#include #include "../include/config.h" #include "../include/GameStateMenu.h" #include "../include/MenuItem.h" #include "../include/GameOptions.h" #include "../include/GameApp.h" #include "../include/MTGCard.h" #include "../include/Translate.h" #include "../include/DeckStats.h" #include "../include/PlayerData.h" #include "../include/utils.h" #include "../include/DeckDataWrapper.h" static const char* GAME_VERSION = "WTH?! 0.8.1 - by wololo"; #define DEFAULT_ANGLE_MULTIPLIER 0.4 #define MAX_ANGLE_MULTIPLIER (3*M_PI) #define MIN_ANGLE_MULTIPLIER 0.4 static const double STEP_ANGLE_MULTIPLIER = 0.0002; enum ENUM_MENU_STATE_MAJOR { MENU_STATE_MAJOR_MAINMENU = 0x01, MENU_STATE_MAJOR_SUBMENU = 0x02, MENU_STATE_MAJOR_LOADING_MENU = 0x03, MENU_STATE_MAJOR_LOADING_CARDS = 0x04, MENU_STATE_MAJOR_FIRST_TIME = 0x05, MENU_STATE_MAJOR_DUEL = 0x06, MENU_STATE_MAJOR = 0xFF }; enum ENUM_MENU_STATE_MINOR { MENU_STATE_MINOR_NONE = 0, MENU_STATE_MINOR_SUBMENU_CLOSING = 0x100, MENU_STATE_MINOR = 0xF00 }; enum { MENUITEM_PLAY, MENUITEM_DECKEDITOR, MENUITEM_SHOP, MENUITEM_OPTIONS, MENUITEM_EXIT, SUBMENUITEM_1PLAYER, SUBMENUITEM_2PLAYER, SUBMENUITEM_DEMO, SUBMENUITEM_CANCEL, SUBMENUITEM_TESTSUITE, SUBMENUITEM_MOMIR, SUBMENUITEM_CLASSIC, SUBMENUITEM_RANDOM1, SUBMENUITEM_RANDOM2, }; GameStateMenu::GameStateMenu(GameApp* parent): GameState(parent) { mGuiController = NULL; subMenuController = NULL; gameTypeMenu = NULL; mSplash = NULL; mBg = NULL; mMovingW = NULL; //bgMusic = NULL; timeIndex = 0; angleMultiplier = MIN_ANGLE_MULTIPLIER; yW = 55; mVolume = 0; scroller = NULL; } GameStateMenu::~GameStateMenu() {} void GameStateMenu::Create() { mDip = NULL; mReadConf = 0; mCurrentSetName[0] = 0; //load all the icon images. Menu icons are managed, so we can do this here. int n = 0; char buf[512]; for (int i=0;i<5;i++){ for (int j=0;j<2;j++){ sprintf(buf,"menuicons%d%d",i,j); mIcons[n] = resources.RetrieveQuad("menuicons.png", 2 + i*36, 2 + j*36, 32, 32,buf); mIcons[n]->SetHotSpot(16,16); n++; } } JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT); mFont->SetColor(options[Metrics::LOADING_TC].asColor()); mGuiController = NEW JGuiController(100, this); if (mGuiController) { mGuiController->Add(NEW MenuItem(MENUITEM_PLAY, mFont, "Play", 80, 50 + SCREEN_HEIGHT/2, mIcons[8], mIcons[9],"graphics/particle1.psi",resources.GetQuad("particles"), true)); mGuiController->Add(NEW MenuItem(MENUITEM_DECKEDITOR, mFont, "Deck Editor", 160, 50 + SCREEN_HEIGHT/2, mIcons[2], mIcons[3],"graphics/particle2.psi",resources.GetQuad("particles"))); mGuiController->Add(NEW MenuItem(MENUITEM_SHOP, mFont, "Shop", 240, 50 + SCREEN_HEIGHT/2, mIcons[0], mIcons[1],"graphics/particle3.psi",resources.GetQuad("particles"))); mGuiController->Add(NEW MenuItem(MENUITEM_OPTIONS, mFont, "Options", 320, 50 + SCREEN_HEIGHT/2, mIcons[6], mIcons[7],"graphics/particle4.psi",resources.GetQuad("particles"))); mGuiController->Add(NEW MenuItem(MENUITEM_EXIT, mFont, "Exit", 400, 50 + SCREEN_HEIGHT/2, mIcons[4], mIcons[5],"graphics/particle5.psi",resources.GetQuad("particles"))); } currentState = MENU_STATE_MAJOR_LOADING_CARDS | MENU_STATE_MINOR_NONE; scroller = NEW TextScroller(resources.GetJLBFont(Constants::MAIN_FONT), SCREEN_WIDTH/2 - 90 , SCREEN_HEIGHT-17,180); scrollerSet = 0; } void GameStateMenu::Destroy() { SAFE_DELETE(mGuiController); SAFE_DELETE(subMenuController); SAFE_DELETE(gameTypeMenu); resources.Release(bgTexture); resources.Release(movingWTexture); SAFE_DELETE(scroller); } void GameStateMenu::Start(){ subMenuController = NULL; if (GameApp::HasMusic && !GameApp::music && options[Options::MUSICVOLUME].number > 0){ GameApp::music = resources.ssLoadMusic("Track0.mp3"); JSoundSystem::GetInstance()->PlayMusic(GameApp::music, true); } if (GameApp::HasMusic && GameApp::music && options[Options::MUSICVOLUME].number == 0){ JSoundSystem::GetInstance()->StopMusic(GameApp::music); SAFE_DELETE(GameApp::music); } hasChosenGameType = 1; if (options[Options::MOMIR_MODE_UNLOCKED].number) hasChosenGameType = 0; if (options[Options::RANDOMDECK_MODE_UNLOCKED].number) hasChosenGameType = 0; bgTexture = resources.RetrieveTexture("menutitle.png", RETRIEVE_VRAM); movingWTexture = resources.RetrieveTexture("movingW.png", RETRIEVE_VRAM); mBg = resources.RetrieveQuad("menutitle.png", 0, 0, 256, 166); // Create background quad for rendering. mMovingW = resources.RetrieveQuad("movingW.png", 2, 2, 84, 62); mBg->SetHotSpot(105,50); mMovingW->SetHotSpot(72,16); JRenderer::GetInstance()->ResetPrivateVRAM(); JRenderer::GetInstance()->EnableVSync(true); //How many cards total ? PlayerData * playerdata = NEW PlayerData(mParent->collection); if(playerdata && !options[Options::ACTIVE_PROFILE].isDefault()) sprintf(nbcardsStr, "%s: %i cards (%i)", options[Options::ACTIVE_PROFILE].str.c_str(), playerdata->collection->totalCards(), mParent->collection->totalCards()); else sprintf(nbcardsStr, "Database: %i cards", mParent->collection->totalCards()); SAFE_DELETE(playerdata); #if defined DEBUG_CACHE /*resources.ClearUnlocked(); //So we can tell if we've any extra locks. if(!resources.menuCached) resources.menuCached = resources.CountCached(); if(resources.CountCached() != resources.menuCached){ char buf[512]; unsigned int i = resources.CountCached()-resources.menuCached; sprintf(buf,"Warning: %u leftover locked items.",i); resources.debugMessage = buf; } */ #endif } void GameStateMenu::fillScroller(){ scroller->Reset(); char buffer[4096]; char buff2[512]; DeckStats * stats = DeckStats::GetInstance(); int totalGames = 0; for (int j=1; j<6; j++){ sprintf(buffer, "stats/player_deck%i.txt",j); string deckstats = options.profileFile(buffer); if(fileExists(deckstats.c_str())){ stats->load(deckstats.c_str()); int percentVictories = stats->percentVictories(); sprintf(buff2, _("You have a %i%% victory ratio with Deck%i").c_str(),percentVictories,j); scroller->Add(buff2); int nbGames = stats->nbGames(); totalGames+= nbGames; sprintf(buff2, _("You have played %i games with Deck%i").c_str(),nbGames,j); scroller->Add(buff2); } } if (totalGames){ sprintf(buff2, _("You have played a total of %i games").c_str(),totalGames); scroller->Add(buff2); } if (!options[Options::DIFFICULTY_MODE_UNLOCKED].number) scroller->Add(_("Unlock the difficult mode for more challenging duels!")); if (!options[Options::MOMIR_MODE_UNLOCKED].number) scroller->Add(_("Interested in playing Momir Basic? You'll have to unlock