yahoo.com
2011-04-14 16:38:58 +00:00
3a7e71151c
Added "turnlimited" for following cards with ability "Whenever [this creature] becomes blocked, ...": Bestial Fury Chambered Nautilus Corrupt Official Deathcoil Wurm Deepwood Tantiv Deepwood Wolverine Drelnoch Duskworker Dwarven Berserker Escaped Null Ferocity Flint Golem Gift of the Woods Goblin Cadets Goblin Swine-Rider Groffskithur Gustcloak Cavalier Gustcloak Harrier Gustcloak Runner Gustcloak Savior Gustcloak Sentinel Gustcloak Skirmisher Ignoble Soldier Karplusan Wolverine Laccolith Grunt Laccolith Titan Laccolith Warrior Laccolith Whelp Leery Fogbeast Lim-Dul's Paladin Lone Wolf Norwood Warrior Port Inspector Pretender's Claim Pride of Lions Razorclaw Bear Rhox Sacred Prey Saprazzan Heir Saprazzan Raider Silkenfist Fighter Silkenfist Order Slashing Tiger Slith Strider Snorting Gahr Thorn Elemental Tornado Elemental Trained Cheetah Unstoppable Ash Vedalken Ghoul Wolf Pack
guzhenjie1@gmail.com
2011-04-14 16:19:46 +00:00
324f554b1f
removed the added cards from todo.
omegablast2002@yahoo.com
2011-04-14 15:38:23 +00:00
fe3d09175c
removed some copy paste coding i did from previous commit :/ i was lazy, tho it surprises me that i always take the route of copy paste when doing it the right way is far less to change or debugg is something goes wrong, guess im a creature of habit.
omegablast2002@yahoo.com
2011-04-14 15:26:19 +00:00
8c5499eaf3
angry mob code changed, dragon whelp is now soft coded. added Ashling the Pilgrim Farrelite Priest Initiates of the Ebon Hand Inner-Flame Igniter Soulbright Flamekin
omegablast2002@yahoo.com
2011-04-14 15:04:19 +00:00
0fe7a46676
few things here, first, tweaked some ai checks a bit. small changes.
omegablast2002@yahoo.com
2011-04-14 15:02:17 +00:00
502bd280d8
"turn:" was off by one
omegablast2002@yahoo.com
2011-04-13 14:17:39 +00:00
c57795560f
Corrected following cards: Amphibious Kavu Blood Frenzy Brood of Cockroaches Celestial Sword Disintegrate Engulfing Flames Goatnapper Hidden Spider Lingering Death Mogg Cannon Nihilith Puffer Extract Sokenzan Spellblade Somber Hoverguard Tel-Jilad Wolf Tolaria West
guzhenjie1@gmail.com
2011-04-13 13:42:40 +00:00
5b5a46d6b0
Corrected following cards with ability "At the beginning of the end step, ...": Blitz Hellion Glimmervoid Glitterfang Goblin Pyromancer Mark of Fury Pestilence Pyrohemia Stenchskipper Thran Quarry Viashino Cutthroat Viashino Sandscout Viashino Sandstalker Withering Wisps
guzhenjie1@gmail.com
2011-04-13 13:22:04 +00:00
f143f6492d
Added a method for determining during runtime whether the app is running threaded or not.
wrenczes@gmail.com
2011-04-13 06:31:54 +00:00
0c6400b24c
A quick doc I cobbled together on how to set up on Windows to debug wagic via tethering to a psp.
wrenczes@gmail.com
2011-04-13 05:22:22 +00:00
0b821c9b4f
Fixed the window rescaling to do letter/pillar boxing per the email thread.
wrenczes@gmail.com
2011-04-13 04:55:17 +00:00
30a7e7f811
Fixed typo in Lurker.
