Daddy32: Tasks Mode

Gives the user the opportunity to earn some credits for performing various tasks.

Known bugs removed, tested stability-wise, not so much game-wise.
Lots of to-dos and ideas still remaining, better balance between task difficulty and their rewards needed - please comment.

Usage:
Enter shop, open menu, select 'See available tasks'.
All tasks in the list are active, until they expire ('Days left'; day passes after each duel (won, lost or quited)).
You can finish any of the tasks and get bonus. For particular task, the bonus gets a bit smaller every day (until expiration).
This commit is contained in:
d32.wagic
2009-12-13 22:12:14 +00:00
parent dedff9ff39
commit 002851a943
18 changed files with 1108 additions and 17 deletions

View File

@@ -1,4 +1,4 @@
OBJS = objs/ActionElement.o objs/ActionLayer.o objs/ActionStack.o objs/AIMomirPlayer.o objs/AIPlayer.o objs/AIStats.o objs/Blocker.o objs/CardGui.o objs/CardDescriptor.o objs/CardDisplay.o objs/CardEffect.o objs/CardSelector.o objs/ConstraintResolver.o objs/Counters.o objs/Credits.o objs/Damage.o objs/DamagerDamaged.o objs/DeckDataWrapper.o objs/DeckStats.o objs/DuelLayers.o objs/Effects.o objs/ExtraCost.o objs/GameApp.o objs/GameLauncher.o objs/GameObserver.o objs/GameOptions.o objs/GameState.o objs/GameStateAwards.o objs/GameStateDeckViewer.o objs/GameStateDuel.o objs/GameStateMenu.o objs/GameStateOptions.o objs/GameStateShop.o objs/GuiAvatars.o objs/GuiBackground.o objs/GuiCardsController.o objs/GuiCombat.o objs/GuiFrame.o objs/GuiHand.o objs/GuiLayers.o objs/GuiMana.o objs/GuiPhaseBar.o objs/GuiPlay.o objs/GuiStatic.o objs/Logger.o objs/ManaCost.o objs/ManaCostHybrid.o objs/MenuItem.o objs/MTGAbility.o objs/MTGCardInstance.o objs/MTGCard.o objs/MTGDeck.o objs/MTGDefinitions.o objs/MTGGamePhase.o objs/MTGGameZones.o objs/MTGRules.o objs/OptionItem.o objs/PhaseRing.o objs/Player.o objs/PlayerData.o objs/PlayGuiObjectController.o objs/PlayGuiObject.o objs/Pos.o objs/PriceList.o objs/ReplacementEffects.o objs/Rules.o objs/ShopItem.o objs/SimpleMenu.o objs/SimpleMenuItem.o objs/SimplePad.o objs/Subtypes.o objs/TargetChooser.o objs/TargetsList.o objs/TextScroller.o objs/Token.o objs/Translate.o objs/Trash.o objs/utils.o objs/WEvent.o objs/WResourceManager.o objs/WCachedResource.o
OBJS = objs/ActionElement.o objs/ActionLayer.o objs/ActionStack.o objs/AIMomirPlayer.o objs/AIPlayer.o objs/AIStats.o objs/Blocker.o objs/CardGui.o objs/CardDescriptor.o objs/CardDisplay.o objs/CardEffect.o objs/CardSelector.o objs/ConstraintResolver.o objs/Counters.o objs/Credits.o objs/Damage.o objs/DamagerDamaged.o objs/DeckDataWrapper.o objs/DeckStats.o objs/DuelLayers.o objs/Effects.o objs/ExtraCost.o objs/GameApp.o objs/GameLauncher.o objs/GameObserver.o objs/GameOptions.o objs/GameState.o objs/GameStateAwards.o objs/GameStateDeckViewer.o objs/GameStateDuel.o objs/GameStateMenu.o objs/GameStateOptions.o objs/GameStateShop.o objs/GuiAvatars.o objs/GuiBackground.o objs/GuiCardsController.o objs/GuiCombat.o objs/GuiFrame.o objs/GuiHand.o objs/GuiLayers.o objs/GuiMana.o objs/GuiPhaseBar.o objs/GuiPlay.o objs/GuiStatic.o objs/Logger.o objs/ManaCost.o objs/ManaCostHybrid.o objs/MenuItem.o objs/MTGAbility.o objs/MTGCardInstance.o objs/MTGCard.o objs/MTGDeck.o objs/MTGDefinitions.o objs/MTGGamePhase.o objs/MTGGameZones.o objs/MTGRules.o objs/OptionItem.o objs/PhaseRing.o objs/Player.o objs/PlayerData.o objs/PlayGuiObjectController.o objs/PlayGuiObject.o objs/Pos.o objs/PriceList.o objs/ReplacementEffects.o objs/Rules.o objs/ShopItem.o objs/SimpleMenu.o objs/SimpleMenuItem.o objs/SimplePad.o objs/Subtypes.o objs/TargetChooser.o objs/TargetsList.o objs/TextScroller.o objs/Token.o objs/Translate.o objs/Trash.o objs/utils.o objs/WEvent.o objs/WResourceManager.o objs/WCachedResource.o objs/Tasks.o
DEPS = $(patsubst objs/%.o, deps/%.d, $(OBJS))
RESULT = $(shell psp-config --psp-prefix 2> Makefile.cache)

View File

@@ -94,6 +94,7 @@ class AIPlayerBaka: public AIPlayer{
float timer;
MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
public:
int deckId;
AIPlayerBaka(MTGPlayerCards * deck, string deckFile, string deckfileSmall, string avatarFile);
virtual int Act(float dt);
void initTimer();

