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.
techdragon.nguyen@gmail.com
2010-12-09 06:14:33 +00:00
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().
techdragon.nguyen@gmail.com
2010-12-09 01:37:49 +00:00
833bd4714d
reformatted indentations as they were slightly off. refactored latest changes to group similar menu texts.
techdragon.nguyen@gmail.com
2010-12-09 01:28:25 +00:00
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...
omegablast2002@yahoo.com
2010-12-08 20:16:27 +00:00
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.
omegablast2002@yahoo.com
2010-12-08 15:33:02 +00:00
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)
omegablast2002@yahoo.com
2010-12-08 14:37:39 +00:00
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.
omegablast2002@yahoo.com
2010-12-08 14:34:17 +00:00
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"
omegablast2002@yahoo.com
2010-12-08 14:32:12 +00:00
70a1a03fee
Erwan - reverting r2779 per my comment in that revision
wagic.the.homebrew@gmail.com
2010-12-08 14:18:41 +00:00
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.
wrenczes@gmail.com
2010-12-08 11:02:25 +00:00
def9a8b229
added additional debug statement to show current turn.
techdragon.nguyen@gmail.com
2010-12-08 08:21:54 +00:00
bfb6f396df
Removed a spurious call to GetInstance().
wrenczes@gmail.com
2010-12-08 07:58:20 +00:00
5c819a3b3c
Found & fixed a crash while testing trample. The bug: if the AI's player hand dropped to zero cards. This broke in r2696.
wrenczes@gmail.com
2010-12-08 07:53:51 +00:00
d3a4745686
did a couple things here, fixed issue507 but also, very very very possibly fixed issue548, tho i will leave the closing of those 2 tickets to wololo, as he was the one who originally reported them.
omegablast2002@yahoo.com
2010-12-07 17:58:46 +00:00
c28c14171f
Erwan -fix for issue 489 (protection prevents some triggers to happen)
wagic.the.homebrew@gmail.com
2010-12-07 14:12:04 +00:00
7676ad5e79
removed blank entry. caused an error to appear in console on startup
techdragon.nguyen@gmail.com
2010-12-07 05:43:23 +00:00
594b3abf1e
Qt project fixes on Mac
Xawotihs
2010-12-06 22:30:25 +00:00
13f467a9ef
Activated QT image support, removed freetype, jpeg, png, gif libs dependencies in the Qt project.
Xawotihs
2010-12-06 20:06:03 +00:00
8ba23dd99f
Bug Fix for issue 464, multipling the secs you set to interrupt by the amount of unresolved stack actions. this extends you time giving you essentially X sec of interrupt offer for each stack action.
omegablast2002@yahoo.com
2010-12-06 12:12:53 +00:00
336cf0bc32
jace's erasure fix, this is only temporary until i add all the abilitie varibles, currently theres no system beside a workaround we use "thisforeach(varible) effect" to return a value, when im done with the varible returning for abilities then the code will be replaced with @drawn(controller):may deplete:cardamount. for now tho this makes the addDraw send 1 event for each card drawn, essentially making all the @drawn cards 100%.
omegablast2002@yahoo.com
2010-12-06 11:28:11 +00:00
ed321e2df5
Linux specific changes to allow linking against Boost::threads. Not used by the current build. Also turned off 'unused' warnings in QTCreator to match more closely the warnings that we pay attention to in the psp build.
wrenczes
2010-12-06 07:44:16 +00:00
ffd3b7b074
At Z's request, fixed Issue 184, ExtraCost types with targets such as Siege-Gang Commander/Drowner of secrets combined with targeted abilities bug.
wrenczes@gmail.com
2010-12-06 06:49:36 +00:00
c7a17a0e57
Erwan - some code cleanup, as I am trying to figure out the root cause for issue 548
wagic.the.homebrew@gmail.com
2010-12-05 14:13:42 +00:00
59864cbcb7
removed a variable mike readded accidently(?) which i converted into a static local variable
omegablast2002@yahoo.com
2010-12-04 21:59:08 +00:00
a7675ec216
issue 547 fixed the bug where the ai "attacks/blocks" its own attackers during the combat phase. Strangely, creatures only die in this bug when there are two or more suffering from summoning sickness.
