Jeck - Minor updates to GameStateDeckViewer.cpp. Cosmetic change to cheat placement, possible fix for statistics.
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@@ -122,10 +122,12 @@ void GameStateDeckViewer::updateDecks(){
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SAFE_DELETE(welcome_menu);
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welcome_menu = NEW SimpleMenu(10,this,Constants::MENU_FONT,20,20);
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welcome_menu->Add(nbDecks+1, _("--NEW--").c_str());
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if(options[Options::CHEATMODE].number && (!myCollection || myCollection->Size(true) < GameApp::collection->totalCards()))
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welcome_menu->Add(-12,"--UNLOCK ALL--");
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nbDecks = fillDeckMenu(welcome_menu,options.profileFile());
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deckNum = 0;
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newDeckname = "";
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welcome_menu->Add(nbDecks+1, _("--NEW--").c_str());
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welcome_menu->Add(-1, _("Cancel").c_str());
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}
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@@ -147,8 +149,6 @@ void GameStateDeckViewer::Start()
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menu = NEW SimpleMenu(11,this,Constants::MENU_FONT,SCREEN_WIDTH/2-150,20);
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menu->Add(22,"Filter by...");
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menu->Add(2,"Switch decks without saving");
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if(options[Options::CHEATMODE].number)
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menu->Add(-1,"Complete Collection");
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menu->Add(1,"Save & Rename");
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menu->Add(3,"Back to Main Menu");
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menu->Add(0,"Save & Back to Main Menu");
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@@ -1078,12 +1078,13 @@ void GameStateDeckViewer::renderOnScreenMenu(){
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}
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void GameStateDeckViewer::updateStats() {
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if (!stw.needUpdate) {
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if (!stw.needUpdate || !myDeck) {
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return;
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}
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AbilityFactory * af = NEW AbilityFactory();
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myDeck->updateCounts();
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stw.needUpdate = false;
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stw.cardCount = myDeck->totalCopies();
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@@ -1246,8 +1247,8 @@ void GameStateDeckViewer::updateStats() {
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// or at least be calculated for all common types in one go
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int GameStateDeckViewer::countCardsByType(const char * _type) {
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int result = 0;
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for(int i=0;i<myDeck->Size();i++){
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MTGCard * current = myDeck->getCard(i);
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for(int i=0;i<myDeck->Size(true);i++){
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MTGCard * current = myDeck->getCard(i,true);
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if(current->data->hasType(_type)){
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result += myDeck->count(current);
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}
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@@ -1496,18 +1497,10 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
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mSwitching = false;
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break;
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}
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loadDeck(controlId);
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mStage = STAGE_WAITING;
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deckNum = controlId;
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break;
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case 11: //Save / exit menu
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switch (controlId)
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{
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case -1: // (PSY) Cheatmode: Complete the collection
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} else if(controlId == -12){ // (PSY) Cheatmode: Complete the collection
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playerdata->collection->complete(); // Add the cards
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playerdata->collection->save(); // Save the new collection
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for(int i=0;i<setlist.size();i++){
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for(int i=0;i<setlist.size();i++){ // Update unlocked sets
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GameOptionAward * goa = dynamic_cast<GameOptionAward*>(&options[Options::optionSet(i)]);
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if(goa)
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goa->giveAward();
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@@ -1518,7 +1511,17 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
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myCollection->Sort(WSrcCards::SORT_ALPHA);
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displayed_deck = myCollection;
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loadIndexes();
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mStage = STAGE_WAITING;
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break;
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}
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loadDeck(controlId);
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mStage = STAGE_WAITING;
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deckNum = controlId;
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break;
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case 11: //Save / exit menu
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switch (controlId)
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{
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case 0:
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myDeck->save();
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playerdata->save();
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