View File

@@ -6,7 +6,9 @@
#include <string>
#include <JGE.h>
#include <JLBFont.h>
#include <time.h>
#include "../include/Player.h"
class GameApp;
using namespace std;
@@ -22,6 +24,7 @@ public:
class Credits{
private:
time_t gameLength;
int isDifficultyUnlocked();
int isMomirUnlocked();
int isEvilTwinUnlocked();

View File

@@ -11,6 +11,7 @@
#include "ReplacementEffects.h"
#include "GuiStatic.h"
#include <queue>
#include <time.h>
class MTGGamePhase;
class MTGAbility;
@@ -46,6 +47,7 @@ class GameObserver{
ReplacementEffects *replacementEffects;
Player * gameOver;
Player * players[2]; //created outside
time_t startedAt;
TargetChooser * getCurrentTargetChooser();
void stackObjectClicked(Interruptible * action);

View File

@@ -14,6 +14,7 @@ using std::string;
#define PLAYER_SAVEFILE "data.dat"
#define PLAYER_SETTINGS "options.txt"
#define PLAYER_COLLECTION "collection.dat"
#define PLAYER_TASKS "tasks.dat"
#define SECRET_PROFILE "Maxglee"
#define INVALID_OPTION -1

View File

@@ -44,6 +44,7 @@ class GameStateMenu: public GameState, public JGuiListener
string getLang(string s);
void loadLangMenu();
bool langChoices;
void runTest(); //!!
public:
GameStateMenu(GameApp* parent);
virtual ~GameStateMenu();

View File

@@ -5,13 +5,14 @@
#include "../include/GameState.h"
#include "../include/SimpleMenu.h"
#include "../include/ShopItem.h"
#include "../include/Tasks.h"
#define STATE_BUY 1
#define STATE_SELL 2
#define STAGE_SHOP_MENU 3
#define STAGE_SHOP_SHOP 4
#define STAGE_SHOP_TASKS 5
class GameStateShop: public GameState, public JGuiListener
@@ -23,6 +24,7 @@ class GameStateShop: public GameState, public JGuiListener
JQuad * mBack;
JQuad * mBg;
JTexture * mBgTex;
TaskList * taskList;
SimpleMenu * menu;
int mStage;

View File

@@ -2,12 +2,14 @@
#define _PLAYER_DATA_H_
#include "../include/MTGDeck.h"
#include "../include/Tasks.h"
class PlayerData{
protected:
public:
int credits;
MTGDeck * collection;
TaskList * taskList;
PlayerData(MTGAllCards * allcards);
~PlayerData();
int save();

View File

@@ -0,0 +1,178 @@
#ifndef TASK_H
#define TASK_H
#include <vector>
// Task type constant
#define TASK_BASIC 'B'
#define TASK_WIN_AGAINST 'W'
#define TASK_SLAUGHTER 'S'
#define TASK_DELAY 'D'
#define TASK_IMMORTAL 'I'
#define TASK_MASSIVE_BURIAL 'M'
#define TASKS_ALL "WSDIM"
#define ITEM_SEPARATOR "|"
#define COMMON_ATTRIBS_COUNT 7
class Task {
protected:
int reward; // TODO: Complex rewards. Be consistent with other planned modes with rewards.
int opponent;
bool accepted;
char type;
int expiresIn;
string description;
string opponentName;
vector<string> persistentAttribs; // persistentAttributes
void storeCommonAttribs();
int restoreCommonAttribs();
string getOpponentName();
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
virtual int computeReward() = 0;
public:
// variable to store and method to obtain names of AI decks
//!! Todo: This should _really_ be handled elsewhere (dedicated class?)
static vector<string> AIDeckNames;
static void loadAIDeckNames();
static int getAIDeckCount();
static string getAIDeckName(int id);
// End of AI deck buffering code
Task(char _type = ' ');
static Task* createFromStr(string params, bool rand = FALSE);
virtual string toString();
string getDesc();
virtual string createDesc() = 0;
virtual string getShortDesc() = 0;
int getExpiration();
int getReward();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app) = 0;
bool isExpired();
void setExpiration(int _expiresIn);
void passOneDay();
};
class TaskList {
protected:
string fileName;
public:
vector<Task*> tasks;
TaskList(string _fileName = "");
int load(string _fileName = "");
int save(string _fileName = "");
void addTask(string params, bool rand = FALSE);
void addTask(Task *task);
void addRandomTask(int diff = 100);
void removeTask(Task *task);
void passOneDay();
void getDoneTasks(Player * _p1, Player * _p2, GameApp * _app, vector<Task*>* result);
int getTaskCount();
//!!virtual void Update(float dt);
virtual void Render();
//!!virtual void ButtonPressed(int controllerId, int controlId);
~TaskList();
};
class TaskWinAgainst : public Task {
protected:
virtual int computeReward();
public:
TaskWinAgainst(int _opponent = 0);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
};
class TaskSlaughter : public TaskWinAgainst {
protected:
int targetLife;
virtual int computeReward();
public:
TaskSlaughter(int _opponent = 0, int _targetLife = -15);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskDelay : public TaskWinAgainst {
protected:
int turn;
bool afterTurn;
virtual int computeReward();
public:
TaskDelay(int _opponent = 0, int _turn = 20);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskImmortal : public Task {
protected:
int targetLife;
int level;
virtual int computeReward();
public:
TaskImmortal(int _targetLife = 20);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskMassiveBurial : public Task {
protected:
int color;
int bodyCount;
virtual int computeReward();
public:
TaskMassiveBurial(int _color = 0, int _bodyCount = 0);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
/* ------------ Task template ------------
class TaskXX : public Task {
protected:
virtual int computeReward();
public:
TaskXX();
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
*/
#endif

