Jeck - Minor updates to GameStateDeckViewer.cpp. Cosmetic change to cheat placement, possible fix for statistics.

This commit is contained in:
wagic.jeck
2010-02-14 10:02:33 +00:00
parent 4911ee05a9
commit a4bd6728f6

View File

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