it first :)")); if (!options[Options::RANDOMDECK_MODE_UNLOCKED].number) scroller->Add(_("You haven't locked the random deck mode yet")); if (!options[Options::EVILTWIN_MODE_UNLOCKED].number) scroller->Add(_("You haven't unlocked the evil twin mode yet")); if (!options[Options::RANDOMDECK_MODE_UNLOCKED].number) scroller->Add(_("You haven't unlocked the random deck mode yet")); if (!options[Options::EVILTWIN_MODE_UNLOCKED].number) scroller->Add(_("You haven't unlocked the evil twin mode yet")); //Unlocked sets int nbunlocked = 0; for (int i = 0; i < MtgSets::SetsList->nb_items; i++){ if (1 == options[Options::optionSet(i)].number) nbunlocked++; } sprintf(buff2, _("You have unlocked %i expansions out of %i").c_str(),nbunlocked, MtgSets::SetsList->nb_items); scroller->Add(buff2); DeckDataWrapper* ddw = NEW DeckDataWrapper(NEW MTGDeck(options.profileFile(PLAYER_COLLECTION).c_str(), mParent->collection)); int totalCards = ddw->getCount(); if (totalCards){ sprintf(buff2, _("You have a total of %i cards in your collection").c_str(),totalCards); scroller->Add(buff2); int estimatedValue = ddw->totalPrice(); sprintf(buff2, _("The shopkeeper would buy your entire collection for around %i credits").c_str(),estimatedValue/2); scroller->Add(buff2); sprintf(buff2, _("The cards in your collection have an average value of %i credits").c_str(),estimatedValue/totalCards); scroller->Add(buff2); } delete ddw; PlayerData * playerdata = NEW PlayerData(mParent->collection); sprintf(buff2, _("You currently have %i credits").c_str(),playerdata->credits); SAFE_DELETE(playerdata); scroller->Add(buff2); scroller->Add(_("More cards and mods at http://wololo.net/wagic")); scroller->Add(_("These stats will be updated next time you run Wagic")); scrollerSet = 1; scroller->setRandom(); } void GameStateMenu::resetDirectory(){ if(mDip != NULL) { closedir(mDip); mDip = NULL; } } int GameStateMenu::nextDirectory(const char * root, const char * file){ int found = 0; if (!mDip){ mDip = opendir(root); } while (!found && (mDit = readdir(mDip))){ sprintf(mCurrentSetFileName, "%s/%s/%s", root, mDit->d_name, file); std::ifstream file(mCurrentSetFileName); if(file){ sprintf(mCurrentSetName, "%s", mDit->d_name); file.close(); found = 1; } } if (!mDit) { closedir(mDip); mDip = NULL; } return found; } void GameStateMenu::End() { JRenderer::GetInstance()->EnableVSync(false); resources.Release(bgTexture); resources.Release(movingWTexture); resources.Release(mBg); resources.Release(mMovingW); } void GameStateMenu::Update(float dt) { timeIndex += dt * 2; switch (MENU_STATE_MAJOR & currentState) { case MENU_STATE_MAJOR_LOADING_CARDS : if (mReadConf){ mParent->collection->load(mCurrentSetFileName, mCurrentSetName); }else{ mReadConf = 1; } if (!nextDirectory(RESPATH"/sets/","_cards.dat")){ //Force default, if necessary. if(options[Options::ACTIVE_PROFILE].str == "") options[Options::ACTIVE_PROFILE].str = "Default"; //check for deleted collection / first-timer std::ifstream file(options.profileFile(PLAYER_COLLECTION).c_str()); if(file){ file.close(); resources.Release(mSplash); currentState = MENU_STATE_MAJOR_MAINMENU | MENU_STATE_MINOR_NONE; }else{ currentState = MENU_STATE_MAJOR_FIRST_TIME | MENU_STATE_MINOR_NONE; } //Reload list of unlocked sets, now that we know about the sets. options.reloadProfile(false); //List active profile and database size. PlayerData * playerdata = NEW PlayerData(mParent->collection); if(playerdata && !options[Options::ACTIVE_PROFILE].isDefault()) sprintf(nbcardsStr, "%s: %i cards (%i)", options[Options::ACTIVE_PROFILE].str.c_str(), playerdata->collection->totalCards(), mParent->collection->totalCards()); else sprintf(nbcardsStr, "Database: %i cards", mParent->collection->totalCards()); SAFE_DELETE(playerdata); resetDirectory(); } break; case MENU_STATE_MAJOR_FIRST_TIME : currentState = MENU_STATE_MAJOR_MAINMENU | MENU_STATE_MINOR_NONE; options.checkProfile(); //Handles building a new deck, if needed. break; case MENU_STATE_MAJOR_MAINMENU : if (!scrollerSet) fillScroller(); if (NULL != mGuiController) mGuiController->Update(dt); break; case MENU_STATE_MAJOR_SUBMENU : subMenuController->Update(dt); mGuiController->Update(dt); break; case MENU_STATE_MAJOR_DUEL : if (MENU_STATE_MINOR_NONE == (currentState & MENU_STATE_MINOR)) { if (!hasChosenGameType){ currentState = MENU_STATE_MAJOR_SUBMENU; JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT); subMenuController = NEW SimpleMenu(102, this, mFont, 150,60); if (subMenuController){ subMenuController->Add(SUBMENUITEM_CLASSIC,"Classic"); if (options[Options::MOMIR_MODE_UNLOCKED].number) subMenuController->Add(SUBMENUITEM_MOMIR, "Momir Basic"); if (options[Options::RANDOMDECK_MODE_UNLOCKED].number){ subMenuController->Add(SUBMENUITEM_RANDOM1, "Random 1 Color"); subMenuController->Add(SUBMENUITEM_RANDOM2, "Random 2 Colors"); } subMenuController->Add(SUBMENUITEM_CANCEL, "Cancel"); } }else{ mParent->SetNextState(GAME_STATE_DUEL); currentState = MENU_STATE_MAJOR_MAINMENU; } } } switch (MENU_STATE_MINOR & currentState) { case MENU_STATE_MINOR_SUBMENU_CLOSING : if (subMenuController->closed) { SAFE_DELETE(subMenuController); currentState &= ~MENU_STATE_MINOR_SUBMENU_CLOSING; } else subMenuController->Update(dt); break; case MENU_STATE_MINOR_NONE : ;// Nothing to do. } if (yW <= 55) { if (mEngine->GetButtonState(PSP_CTRL_SQUARE)) angleMultiplier += STEP_ANGLE_MULTIPLIER; else angleMultiplier *= 0.9999; if (angleMultiplier > MAX_ANGLE_MULTIPLIER) angleMultiplier = MAX_ANGLE_MULTIPLIER; else if (angleMultiplier < MIN_ANGLE_MULTIPLIER) angleMultiplier = MIN_ANGLE_MULTIPLIER; if (mEngine->GetButtonState(PSP_CTRL_TRIANGLE) && (dt != 0)) { angleMultiplier = (cos(timeIndex)*angleMultiplier - M_PI/3 - 0.1 - angleW) / dt; yW = yW + 5*dt + (yW - 55) *5* dt; } else angleW = cos(timeIndex)*angleMultiplier - M_PI/3 - 0.1; } else { angleW += angleMultiplier * dt; yW = yW + 5*dt + (yW - 55) *5*dt; } scroller->Update(dt); } void GameStateMenu::Render() { JRenderer * renderer = JRenderer::GetInstance(); renderer->ClearScreen(ARGB(0,0,0,0)); JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT); if ((currentState & MENU_STATE_MAJOR) == MENU_STATE_MAJOR_LOADING_CARDS){ if(!mSplash) mSplash = resources.RetrieveQuad("splash.jpg"); if (mSplash){ renderer->RenderQuad(mSplash,0,0); }else{ char text[512]; sprintf(text, _("LOADING SET: %s").c_str(), mCurrentSetName); mFont->DrawString(text,SCREEN_WIDTH/2,SCREEN_HEIGHT/2,JGETEXT_CENTER); } }else{ mFont = resources.GetJLBFont(Constants::MAIN_FONT); PIXEL_TYPE colors[] = { ARGB(255, 3, 2, 0), ARGB(255, 8, 3, 0), ARGB(255,21,12, 0), ARGB(255,50,34, 0) }; renderer->FillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,colors); renderer->RenderQuad(mBg, SCREEN_WIDTH/2, 50); if (yW < 2*SCREEN_HEIGHT) renderer->RenderQuad(mMovingW, SCREEN_WIDTH/2 - 10, yW, angleW); if (mGuiController!