View File

@@ -592,11 +592,12 @@ AIPlayer * AIPlayerFactory::createAIPlayer(MTGAllCards * collection, Player * op
sprintf(avatarFile, "avatar%i.jpg",deckid);
sprintf(deckFileSmall, "ai_baka_deck%i",deckid);
}
MTGDeck * tempDeck = NEW MTGDeck(deckFile, collection);
MTGPlayerCards * deck = NEW MTGPlayerCards(tempDeck);
delete tempDeck;
AIPlayerBaka * baka = NEW AIPlayerBaka(deck,deckFile, deckFileSmall, avatarFile);
baka->deckId = deckid;
return baka;
}

View File

@@ -41,7 +41,9 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app){
showMsg = (WRand() % 5);
GameObserver * g = GameObserver::GetInstance();
if (!g->turn) return;
PlayerData * playerdata = NEW PlayerData(app->collection);
if (!p1->isAI() && p2->isAI() && p1!= g->gameOver){
gameLength = time(0) - g->startedAt;
value = 400;
if (app->gameType != GAME_TYPE_CLASSIC) value = 200;
int difficulty = options[Options::DIFFICULTY].number;
@@ -79,6 +81,20 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app){
}
GameOptionAward * goa = NULL;
// <Tasks handling>
vector<Task*> finishedTasks;
playerdata->taskList->getDoneTasks(_p1, _p2, _app, &finishedTasks);
char buffer[512];
for (vector<Task*>::iterator it = finishedTasks.begin(); it!=finishedTasks.end(); it++) {
sprintf(buffer, _("Task: %s").c_str(), (*it)->getShortDesc().c_str());
CreditBonus * b = NEW CreditBonus((*it)->getReward(), buffer);
bonus.push_back(b);
playerdata->taskList->removeTask(*it);
}
// </Tasks handling>
if (unlocked == -1){
unlocked = isDifficultyUnlocked();
if (unlocked){
@@ -132,13 +148,19 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app){
PlayerData * playerdata = NEW PlayerData(app->collection);
playerdata->credits+= value;
playerdata->credits += value;
playerdata->taskList->passOneDay();
if (playerdata->taskList->getTaskCount() < 6) {
playerdata->taskList->addRandomTask();
playerdata->taskList->addRandomTask();
}
playerdata->save();
SAFE_DELETE(playerdata);
}else{
unlocked = 0;
unlocked = 0;
playerdata->taskList->passOneDay();
playerdata->taskList->save();
}
}
@@ -182,6 +204,7 @@ void Credits::Render(){
}
float y = 130;
if (showMsg == 1) y = 50;
vector<CreditBonus *>:: iterator it;
for ( it=bonus.begin() ; it < bonus.end(); ++it){
@@ -191,6 +214,17 @@ void Credits::Render(){
f2->DrawString(buffer, 10, y);
y+=15;
//!!
if (g->gameOver != p1) {
sprintf(buffer, _("Game length: %i seconds").c_str(), this->gameLength);
f->DrawString(buffer, 10, y);
y += 10;
sprintf(buffer, _("Credits per minute: %i").c_str(), (int)(60*value/this->gameLength));
f->DrawString(buffer, 10, y);
y += 10;
showMsg = 0;
}
if (showMsg == 1){
f2->DrawString(_("Please support this project!").c_str() ,10,y+15);
f->DrawString(_("Wagic is free, open source, and developed on the little free time I have").c_str() ,10,y+30);

View File

@@ -209,6 +209,9 @@ void GameObserver::startGame(Rules * rules){
}
}
startedAt = time(0);
//Difficult mode special stuff
if (!players[0]->isAI() && players[1]->isAI()){
int difficulty = options[Options::DIFFICULTY].number;

View File

@@ -883,7 +883,7 @@ void GameStateDeckViewer::renderOnScreenMenu(){
for (int i=0; i<=STATS_MAX_MANA_COST; i++) {
sprintf(buffer, _("%i").c_str(), i);
font->DrawString(buffer, 30 + leftTransition, posY);
sprintf(buffer, _("%i").c_str(), (*countPerCost)[i]);
sprintf(buffer, ((*countPerCost)[i]>0)?_("%i").c_str():".", (*countPerCost)[i]);
font->DrawString(buffer, 45 + leftTransition, posY);
for (int j=0; j<Constants::MTG_NB_COLORS-1;j++){
sprintf(buffer, ((*countPerCostAndColor)[i][j]>0)?_("%i").c_str():".", (*countPerCostAndColor)[i][j]);

View File

@@ -370,8 +370,13 @@ void GameStateDuel::Update(float dt)
case DUEL_STATE_BACK_TO_MAIN_MENU:
// mParent->effect->UpdateSmall(dt);
menu->Update(dt);
if (menu->closed)
mParent->SetNextState(GAME_STATE_MENU);
if (menu->closed) {
PlayerData * playerdata = NEW PlayerData(mParent->collection);
playerdata->taskList->passOneDay();
playerdata->taskList->save();
SAFE_DELETE(playerdata);
mParent->SetNextState(GAME_STATE_MENU);
}
break;
default:
if (PSP_CTRL_CIRCLE == mEngine->ReadButton()){