techdragon.nguyen@gmail.com
2010-12-04 21:26:12 +00:00
ba3ca7018b
reduced the Eff by 50 up from 20 on Adrawer, and reduced to 0 if more then 10 cards in hand, theres too high of a chance that Ai will not be able to actually cast any of that and is just milling himself.
omegablast2002@yahoo.com
2010-12-04 21:12:58 +00:00
e8582e1413
told Ai not to block its own attacking creatures(?), hopefully this is whats happening in issue 547. its been discovered and maybe even known that Ai can do alot of illegal actions as if the rules we set inplace for the player don't apply to it.
omegablast2002@yahoo.com
2010-12-04 20:01:22 +00:00
7805e52910
Attempt to fix a bug with Ai and how it manages mana, if an ability or effect would add for exsample 3 black to the manapool, the old way this was set up would be either/or but never both, current mana was always just what was in the pool or what it could make.
omegablast2002@yahoo.com
2010-12-04 19:45:39 +00:00
8a49d2af51
moved the gaurds i introduced in r2734 into the function selectAbility() as a static bool as suggested by jean, its much cleaner this way.
omegablast2002@yahoo.com
2010-12-04 18:25:59 +00:00
15e6fabd9f
redid the counters menutext function to be more like the one "add mana" uses. makes it easier to read and add to later if needed.
omegablast2002@yahoo.com
2010-12-04 16:08:51 +00:00
bd1253702f
fixed the 3 urza's lands, for future refference please dont use card names as subtypes, wagic is completely capable of finding a card by name through targetchooser, thanks!
omegablast2002@yahoo.com
2010-12-04 14:29:19 +00:00
488a055736
Added code to use Qt instead of libpng, libgif and libjpeg. Deactivated for the moment (works fine on Linux).
Xawotihs
2010-12-04 14:19:09 +00:00
fb75d31887
activated log on iOS
Xawotihs
2010-12-04 14:15:29 +00:00
142d6b4609
bug fixs, added colon to "damage" parsing so we can finally not worry about "damage" wanting to build a ability. it now has to look for "damage:" which makes it more consistent with how we made the other abilities. did the same with lifeset however no bug there.
omegablast2002@yahoo.com
2010-12-04 12:32:33 +00:00
55de150aac
Fix following cards: Chainer, Dementia Master Golem Artisan Corpsehatch Imps' Taunt(Imp's Mischief) Samurai of the Pale Curtain Summoning Station
guzhenjie1@gmail.com
2010-12-04 12:08:19 +00:00
9cb05ad07b
Fixed Fire Dragon.
solo81@web.de
2010-12-04 11:09:54 +00:00
35742e57a3
opps i typoed in the card code fix lol.
omegablast2002@yahoo.com
2010-12-04 09:51:45 +00:00
7b8a9c851f
Heliophial had no actual ability, corrected this.
omegablast2002@yahoo.com
2010-12-04 09:16:10 +00:00
bb9ad159c3
Fix for Issue 530: wither vs daily regimen = crash?. Turns out that it was a simple missing NULL check in the code that draws counter info on the large format cards.
wrenczes@gmail.com
2010-12-04 09:09:24 +00:00
793f6245f0
Reinstated the call to setExtraCostsAction() in reactToClick, as removing it breaks Basal Sliver (when sacrificing another sliver, it would kill off Basal Sliver instead of the other sliver that inherited the ability).
wrenczes@gmail.com
2010-12-04 08:36:10 +00:00
6e327379fd
Fix for Issue 529, May abilities with counters shouldn't present selection dialog when counters == 0.
wrenczes@gmail.com
2010-12-04 07:39:32 +00:00
08761d294e
The right way to fix the cast warning for PSP.
wrenczes@gmail.com
2010-12-04 06:46:25 +00:00
92bbb78ed1
Fix for [PSP|PC]ability menus and card view switch causes a crash. This broke as a side effect to the addition of the 'details' option that Mike added - the ActionStack had very rigid interpretations of what a valid control ID would be (either -1, or a valid id in its container). As kInfoMenuID is assigned a value of -200, this would crash when attempting to look up that index value in the vector.
wrenczes@gmail.com
2010-12-04 04:25:43 +00:00
b5ec029d79
couple changes, first i re-added my fancy getMenuText for becomes/transforms abilities, somewhere in the refactor these were forgotten. Fix "Swap" ueot menutext display, it was returning "ability".