solo81@web.de
2011-04-12 23:24:25 +00:00
579b1cbfa1
centuar omen correction
omegablast2002@yahoo.com
2011-04-12 22:11:03 +00:00
f5d16fa132
lure of the prey
omegablast2002@yahoo.com
2011-04-12 22:08:09 +00:00
bec7428f18
added casting restriction "casted(TC)" required zone marking either opponentstack or mystack..this is to fix lure of the prey, tho i warn you this card is VERY hard to use cause ai will not just sit there and give you a chance to cast it. it usable tho if you turn on interrupt phases.
omegablast2002@yahoo.com
2011-04-12 22:07:37 +00:00
562a485b67
pspsdk int before int warning treated as error, sorry!
omegablast2002@yahoo.com
2011-04-12 21:16:31 +00:00
f2de42e10e
updated primitives for the changes.
omegablast2002@yahoo.com
2011-04-12 20:55:22 +00:00
93d9347566
added "colors" to word variables ======================================== added a function to return the action element id by mtgcardinstance. ======================================= refactored all 5 combat triggers to be handled in a single class, this change helps reduce the "bits and pieces" of trigger restrictions which some did support while others didnt, it also allows for easier editing and debugging if future code needs to be added to it. refactored the parsing for the combat triggers also, so that a combat trigger can be built from a single object if it only contains "or"...amongst other reasons. the new syntax is auto=@combat(blocking,attacking,turnlimited,once) source(TC) from(TC):effect...all the same words are still used, except they are now all included inside the combat(-----) this includes restrictions for the triggers. if a card still needs multiple triggers from some reason...it is still 100% allowed to have as many as you want, with whatever you want inside them...check updated primitive for examples. the required sections are auto=@combat(atleast one trigger) source(TC):effect.
omegablast2002@yahoo.com
2011-04-12 20:54:34 +00:00
30bd5bd8ae
Changelog for 0.15.1 on Maemo
Xawotihs
2011-04-11 17:44:38 +00:00
15b8672693
sword of feast and famine again....
omegablast2002@yahoo.com
2011-04-11 13:06:46 +00:00
111e0232f8
- Serbian translation by TheAleksaRadovic - Spanish translation update by blender2005
wagic.the.homebrew@gmail.com
2011-04-11 11:30:37 +00:00
70b93482b3
- fix incorrect test generic/trigger_blocking.txt - Updated version number to 0.15.1
wagic.the.homebrew@gmail.com
2011-04-11 11:12:56 +00:00
4e2cc08bb1
Better solution for a (real) fullscreen mode. (Last tweak, promise!)
wrenczes@gmail.com
2011-04-11 04:48:21 +00:00
5f193e9b01
Deleting a obsolete version of Threading.h - this was already migrated to JGE.
wrenczes@gmail.com
2011-04-11 04:03:19 +00:00
98220afb46
Something that's been bugging me for a while, and I finally decided to do something about it: fullscreen toggle never worked on Windows. I've now made the F key do a three-way toggle between lo-res (ie standard psp resolution), hi-res (psp resolution doubled, so 960 * 544), and fullscreen (well, not exactly fullscreen, it's a window sized to your desktop's work area; if you have a weird sized desktop, you might get clipping).
wrenczes@gmail.com
2011-04-11 00:30:50 +00:00
81f22b31f5
boarderline card sword of Feast and Famine was missing the equip
omegablast2002@yahoo.com
2011-04-10 21:33:13 +00:00
57c9c8a3b1
Fix a number of NULL/0 errors.
jean.chalard
2011-04-10 15:31:38 +00:00
630c7eb1ee
Per the conversation in r3388, adding an extra seatbelt to ensure that if an object is removed from ActionLayer, it doesn't leave a dangling pointer in mReactions. This should normally be a no-op, as the expectation is that mReactions is usually empty at this point.
wrenczes@gmail.com
2011-04-10 15:29:00 +00:00
35f251688a
Reverted the change I did to code “@blocked”.
guzhenjie1@gmail.com
2011-04-10 03:48:51 +00:00