View File

@@ -57,6 +57,7 @@ enum
SUBMENUITEM_CLASSIC,
SUBMENUITEM_RANDOM1,
SUBMENUITEM_RANDOM2,
SUBMENUITEM_QUICK_TEST, //!!
};
@@ -569,6 +570,7 @@ JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
#ifdef TESTSUITE
subMenuController->Add(SUBMENUITEM_TESTSUITE, "Test Suite");
#endif
subMenuController->Add(SUBMENUITEM_QUICK_TEST, "Quick test"); //!!
currentState = MENU_STATE_MAJOR_SUBMENU | MENU_STATE_MINOR_NONE;
}
break;
@@ -642,11 +644,30 @@ JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;
break;
#endif
case SUBMENUITEM_QUICK_TEST: //!!
subMenuController->Close();
runTest();
currentState = MENU_STATE_MAJOR_MAINMENU | MENU_STATE_MINOR_SUBMENU_CLOSING;
break;
}
break;
}
}
void GameStateMenu::runTest() { //!!
/*TaskList *tlist = new TaskList();
TaskWinAgainst *t1 = new TaskWinAgainst((rand()%10)+1);
TaskWinAgainst *t2 = new TaskWinAgainst((rand()%10)+1);
t1->setExpiration((rand()%5)+1);
t2->setExpiration((rand()%5)+1);
tlist->passOneDay();
tlist->addTask(t1);
tlist->addTask(t2);
tlist->save();
SAFE_DELETE(tlist);
//SAFE_DELETE(t);*/
}
ostream& GameStateMenu::toString(ostream& out) const
{
return out << "GameStateMenu ::: scroller : " << scroller

View File

@@ -51,6 +51,7 @@ void GameStateShop::Start()
JRenderer::GetInstance()->EnableVSync(true);
shop = NULL;
taskList = NULL;
load();
}
@@ -127,6 +128,7 @@ void GameStateShop::End()
SAFE_DELETE(shop);
SAFE_DELETE(menu);
SAFE_DELETE(taskList);
}
void GameStateShop::Destroy(){
@@ -142,17 +144,34 @@ void GameStateShop::Update(float dt)
}else{
menu = NEW SimpleMenu(11,this,Constants::MENU_FONT,SCREEN_WIDTH/2-100,20);
menu->Add(12,"Save & Back to Main Menu");
menu->Add(14,"See available tasks");
menu->Add(13, "Cancel");
}
}
}else{
if (mEngine->GetButtonClick(PSP_CTRL_START)){
mStage = STAGE_SHOP_MENU;
}
if (mEngine->GetButtonClick(PSP_CTRL_SQUARE)){
load();
if (mStage == STAGE_SHOP_TASKS){
if ( (mEngine->GetButtonClick(PSP_CTRL_CROSS)) ||
(mEngine->GetButtonClick(PSP_CTRL_TRIANGLE)) ) {
mStage = STAGE_SHOP_SHOP;
return;
}
if ((mEngine->GetButtonClick(PSP_CTRL_SQUARE)) && (taskList)) {
taskList->passOneDay();
if (taskList->getTaskCount() < 6) {
taskList->addRandomTask();
taskList->addRandomTask();
}
taskList->save();
}
} else {
if (mEngine->GetButtonClick(PSP_CTRL_SQUARE)){
load();
}
if (shop)
shop->Update(dt);
}
if (shop)
shop->Update(dt);
}
}
@@ -169,7 +188,14 @@ void GameStateShop::Render()
if (shop)
shop->Render();
if (mStage == STAGE_SHOP_TASKS) {
if (!taskList) {
taskList = NEW TaskList();
}
taskList->Render();
}
if (mStage == STAGE_SHOP_MENU && menu){
menu->Render();
}
@@ -184,8 +210,11 @@ void GameStateShop::ButtonPressed(int controllerId, int controlId)
case 11:
if (controlId == 12){
if (shop) shop->saveAll();
if (taskList) taskList->save();
mParent->SetNextState(GAME_STATE_MENU);
}else{
} else if (controlId == 14){
mStage = STAGE_SHOP_TASKS;
} else {
mStage = STAGE_SHOP_SHOP;
}
break;

View File

@@ -22,9 +22,9 @@ PlayerData::PlayerData(MTGAllCards * allcards){
//COLLECTION
collection = NEW MTGDeck(options.profileFile(PLAYER_COLLECTION).c_str(), allcards);
taskList = NEW TaskList(options.profileFile(PLAYER_TASKS).c_str());
}
int PlayerData::save(){
std::ofstream file(options.profileFile(PLAYER_SAVEFILE).c_str());
char writer[64];
@@ -34,9 +34,11 @@ int PlayerData::save(){
file.close();
}
collection->save();
taskList->save();
return 1;
}
PlayerData::~PlayerData(){
SAFE_DELETE(collection);
SAFE_DELETE(taskList);
}

