Erwan
- Reward system in Story mode (currently, either credits or random set) - Rules now accept for player 2 to start (see story mode "block" stage) - Story mode now has an autosave/autoload mechanism. This is for convenience but also to prevent people from abusing the reward mechanism too easily. - possibility to choose an avatar for both players through the rules (see example in story mode)
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@@ -40,7 +40,7 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app){
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p1 = _p1;
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p2 = _p2;
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app = _app;
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showMsg = (WRand() % 5);
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showMsg = (WRand() % 3);
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GameObserver * g = GameObserver::GetInstance();
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if (!g->turn) return;
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PlayerData * playerdata = NEW PlayerData(app->collection);
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@@ -126,18 +126,17 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app){
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}else if((unlocked = unlockRandomSet())) {
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unlockedTex = resources.RetrieveTexture("set_unlocked.png");
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unlockedQuad = resources.RetrieveQuad("set_unlocked.png", 2, 2, 396, 96);
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goa = (GameOptionAward*) &options[Options::optionSet(unlocked - 1)];
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goa->giveAward();
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options.save();
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MTGSetInfo * si = setlist.getInfo(unlocked - 1);
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if(si) unlockedString = si->getName(); //Show the set's pretty name for unlocks.
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}
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if (unlocked && options[Options::SFXVOLUME].number > 0){
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JSample * sample = resources.RetrieveSample("bonus.wav");
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if (sample){
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JSoundSystem::GetInstance()->PlaySample(sample);
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}
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}
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}
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vector<CreditBonus *>::iterator it;
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@@ -283,11 +282,36 @@ int Credits::isRandomDeckUnlocked(){
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return 0;
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}
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int Credits::unlockRandomSet(){
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int Credits::addCreditBonus(int value){
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PlayerData * playerdata = NEW PlayerData();
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playerdata->credits += value;
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playerdata->save();
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SAFE_DELETE(playerdata);
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return value;
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}
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int Credits::unlockRandomSet(bool force){
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int setId = WRand() % setlist.size();
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if (force) {
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int init = setId;
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boolean found = false;
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do {
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if (1 != options[Options::optionSet(setId)].number)
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found = true;
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else {
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setId++;
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if (setId == setlist.size())
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setId = 0;
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}
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} while (setId != init && !found);
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}
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if (1 == options[Options::optionSet(setId)].number)
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return 0;
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GameOptionAward* goa = (GameOptionAward*) &options[Options::optionSet(setId)];
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goa->giveAward();
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options.save();
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return setId + 1; //We add 1 here to show success/failure. Be sure to subtract later.
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}
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