/* The shop is where the player can buy cards, decks... */ #include "../include/config.h" #include #include "../include/GameStateShop.h" #include "../include/GameApp.h" #include "../include/MTGDeck.h" #include "../include/Translate.h" #include "../include/GameOptions.h" GameStateShop::GameStateShop(GameApp* parent): GameState(parent) {} GameStateShop::~GameStateShop() { //End(); TODO FIX THAT } void GameStateShop::Create(){ } void GameStateShop::Start() { menu = NULL; menuFont = GameApp::CommonRes->GetJLBFont(Constants::MENU_FONT); itemFont = GameApp::CommonRes->GetJLBFont(Constants::MAIN_FONT); mStage = STAGE_SHOP_SHOP; bgTexture = JRenderer::GetInstance()->LoadTexture(options.themeGraphic("shop.jpg").c_str(), TEX_TYPE_USE_VRAM); mBg = NEW JQuad(bgTexture, 0, 0, 480, 272); // Create background quad for rendering. mBack = GameApp::CommonRes->GetQuad("back"); JRenderer::GetInstance()->ResetPrivateVRAM(); JRenderer::GetInstance()->EnableVSync(true); shop = NULL; load(); } void GameStateShop::load(){ if (shop) shop->saveAll(); SAFE_DELETE(shop); int sets[500]; int boosterSets[500]; int unlocked[500]; int nbsets = 0; int nbboostersets = 0; //Unlock a default set if no set is unlocked int ok = 0; int defaultSet = 0; for (int i = 0; i < MtgSets::SetsList->nb_items; i++){ string s = MtgSets::SetsList->values[i]; if (s.compare("10E") == 0) defaultSet = i; char buffer[4096]; sprintf(buffer,"unlocked_%s", s.c_str()); unlocked[i] = options[buffer].number; if (unlocked[i]) ok = 1; } if (!ok){ unlocked[defaultSet] = 1; string s = MtgSets::SetsList->values[defaultSet]; char buffer[4096]; sprintf(buffer,"unlocked_%s", s.c_str()); options[buffer] = GameOption(1); options.save(); } for (int i = 0; i < MtgSets::SetsList->nb_items; i++){ if (unlocked[i]){ sets[nbsets] = i; nbsets++; if (mParent->collection->countBySet(i) > 80){ //Only sets with more than 80 cards can get boosters and starters boosterSets[nbboostersets] = i; nbboostersets++; } } } if (nbboostersets){ for (int i = 0; i < SHOP_BOOSTERS; i++){ setIds[i] = boosterSets[(rand() % nbboostersets)]; } }else{ for (int i = 0; i < SHOP_BOOSTERS; i++){ setIds[i] = (rand() % MtgSets::SetsList->nb_items); } } JQuad * mBackThumb = GameApp::CommonRes->GetQuad("back_thumb"); shop = NEW ShopItems(10, this, itemFont, 10, 0, mParent->collection, setIds); for (int i = 0; i < SHOP_BOOSTERS; i++){ sprintf(setNames[i], "%s Booster (15 %s)",MtgSets::SetsList->values[setIds[i]].c_str(), _("cards").c_str()); shop->Add(setNames[i],mBack,mBackThumb, 700); } MTGDeck * tempDeck = NEW MTGDeck(NULL,mParent->collection); tempDeck->addRandomCards(8,sets,nbsets); for (map::iterator it = tempDeck->cards.begin(); it!=tempDeck->cards.end(); it++){ for (int j = 0; j < it->second; j++){ shop->Add(it->first); } } delete tempDeck; } void GameStateShop::End() { JRenderer::GetInstance()->EnableVSync(false); SAFE_DELETE(shop); SAFE_DELETE(bgTexture); SAFE_DELETE(mBg); SAFE_DELETE(menu); } void GameStateShop::Destroy(){ } void GameStateShop::Update(float dt) { // mParent->effect->UpdateSmall(dt); // mParent->effect->UpdateBig(dt); if (mStage == STAGE_SHOP_MENU){ if (menu){ menu->Update(dt); }else{ menu = NEW SimpleMenu(11,this,menuFont,SCREEN_WIDTH/2-100,20); menu->Add(12,"Save & Back to Main Menu"); menu->Add(13, "Cancel"); } }else{ if (mEngine->GetButtonClick(PSP_CTRL_START)){ mStage = STAGE_SHOP_MENU; } if (mEngine->GetButtonClick(PSP_CTRL_SQUARE)){ load(); } if (shop) shop->Update(dt); } } void GameStateShop::Render() { //Erase JRenderer * r = JRenderer::GetInstance(); r->ClearScreen(ARGB(0,0,0,0)); if (mBg)JRenderer::GetInstance()->RenderQuad(mBg,0,0); itemFont->SetColor(ARGB(255,255,255,255)); char c[4096]; r->FillRect(0,SCREEN_HEIGHT-17,SCREEN_WIDTH,17,ARGB(128,0,0,0)); sprintf(c, _("press [] to refresh").c_str()); unsigned int len = 4 + itemFont->GetStringWidth(c); itemFont->DrawString(c,SCREEN_WIDTH-len,SCREEN_HEIGHT-12); if (shop) shop->Render(); if (mStage == STAGE_SHOP_MENU && menu){ menu->Render(); } } void GameStateShop::ButtonPressed(int controllerId, int controlId) { switch (controllerId){ case 10: if (shop) shop->pricedialog(controlId); break; case 11: if (controlId == 12){ if (shop) shop->saveAll(); mParent->SetNextState(GAME_STATE_MENU); }else{ mStage = STAGE_SHOP_SHOP; } break; } }