- no more 5 decks limitation for Player
- Player decks can be given a name/description the same way we do for the AI. No PSP Gui for that yet though, has to be done outside of Wagic (PSPWrite ?)
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-07-16 11:48:59 +00:00
parent 03530b7e17
commit 951065a59c
9 changed files with 102 additions and 90 deletions

View File

@@ -90,20 +90,11 @@ void GameStateDuel::Start()
for (int i = 0; i<2; i ++){
if (mParent->players[i] == PLAYER_TYPE_HUMAN){
if (!deckmenu){
decksneeded = 1;
deckmenu = NEW SimpleMenu(DUEL_MENU_CHOOSE_DECK, this, mFont, 35, 25, "Choose a Deck");
char buffer[100];
for (int j=1; j<6; j++){
sprintf(buffer, RESPATH"/player/deck%i.txt",j);
std::ifstream file(buffer);
if(file){
deckmenu->Add(j, GameState::menuTexts[j]);
file.close();
decksneeded = 0;
}
}
}
decksneeded = 1;
deckmenu = NEW SimpleMenu(DUEL_MENU_CHOOSE_DECK, this, mFont, 35, 25, "Choose a Deck");
int nbDecks = fillDeckMenu(deckmenu,RESPATH"/player");
if (nbDecks) decksneeded = 0;
break;
}
}
@@ -133,8 +124,6 @@ void GameStateDuel::loadPlayer(int playerId, int decknb, int isAI){
sprintf(deckFile, RESPATH"/player/deck%i.txt",decknb);
char deckFileSmall[255];
sprintf(deckFileSmall, "player_deck%i",decknb);
//int deck_cards_ids[100];
//int nb_elements = readfile_to_ints(deckFile, deck_cards_ids);
MTGDeck * tempDeck = NEW MTGDeck(deckFile, NULL, mParent->collection);
deck[playerId] = NEW MTGPlayerCards(mParent->collection,tempDeck);
delete tempDeck;
@@ -214,6 +203,8 @@ void GameStateDuel::End()
}
void GameStateDuel::Update(float dt)
{
switch (mGamePhase)
@@ -269,36 +260,7 @@ void GameStateDuel::Update(float dt)
if (GameOptions::GetInstance()->values[OPTIONS_EVILTWIN_MODE_UNLOCKED].getIntValue()){
opponentMenu->Add(-1,"Evil Twin", "Can you play against yourself?");
}
nbAIDecks = 0;
int found = 1;
while (found){
found = 0;
char buffer[512];
char aiSmallDeckName[512];
char deckDesc[512];
sprintf(buffer, RESPATH"/ai/baka/deck%i.txt",nbAIDecks+1);
if(fileExists(buffer)){
MTGDeck * mtgd = NEW MTGDeck(buffer,NULL,NULL,1);
found = 1;
nbAIDecks++;
sprintf(aiSmallDeckName, "ai_baka_deck%i",nbAIDecks);
DeckStats * stats = DeckStats::GetInstance();
stats->load(mPlayers[0]);
int percentVictories = stats->percentVictories(string(aiSmallDeckName));
string difficulty;
if (percentVictories < 34){
difficulty = "(hard)";
}else if (percentVictories < 67){
difficulty = "";
}else{
difficulty = "(easy)";
}
sprintf(deckDesc, "%s %s",mtgd->meta_name.c_str(), _(difficulty).c_str());
deckDesc[16] = 0;
opponentMenu->Add(nbAIDecks,deckDesc,mtgd->meta_desc);
delete mtgd;
}
}
fillDeckMenu(opponentMenu,RESPATH"/ai/baka", "ai_baka", mPlayers[0]);
}
opponentMenu->Update(dt);
}else{
@@ -444,27 +406,24 @@ void GameStateDuel::ButtonPressed(int controllerId, int controlId)
}
break;
}
case DUEL_MENU_CHOOSE_DECK:
{
if (mGamePhase == DUEL_STATE_CHOOSE_DECK1){
loadPlayer(0,controlId);
deckmenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK1_TO_2;
}else{
loadPlayer(1,controlId);
deckmenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK2_TO_PLAY;
}
break;
}
default:
{
switch (controlId)
{
case 1:
case 2:
case 3:
case 4:
case 5:
{
if (mGamePhase == DUEL_STATE_CHOOSE_DECK1){
loadPlayer(0,controlId);
deckmenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK1_TO_2;
}else{
loadPlayer(1,controlId);
deckmenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK2_TO_PLAY;
}
break;
}
case 12:
menu->Close();
mGamePhase = DUEL_STATE_BACK_TO_MAIN_MENU;