806
projects/mtg/src/Tasks.cpp Normal file
View File

@@ -0,0 +1,806 @@
#include "../include/config.h"
#include "../include/GameApp.h"
#include "../include/Player.h"
#include "../include/Tasks.h"
#include "../include/AIPlayer.h"
#include "../include/Translate.h"
#include "../include/MTGDefinitions.h"
#include <JRenderer.h>
vector<string> Task::AIDeckNames;
/*---------------- Utils -----------------*/
// TODO: Move to dedicated file
//!! Copypaste from GameStateDeckViewer.cpp StringExplode. Move and #include here and there
void ExplodeStr(string str, string separator, vector<string>* results){
int found;
results->clear();
found = str.find_first_of(separator);
while(found != (int)string::npos){
if(found > 0){
results->push_back(str.substr(0,found));
} else {
results->push_back(" ");
}
str = str.substr(found+1);
found = str.find_first_of(separator);
}
if(str.length() > 0){
results->push_back(str);
}
}
string ImplodeStr(string separator, vector<string> strs){
string result = "";
for (vector<string>::iterator it = strs.begin(); it!=strs.end(); it++){
result += (it == strs.begin()?"":separator) + (*it);
}
return result;
}
/*---------------- Task -----------------*/
Task::Task(char _type) {
reward = 0;
expiresIn = 1;
accepted = FALSE;
if (_type == ' ') {
type = TASK_BASIC;
} else {
type = _type;
}
}
int Task::getReward() {
if (reward == 0) {
reward = computeReward();
}
return reward;
}
string Task::toString() {
storeCommonAttribs();
storeCustomAttribs();
return ImplodeStr(ITEM_SEPARATOR, persistentAttribs);
}
// Store basic attributes to vector, for saving
void Task::storeCommonAttribs() {
char buff[256];
persistentAttribs.clear();
persistentAttribs.push_back(string(1, type));
sprintf(buff, "%i", expiresIn);
persistentAttribs.push_back(string(buff));
sprintf(buff, "%i", accepted?1:0);
persistentAttribs.push_back(string(buff));
sprintf(buff, "%i", opponent);
persistentAttribs.push_back(string(buff));
sprintf(buff, "%i", reward);
persistentAttribs.push_back(string(buff));
persistentAttribs.push_back(getDesc());
persistentAttribs.push_back(getOpponentName());
}
int Task::restoreCommonAttribs() {
if (persistentAttribs.size() < COMMON_ATTRIBS_COUNT) {
#if defined (WIN32) || defined (LINUX)
OutputDebugString("\nTasks.cpp::restoreCommonAttribs: Not enough attributes loaded\n");
#endif
return -1;
}
expiresIn = atoi(persistentAttribs[1].c_str());
accepted = (persistentAttribs[2].compare("1") == 0);
opponent = atoi(persistentAttribs[3].c_str());
reward = atoi(persistentAttribs[4].c_str());
description = persistentAttribs[5];
opponentName = persistentAttribs[6];
return 1;
}
void Task::storeCustomAttribs() {
// To be extended in child class
}
void Task::restoreCustomAttribs() {
// To be extended in child class
}
string Task::getOpponentName() {
if (opponentName == "") {
opponentName = Task::getAIDeckName(opponent);
}
return opponentName;
}
string Task::getDesc() {
return (description == "") ? (description = createDesc()) : description;
}
void Task::randomize() {
opponent = rand() % getAIDeckCount() + 1;
opponentName = "";
setExpiration((rand()%3)+1);
}
bool Task::isExpired() {
return (expiresIn <= 0);
}
int Task::getExpiration() {
return expiresIn;
}
void Task::setExpiration(int _expiresIn) {
expiresIn = _expiresIn;
}
void Task::passOneDay() {
expiresIn--;
reward = (int) reward * 0.9; // Todo: degradation and minreward constants
if (reward < 33) {
reward = 33;
}
}
// AI deck buffering code
void Task::loadAIDeckNames() {
int found = 1;
int nbDecks = 0;
while (found){
found = 0;
char buffer[512];
char smallDeckName[512];
char deckDesc[512];
sprintf(buffer, "%s/deck%i.txt",RESPATH"/ai/baka",nbDecks + 1);
if(fileExists(buffer)){
found = 1;
nbDecks++;
// TODO: Creating MTGDeck only for getting decks name. Find an easier way.
MTGDeck * mtgd = NEW MTGDeck(buffer,NULL,1);
AIDeckNames.push_back(mtgd->meta_name);
delete mtgd;
}
}
}
int Task::getAIDeckCount() {
if (AIDeckNames.size() == 0) {
loadAIDeckNames();
}
return AIDeckNames.size();
}
string Task::getAIDeckName(int id) {
if (AIDeckNames.size() == 0) {
loadAIDeckNames();
}
return ((unsigned int)id <= AIDeckNames.size()) ? AIDeckNames.at(id-1) : "<Undefined>";
}
// End of AI deck buffering code
// Each child class has to be added to the switch in this function (clumsy..)
Task* Task::createFromStr(string params, bool rand) {
vector<string> exploded;
Task *result;
ExplodeStr(params, ITEM_SEPARATOR, &exploded);
switch (exploded[0][0]) {
case TASK_WIN_AGAINST:
result = new TaskWinAgainst();
break;
case TASK_SLAUGHTER:
result = new TaskSlaughter();
break;
case TASK_DELAY:
result = new TaskDelay();
break;
case TASK_IMMORTAL:
result = new TaskImmortal();
break;
case TASK_MASSIVE_BURIAL:
result = new TaskMassiveBurial();
break;
default:
#if defined (WIN32) || defined (LINUX)
OutputDebugString("\nTasks.cpp::createFromStr: Undefined class type\n");
#endif
result = new TaskWinAgainst();
}
if (!result) {
return NULL;
}
result->persistentAttribs = exploded;
if (exploded.size() >= COMMON_ATTRIBS_COUNT) {
result->restoreCommonAttribs();
if (exploded.size() > COMMON_ATTRIBS_COUNT) {
result->restoreCustomAttribs();
}
} else if (rand) {
result->randomize();
}
return result;
}
/*---------------- TaskList -----------------*/
TaskList::TaskList(string _fileName) {
fileName = _fileName;
if (fileName == "") {
fileName = options.profileFile(PLAYER_TASKS).c_str();
}
load(fileName);
}
int TaskList::save(string _fileName) {
if (_fileName != "") {
fileName = _fileName;
}
if (fileName == "") {
return -1;
}
std::ofstream file(fileName.c_str());
if (file){
#if defined (WIN32) || defined (LINUX)
OutputDebugString("\nsaving\n");
#endif
file << "# Format: <Type>|<Expiration>|<Accepted>|<Opponent>|<Reward>|<Description>[|Additional attributes]\n";
for (vector<Task*>::iterator it = tasks.begin(); it!=tasks.end(); it++){
file << (*it)->toString() << "\n";
}
file.close();
}
return 1;
}
int TaskList::load(string _fileName) {
Task *task;
if (_fileName != "") {
fileName = _fileName;
}
if (fileName == "") {
return -1;
}
std::ifstream file(fileName.c_str());
std::string s;
if (file) {
while(std::getline(file,s)) {
if (!s.size()) continue;
if (s[s.size()-1] == '\r') s.erase(s.size()-1); //Handle DOS files
if (s[0] == '#') {
continue;
}
task = Task::createFromStr(s);
if (task) {
this->addTask(task);
} else {
#if defined (WIN32) || defined (LINUX)
OutputDebugString("\nTaskList::load: error creating task\n");
#endif
}
}
file.close();
} else {
return -1;
}
return 1;
}
void TaskList::addTask(Task *task) {
tasks.push_back(task);
}
void TaskList::addTask(string params, bool rand) {
addTask(Task::createFromStr(params, rand));
}
void TaskList::removeTask(Task *task) {
vector<Task*>::iterator it;
it = find(tasks.begin(), tasks.end(), task);
if (it != tasks.end()) {
SAFE_DELETE(*it);
tasks.erase(it);
} else {
// TODO: task not found handling.
}
}
void TaskList::passOneDay() {
// TODO: "You have failed the task" message to the user when accepted task expires
for (vector<Task*>::iterator it = tasks.begin(); it!=tasks.end(); ){
(*it)->passOneDay();
if ((*it)->isExpired()) {
SAFE_DELETE(*it);
it = tasks.erase(it);
} else {
it++;
}
}
}
void TaskList::getDoneTasks(Player * _p1, Player * _p2, GameApp * _app, vector<Task*>* result) {
result->clear();
// TODO: Return only accepted tasks
for (vector<Task*>::iterator it = tasks.begin(); it!=tasks.end(); it++) {
if ((*it)->isDone(_p1, _p2, _app)) {
result->push_back(*it);
}
}
}
int TaskList::getTaskCount() {
return tasks.size();
}
void TaskList::Render() {
JRenderer * r = JRenderer::GetInstance();
JLBFont * f = resources.GetJLBFont(Constants::MAIN_FONT);
JLBFont * f2 = resources.GetJLBFont(Constants::MAGIC_FONT);
JLBFont * f3 = resources.GetJLBFont(Constants::MENU_FONT); //OPTION_FONT
f2->SetColor(ARGB(255, 205, 237, 240));
f3->SetColor(ARGB(255, 219, 206, 151));
r->FillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,ARGB(128,0,0,0));
r->FillRect(10,10,SCREEN_WIDTH-10,SCREEN_HEIGHT-10,ARGB(128,0,0,0));
float posX = 20, posY = 20;
char buffer[300];
string title = _("Task Board");
f3->DrawString(title.c_str(), (SCREEN_WIDTH-20)/2 - title.length()*4, posY);
posY += 20;
if (0 == tasks.size()) {
f->DrawString(_("These are no tasks that need to be done. Come again tomorrow.").c_str(), posX, posY);
posY += 20;
return;
}
for (vector<Task*>::iterator it = tasks.begin(); it!=tasks.end(); it++) {
sprintf(buffer, "%s", (*it)->getShortDesc().c_str());
f2->DrawString(buffer, posX, posY);
sprintf(buffer, "Days left: %i", (*it)->getExpiration());
f->DrawString(buffer, SCREEN_WIDTH - 180, posY);
sprintf(buffer, "Reward: %i", (*it)->getReward());
f->DrawString(buffer, SCREEN_WIDTH - 90, posY);
posY += 15;
sprintf(buffer, "%s", (*it)->getDesc().c_str());
f->DrawString(buffer, posX+10, posY);
posY += 15;
//r->DrawLine((SCREEN_WIDTH)/2 - 200, posY, (SCREEN_WIDTH)/2 + 200, posY, ARGB(128, 255, 255, 255));
}
}
void TaskList::addRandomTask(int diff) {
// TODO: Weighted random (rarity of tasks)
// - based on counts of finished tasks?
// Winning a task several times may slightly lessen the probability of it being generated
string s (TASKS_ALL);
char taskType[2];
sprintf(taskType, "%c", s[rand()%s.length()]);
addTask(string(taskType), TRUE);
}
TaskList::~TaskList() {
for (unsigned int i=0; i<tasks.size(); i++) {
SAFE_DELETE(tasks[i]);
}
}
/*----------------------------------------*/