omegablast2002@yahoo.com
2010-12-03 20:59:46 +00:00
b07b772c8e
MAJOR fix to something was was causing very weird results ingame.
omegablast2002@yahoo.com
2010-12-03 13:08:53 +00:00
336b25c0f5
init'ed the variable "mFindingAbility" bool in Aiplayer constructor and changed its name from previous name "findingAbility" to keep in line with recent code rules. added COMMENTS to explain the variable.
omegablast2002@yahoo.com
2010-12-03 12:10:35 +00:00
0f419144b5
Fixed a bug where Ai was able to do actions such as sacrifice Mogg fanatic 3 time in a row by tripping over its own clickstream, added gaurds to selectAbility() function calls to prevent Ai from running multiple instences of selectAbility before its completed running another which occurs when Ai is offered an interupt after player cast/does an action.
omegablast2002@yahoo.com
2010-12-02 21:30:14 +00:00
802937573d
Fixed a crash occuring when trying to select card with the mouse in an empty list
Xawotihs
2010-12-02 20:35:42 +00:00
fb3129cad9
readding afiya grove, not sure when it was removed, but its back
omegablast2002@yahoo.com
2010-12-02 19:35:49 +00:00
08b6779d59
forcing Ai to attack with creature that have "treason" ( the ability that sacrifices cards like ball lightining at end of turn)
omegablast2002@yahoo.com
2010-12-02 18:43:39 +00:00
2a4b0e28f0
another tweak, sorry! forgot i needed to compensate for removing the base by increasing the actual.
omegablast2002@yahoo.com
2010-12-02 17:06:20 +00:00
03bc34101f
reduced abilitygranting base eff to 0, aparently when Ai has nothing better to do it spams ability grantings, but it should be playing cards.
omegablast2002@yahoo.com
2010-12-02 16:46:45 +00:00
b8658bf04f
modified final sentence for it to be grammatically correct. LOL
techdragon.nguyen@gmail.com
2010-12-02 16:23:23 +00:00
d693887df9
wei ambush had a typo in the trigger. attcking( missing an "a"
omegablast2002@yahoo.com
2010-12-02 15:36:41 +00:00
81153939f9
Erwan - Fix a bug where AI would not check for the NULL status of some variables before calling functions on them. This would cause crashes that could seem random ingame. Possibly fixes issue 541
wagic.the.homebrew@gmail.com
2010-12-02 14:03:10 +00:00
15d504c160
Erwan - fix for issue 539 . It is now possible to provide several possible paths in Res.txt, the game will use the first one that matches. If none of them works, it reverts to the oldschool "Res" folder
wagic.the.homebrew@gmail.com
2010-12-02 12:56:18 +00:00
bcca766cb6
Premade decks will not create/update stats on battles. Update description for default premade deck to allow proper wrapping of text. Issue: 540
techdragon.nguyen@gmail.com
2010-12-02 08:36:36 +00:00
720ee30c9a
Fix for issue 518, Shop "background light" image "candle effect" not working. Basically some bad math made the alpha clamp all the time at its max value of 50. Now we pick a random number distribution between -25 and + 25 for the alpha offset value.
wrenczes@gmail.com
2010-12-02 07:42:32 +00:00
2693f35506
Fixed the graphics whiteout bug I introduced when switching profiles. When Refresh() was being called on the texture, the bitmap wasn't been re-transferred back into the openGL context.
wrenczes@gmail.com
2010-12-02 04:04:03 +00:00
8fa6578757
adding me4 for abra
techdragon.nguyen@gmail.com
2010-12-01 16:29:36 +00:00
68a7d418e9
Hiding "New Deck" option when "Create a Deck!" option is showing.
omegablast2002@yahoo.com
2010-12-01 13:35:53 +00:00
af6c7bd1f0
Ran VS formatting on this file, as the indentation was all over the place. No actual code changes here.
wrenczes@gmail.com
2010-12-01 08:54:45 +00:00
65e38b0694
Another change that looks bigger than it is: changed out the global extern WResourceManager to a real singleton. This means that it's no longer being init'ed at static initialization time, and we can debug construction/destruction properly; it's also safer in a multithreaded context.
