Commit Graph

  • 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
  • d638ac28b1 Fix Graypelt Hunter and Doomsday Specter. guzhenjie1@gmail.com 2010-12-08 10:51:04 +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
  • e8f5d2d349 iOS texture management fixes Xawotihs 2010-12-06 22:25:28 +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
  • 4de3b4a3c0 Fixed Twisted Image. solo81@web.de 2010-12-05 15:23:45 +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
  • 1b876d61af Issue 494: "Valuable Collection" trophy is gone? wrenczes@gmail.com 2010-12-04 09:46:31 +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
  • e8e8553cd0 fixed psp compiling. omegablast2002@yahoo.com 2010-12-04 06:26:05 +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
  • e71fb8ff46 Add text for follow duel lands: Blackcleave Cliffs Copperline Gorge Darkslick Shores Razorverge Thicket Seachrome Coast guzhenjie1@gmail.com 2010-12-03 11:09:08 +00:00
  • 4b7e024ce6 added DebugRoutines.h to the JGE VS2010 project. wrenczes@gmail.com 2010-12-03 09:51:12 +00:00
  • fab5f9da29 fixed formatting techdragon.nguyen@gmail.com 2010-12-03 01:09:30 +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
  • 17f61df89e Fix following cards: Kashi-Tribe Elite Kashi-Tribe Reaver Kashi-Tribe Warriors Matsu-Tribe Birdstalker Orochi Ranger Rancor Vulshok Heartstoker Wei Ambush Force guzhenjie1@gmail.com 2010-12-01 12:56:32 +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
  • 8fd35ac513 Improved Vertical Scrolling techdragon.nguyen@gmail.com 2010-11-28 23:54:36 +00:00
  • 3205ebdc8b minor formatting issue techdragon.nguyen@gmail.com 2010-11-28 22:14:20 +00:00
  • 9932e81be1 whoops was double vectoring causing names to desync, sorry! this should fix it :) omegablast2002@yahoo.com 2010-11-28 21:53:20 +00:00
  • 29fc58388d Added 2 new cheats, "Optimize starting hand" and "Unlock all Ai decks" omegablast2002@yahoo.com 2010-11-28 20:55:04 +00:00
  • ca3417bd40 Fixed issue495. solo81@web.de 2010-11-28 14:53:50 +00:00
  • 4c2d631921 Moved Eye for an Eye to the mtg_todo.dat. It probably never worked. solo81@web.de 2010-11-28 14:50:56 +00:00
  • 181e861e73 Fixed issue522. solo81@web.de 2010-11-28 14:46:47 +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
  • 3253006cb9 Erwan - Adding Kaioshin's new background wagic.the.homebrew@gmail.com 2010-11-28 04:27:15 +00:00