/*---------------- Tasks -----------------*/
/*----------------------------------------*/
/*----------- TaskWinAgainst -------------*/
TaskWinAgainst::TaskWinAgainst(int _opponent) : Task(TASK_WIN_AGAINST) {
opponent = _opponent;
}
int TaskWinAgainst::computeReward() {
return 75 + rand() % 75;
}
string TaskWinAgainst::createDesc() {
char buffer[4096];
switch (rand()%2) {
case 0:
sprintf(buffer, _("You have to defeat %s before it causes too much harm.").c_str(), getOpponentName().c_str());
break;
case 1:
sprintf(buffer, _("Please defeat %s as soon as possible.").c_str(), getOpponentName().c_str());
break;
}
return buffer;
}
string TaskWinAgainst::getShortDesc() {
char buffer[4096];
string result;
sprintf(buffer, _("Defeat %s").c_str(), getOpponentName().c_str());
result = buffer;
return result;
}
bool TaskWinAgainst::isDone(Player * _p1, Player * _p2, GameApp * _app) {
GameObserver * g = GameObserver::GetInstance();
AIPlayerBaka * baka = (AIPlayerBaka*)_p2;
return (
(baka)
&& (!_p1->isAI()) && (_p2->isAI()) && (g->gameOver != _p1) // Human player wins
&& (baka->deckId == opponent)
);
}
/*----------- TaskSlaughter -------------*/
TaskSlaughter::TaskSlaughter(int _opponent, int _targetLife) : TaskWinAgainst(_opponent) {
type = TASK_SLAUGHTER;
targetLife = _targetLife;
}
int TaskSlaughter::computeReward() {
return 2*TaskWinAgainst::computeReward() - targetLife*9;
}
void TaskSlaughter::randomize() {
Task::randomize();
targetLife = -15 - rand()%10;
}
string TaskSlaughter::createDesc() {
char buffer[4096];
switch (rand()%2) {
case 0:
sprintf(buffer, _("Defeat %s in a way it won't forget. Bring it to %i life.").c_str(), getOpponentName().c_str(), targetLife);
break;
case 1:
sprintf(buffer, _("Slaughter %s! Beat it to %i life or less.").c_str(), getOpponentName().c_str(), targetLife);
break;
}
return buffer;
}
string TaskSlaughter::getShortDesc(){
char buffer[4096];
sprintf(buffer, _("Slaughter %s (%i lives)").c_str(), getOpponentName().c_str(), targetLife);
return buffer;
}
bool TaskSlaughter::isDone(Player * _p1, Player * _p2, GameApp * _app) {
return TaskWinAgainst::isDone(_p1, _p2, _app)
&& (_p2->life <= targetLife);
}
void TaskSlaughter::storeCustomAttribs() {
char buff[256];
sprintf(buff, "%i", targetLife);
persistentAttribs.push_back(buff);
}
void TaskSlaughter::restoreCustomAttribs() {
targetLife = atoi(persistentAttribs[COMMON_ATTRIBS_COUNT].c_str());
}
/*----------- TaskDelay -------------*/
// Now serves as both 'Delay' and 'Fast defeat' task.
TaskDelay::TaskDelay(int _opponent, int _turn) : TaskWinAgainst(_opponent) {
type = TASK_DELAY;
turn = _turn;
afterTurn = TRUE;
}
int TaskDelay::computeReward() {
return TaskWinAgainst::computeReward() + (afterTurn ? turn*30 : (17-turn)*(17-turn)*24);
}
void TaskDelay::randomize() {
Task::randomize();
afterTurn = rand()%2;
turn = afterTurn ? rand()%15 + 20 : 15 - rand()%7;
}
string TaskDelay::createDesc() {
char buffer[4096];
if (afterTurn) {
switch (rand()%2) {
case 0:
sprintf(buffer, _("Defeat %s after keeping it occupied for %i turns.").c_str(), getOpponentName().c_str(), turn);
break;
case 1:
sprintf(buffer, _("Defeat %s, but play with it for %i turns first.").c_str(), getOpponentName().c_str(), turn);
break;
}
} else {
switch (rand()%2) {
case 0:
sprintf(buffer, _("Defeat %s and make sure it doesn't take more than %i turns.").c_str(), getOpponentName().c_str(), turn);
break;
case 1:
sprintf(buffer, _("Defeat %s, in a duel no longer than %i turns.").c_str(), getOpponentName().c_str(), turn);
break;
}
}
return buffer;
}
string TaskDelay::getShortDesc(){
char buffer[4096];
if (afterTurn) {
sprintf(buffer, _("Delay %s for %i turns").c_str(), getOpponentName().c_str(), turn);
} else {
sprintf(buffer, _("Defeat %s before turn %i").c_str(), getOpponentName().c_str(), turn + 1);
}
return buffer;
}
bool TaskDelay::isDone(Player * _p1, Player * _p2, GameApp * _app) {
GameObserver * g = GameObserver::GetInstance();
return TaskWinAgainst::isDone(_p1, _p2, _app)
&& (afterTurn ? (g->turn >= turn) : (g->turn <= turn));
}
void TaskDelay::storeCustomAttribs() {
char buff[256];
sprintf(buff, "%i", turn);
persistentAttribs.push_back(buff);
sprintf(buff, "%i", afterTurn);
persistentAttribs.push_back(buff);
}
void TaskDelay::restoreCustomAttribs() {
turn = atoi(persistentAttribs[COMMON_ATTRIBS_COUNT].c_str());
if (persistentAttribs.size() > COMMON_ATTRIBS_COUNT + 1) {
afterTurn = atoi(persistentAttribs[COMMON_ATTRIBS_COUNT+1].c_str());
}
}
/* ------------ TaskImmortal ------------ */
TaskImmortal::TaskImmortal(int _targetLife) : Task(TASK_IMMORTAL) {
targetLife = _targetLife;
level = (targetLife < 100) ? 0 : ((targetLife < 1000) ? 1 : 2);
}
int TaskImmortal::computeReward() {