wrenczes@gmail.com
2010-12-01 08:22:17 +00:00
aa6aa20ba5
Fixed left offset parameter handling for center/right align string drawing. A brief note about string drawing, offset and display width is added in the WFont.h
linshier
2010-12-01 08:01:13 +00:00
a0427d99df
These files were meant to be part of the previous checkin. I blame AnkhSVN yet again. Someone needs to write a Subversion tool with proper changelist support!
wrenczes@gmail.com
2010-12-01 07:20:26 +00:00
69c1ba8717
PC specific change (ie PSP not impacted) - OpenGL is not thread safe, only one thread is allowed to have the context at any given time. The JGE library was not written with multithreading in mind, so the LoadTexture call doesn't work when called on a worker thread. In order to get my threading changes to work, I had to split out the OpenGL calls to happen on a point where we're guaranteed to be back on the main thread.
wrenczes@gmail.com
2010-12-01 07:19:12 +00:00
3a927dace9
Scope checkGlError() calls to be only active in debug targets (no-op in release).
wrenczes@gmail.com
2010-12-01 05:28:01 +00:00
609ece329e
Splitting up my threading changes into smaller pieces, as it's getting too large. This change: pass strings by reference, never by value; some minor formatting cleanup in WResourceManager.
wrenczes@gmail.com
2010-12-01 04:27:56 +00:00
f9b4f248aa
J : * Add languages in their own language
jean.chalard
2010-11-30 18:57:28 +00:00
50c0f1dd8e
Erwan - reduced requirements for ai decks unlocks - attempt to fix a Quad issue when unlocking something
wagic.the.homebrew@gmail.com
2010-11-30 13:29:57 +00:00
96cdb7353a
fixed line endings fixed horizontal scrolling to be controlled by a function of dt as per linshier suggestion. * this allows compatibility for multi-byte character sets
techdragon.nguyen@gmail.com
2010-11-30 12:15:32 +00:00
be707e2396
limiting the number of deck lookups to 6 to reduce load time
techdragon.nguyen@gmail.com
2010-11-30 05:39:17 +00:00
970cd456de
Fixed some utf-8 decoding for Japanese and tweaked card text formating for multi-encoding support.
linshier
2010-11-29 17:40:21 +00:00
0c9f5cd558
moved word wrap function from Vertical Scroller into utils. moved MTG specific functions out of utils.cpp into AllAbilities added word wrapping to descriptions while viewing deck information.
techdragon.nguyen@gmail.com
2010-11-29 13:38:36 +00:00
4badcc374f
* modified task window to define what the bracketed numbers mean. * modified main page banner to use actual deck names and not the filename when displaying stats information.
techdragon.nguyen@gmail.com
2010-11-29 12:45:48 +00:00
8de00561d5
added 3 pixels to the y scale of the background image to cover up part of the scroller text for task which was visible under the back ground
omegablast2002@yahoo.com
2010-11-29 12:29:41 +00:00
b46112dfcd
reverting change made in r2701
techdragon.nguyen@gmail.com
2010-11-29 11:50:12 +00:00
0856ddaeb2
added missing semicolon. missed it in the check in somehow...
techdragon.nguyen@gmail.com
2010-11-29 10:12:39 +00:00
6e6ca0394b
seperated an if( statement that was causing a crash in deck editor when you used the "unlock cards" cheat. this->needsUpdate is actually a Null Pointer at the time its checked, so having it checked in the same if ( would instantly cause the game to crash. Issue: 536
omegablast2002@yahoo.com
2010-11-29 00:36:38 +00:00
83daafb3bf
Issue 537: The initializer for the options needs to be told how many different values are available.
techdragon.nguyen@gmail.com
2010-11-29 00:15:01 +00:00
01da70f9dc
Changed the name of FAL to PD2 (thanks to KF1!).
solo81@web.de
2010-11-28 14:36:54 +00:00
790d1ffce6
Added "Premium Deck Series: Fire and Lightning".
solo81@web.de
2010-11-28 11:14:53 +00:00
36391e271f
Erwan - fix a bug where deck unlocks wouldn't be saved (and reset after quitting the game)
wagic.the.homebrew@gmail.com
2010-11-28 05:14:47 +00:00