Erwan
- reduced price of boosters - Sets need to be unlocked in order to be accessed from the shop - Added a "refresh" option in the shop
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@@ -290,17 +290,24 @@ void GameStateMenu::Update(float dt)
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break;
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case MENU_STATE_MAJOR_FIRST_TIME :
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{
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//Give the player cards from the set for which we have the most variety
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int setId = 0;
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int maxcards = 0;
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for (int i=0; i< MtgSets::SetsList->nb_items; i++){
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int value = mParent->collection->countBySet(i);
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if (value > maxcards){
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maxcards = value;
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setId = i;
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}
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}
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createUsersFirstDeck(setId);
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//Give the player cards from the set for which we have the most variety
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int setId = 0;
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int maxcards = 0;
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for (int i=0; i< MtgSets::SetsList->nb_items; i++){
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int value = mParent->collection->countBySet(i);
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if (value > maxcards){
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maxcards = value;
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setId = i;
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}
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}
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//Save this set as "unlocked"
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string s = MtgSets::SetsList->values[setId];
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char buffer[4096];
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sprintf(buffer,"unlocked_%s", s.c_str());
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GameOptions::GetInstance()->values[buffer] = GameOption(1);
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GameOptions::GetInstance()->save();
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createUsersFirstDeck(setId);
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}
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currentState = MENU_STATE_MAJOR_MAINMENU | MENU_STATE_MINOR_NONE;
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break;
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@@ -388,20 +395,21 @@ void GameStateMenu::createUsersFirstDeck(int setId){
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#endif
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MTGDeck *mCollection = NEW MTGDeck(RESPATH"/player/collection.dat", mParent->cache, mParent->collection);
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//10 lands of each
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if (!mCollection->addRandomCards(10, setId,Constants::RARITY_L,"Forest")){
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mCollection->addRandomCards(10, -1,Constants::RARITY_L,"Forest");
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int sets[] = {setId};
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if (!mCollection->addRandomCards(10, sets,1, Constants::RARITY_L,"Forest")){
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mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Forest");
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}
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if (!mCollection->addRandomCards(10, setId,Constants::RARITY_L,"Plains")){
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mCollection->addRandomCards(10, -1,Constants::RARITY_L,"Plains");
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if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Plains")){
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mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Plains");
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}
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if (!mCollection->addRandomCards(10, setId,Constants::RARITY_L,"Swamp")){
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mCollection->addRandomCards(10, -1,Constants::RARITY_L,"Swamp");
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if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Swamp")){
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mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Swamp");
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}
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if (!mCollection->addRandomCards(10, setId,Constants::RARITY_L,"Mountain")){
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mCollection->addRandomCards(10, -1,Constants::RARITY_L,"Mountain");
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if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Mountain")){
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mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Mountain");
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}
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if (!mCollection->addRandomCards(10, setId,Constants::RARITY_L,"Island")){
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mCollection->addRandomCards(10, -1,Constants::RARITY_L,"Island");
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if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Island")){
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mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Island");
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}
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@@ -410,18 +418,18 @@ void GameStateMenu::createUsersFirstDeck(int setId){
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#endif
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//Starter Deck
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mCollection->addRandomCards(3, setId,Constants::RARITY_R,NULL);
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mCollection->addRandomCards(9, setId,Constants::RARITY_U,NULL);
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mCollection->addRandomCards(48, setId,Constants::RARITY_C,NULL);
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mCollection->addRandomCards(3, sets,1,Constants::RARITY_R,NULL);
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mCollection->addRandomCards(9, sets,1,Constants::RARITY_U,NULL);
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mCollection->addRandomCards(48, sets,1,Constants::RARITY_C,NULL);
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#if defined (WIN32) || defined (LINUX)
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OutputDebugString("2\n");
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#endif
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//Boosters
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for (int i = 0; i< 2; i++){
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mCollection->addRandomCards(1, setId,Constants::RARITY_R);
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mCollection->addRandomCards(3, setId,Constants::RARITY_U);
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mCollection->addRandomCards(11, setId,Constants::RARITY_C);
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mCollection->addRandomCards(1, sets,1,Constants::RARITY_R);
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mCollection->addRandomCards(3, sets,1,Constants::RARITY_U);
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mCollection->addRandomCards(11, sets,1,Constants::RARITY_C);
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}
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mCollection->save();
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SAFE_DELETE(mCollection);
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