return targetLife*2 + 150 + rand()%50;
}
string TaskImmortal::createDesc() {
char buffer[4096];
sprintf(buffer, _("Defeat any opponent, having at least %i lives in the end.").c_str(), targetLife);
return buffer;
}
string TaskImmortal::getShortDesc(){
char buffer[4096];
switch (level) {
case 0:
sprintf(buffer, _("Win flawlessly (%i lives)").c_str(), targetLife);
break;
case 1:
sprintf(buffer, _("Reach Invulnerability (%i lives)").c_str(), targetLife);
break;
case 2:
sprintf(buffer, _("Reach Immortality! (%i lives)").c_str(), targetLife);
break;
}
return buffer;
}
bool TaskImmortal::isDone(Player * _p1, Player * _p2, GameApp * _app) {
GameObserver * g = GameObserver::GetInstance();
return (!_p1->isAI()) && (_p2->isAI()) && (g->gameOver != _p1) // Human player wins
&& (_p1->life >= targetLife);
}
void TaskImmortal::storeCustomAttribs() {
char buff[256];
sprintf(buff, "%i", targetLife);
persistentAttribs.push_back(buff);
sprintf(buff, "%i", level);
persistentAttribs.push_back(buff);
}
void TaskImmortal::restoreCustomAttribs() {
targetLife = atoi(persistentAttribs[COMMON_ATTRIBS_COUNT].c_str());
level = atoi(persistentAttribs[COMMON_ATTRIBS_COUNT+1].c_str());
}
void TaskImmortal::randomize() {
Task::randomize();
level = rand() % 3;
switch (level) {
case 0:
targetLife = 20 + rand()%10;
break;
case 1:
targetLife = 100 + 5*(rand()%5);
break;
case 2:
targetLife = 1000 + 50*(rand()%10);
break;
}
}
/* ------------ TaskMassiveBurial ------------ */
TaskMassiveBurial::TaskMassiveBurial(int _color, int _bodyCount) : Task(TASK_MASSIVE_BURIAL) {
color = _color;
bodyCount = _bodyCount;
if ( (0 == color) || (0 == bodyCount) ) {
randomize();
}
}
int TaskMassiveBurial::computeReward() {
return rand()%150 + bodyCount * ((Constants::MTG_COLOR_LAND == color) ? 70 : 50);
}
string TaskMassiveBurial::createDesc() {
char buffer[4096];
sprintf(buffer, _("Bury %i %s cards to your opponent's graveyard and defeat him.").c_str(), bodyCount, Constants::MTGColorStrings[color]);
return buffer;
}
string TaskMassiveBurial::getShortDesc(){
char buffer[4096];
switch (color) {
case Constants::MTG_COLOR_GREEN:
sprintf(buffer, _("Tame the nature (%i)").c_str(), bodyCount);
break;
case Constants::MTG_COLOR_BLUE:
sprintf(buffer, _("Evaporation (%i)").c_str(), bodyCount);
break;
case Constants::MTG_COLOR_RED:
sprintf(buffer, _("Bring the order (%i)").c_str(), bodyCount);
break;
case Constants::MTG_COLOR_BLACK:
sprintf(buffer, _("Exorcism (%i)").c_str(), bodyCount);
break;
case Constants::MTG_COLOR_WHITE:
sprintf(buffer, _("Dusk (%i)").c_str(), bodyCount);
break;
case Constants::MTG_COLOR_LAND:
sprintf(buffer, _("Selective disaster (%i)").c_str(), bodyCount);
break;
}
return buffer;
}
bool TaskMassiveBurial::isDone(Player * _p1, Player * _p2, GameApp * _app) {
int countColor = 0;
vector<MTGCardInstance *> cards = _p2->game->graveyard->cards;
for (vector<MTGCardInstance *>::iterator it = cards.begin(); it!=cards.end(); it++){
if ((*it)->hasColor(color)) {
countColor++;
}
}
return (countColor >= bodyCount);
}
void TaskMassiveBurial::storeCustomAttribs() {
char buff[256];
sprintf(buff, "%i", color);
persistentAttribs.push_back(buff);
sprintf(buff, "%i", bodyCount);
persistentAttribs.push_back(buff);
}
void TaskMassiveBurial::restoreCustomAttribs() {
color = atoi(persistentAttribs[COMMON_ATTRIBS_COUNT].c_str());
bodyCount = atoi(persistentAttribs[COMMON_ATTRIBS_COUNT+1].c_str());
}
void TaskMassiveBurial::randomize() {
Task::randomize();
color = rand()%(Constants::MTG_NB_COLORS - 1) + 1;
bodyCount = 5 + ((Constants::MTG_COLOR_LAND == color) ? rand()%10 : rand()%20);
}
/* ------------ Task template ------------
TaskXX::TaskXX() : Task(TASK_XX) {
// TODO: Implement
}
int TaskXX::computeReward() {
// TODO: Implement
return 100;
}
string TaskXX::createDesc() {
// TODO: Implement
char buffer[4096];
switch (rand()%2) {
case 0:
sprintf(buffer, _("%s").c_str(), getOpponentName().c_str());
break;
case 1:
sprintf(buffer, _("%s").c_str(), getOpponentName().c_str());
break;
}
return buffer;
}
string TaskXX::getShortDesc(){
// TODO: Implement
char buffer[4096];
sprintf(buffer, _("%s").c_str(), getOpponentName().c_str());
return buffer;
}
bool TaskXX::isDone(Player * _p1, Player * _p2, GameApp * _app) {
// TODO: Implement
return TRUE;
}
void TaskXX::storeCustomAttribs() {
// TODO: Implement
char buff[256];
persistentAttribs.push_back(VarXX);
sprintf(buff, "%i", VarXY);
persistentAttribs.push_back(buff);
}
void TaskXX::restoreCustomAttribs() {
// TODO: Implement
VarXX = persistentAttribs[COMMON_ATTRIBS_COUNT];
VarXY = atoi(persistentAttribs[COMMON_ATTRIBS_COUNT+1].c_str());
}
void TaskXX::randomize() {
// TODO: Implement
Task::randomize();
VarXX = rand()%10 + 1;
}
*/