=NULL) mGuiController->Render(); mFont->SetScale(DEFAULT_MAIN_FONT_SCALE); mFont->SetColor(options[Metrics::STATS_TC].asColor(ARGB(128,255,255,255))); mFont->DrawString(GAME_VERSION, SCREEN_WIDTH-10,5,JGETEXT_RIGHT); mFont->DrawString(nbcardsStr,10, 5); mFont->SetScale(1.f); mFont->SetColor(options[Metrics::SCROLLER_TC].asColor()); renderer->FillRoundRect(SCREEN_WIDTH/2 - 100,SCREEN_HEIGHT-20, 191,6,5,options[Metrics::SCROLLER_FC].asColor(ARGB(100,10,5,0))); scroller->Render(); if (subMenuController){ subMenuController->Render(); } } } void GameStateMenu::ButtonPressed(int controllerId, int controlId) { JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT); #if defined (WIN32) || defined (LINUX) char buf[4096]; sprintf(buf, "cnotrollerId: %i", controllerId); OutputDebugString(buf); #endif switch (controllerId){ case 101: options.createUsersFirstDeck(controlId); currentState = MENU_STATE_MAJOR_MAINMENU | MENU_STATE_MINOR_NONE; break; default: switch (controlId) { case MENUITEM_PLAY: subMenuController = NEW SimpleMenu(102, this, mFont, 150,60); if (subMenuController){ subMenuController->Add(SUBMENUITEM_1PLAYER,"1 Player"); subMenuController->Add(SUBMENUITEM_2PLAYER, "2 Players"); subMenuController->Add(SUBMENUITEM_DEMO,"Demo"); subMenuController->Add(SUBMENUITEM_CANCEL, "Cancel"); #ifdef TESTSUITE subMenuController->Add(SUBMENUITEM_TESTSUITE, "Test Suite"); #endif currentState = MENU_STATE_MAJOR_SUBMENU | MENU_STATE_MINOR_NONE; } break; case MENUITEM_DECKEDITOR: mParent->SetNextState(GAME_STATE_DECK_VIEWER); break; case MENUITEM_SHOP: mParent->SetNextState(GAME_STATE_SHOP); break; case MENUITEM_OPTIONS: mParent->SetNextState(GAME_STATE_OPTIONS); break; case MENUITEM_EXIT: mEngine->End(); break; case SUBMENUITEM_1PLAYER: mParent->players[0] = PLAYER_TYPE_HUMAN; mParent->players[1] = PLAYER_TYPE_CPU; subMenuController->Close(); currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING; break; case SUBMENUITEM_2PLAYER: mParent->players[0] = PLAYER_TYPE_HUMAN; mParent->players[1] = PLAYER_TYPE_HUMAN; subMenuController->Close(); currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING; break; case SUBMENUITEM_DEMO: mParent->players[0] = PLAYER_TYPE_CPU; mParent->players[1] = PLAYER_TYPE_CPU; subMenuController->Close(); currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING; break; case SUBMENUITEM_CANCEL: subMenuController->Close(); currentState = MENU_STATE_MAJOR_MAINMENU | MENU_STATE_MINOR_SUBMENU_CLOSING; break; case SUBMENUITEM_CLASSIC: this->hasChosenGameType = 1; mParent->gameType = GAME_TYPE_CLASSIC; subMenuController->Close(); currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING; break; case SUBMENUITEM_MOMIR: this->hasChosenGameType = 1; mParent->gameType = GAME_TYPE_MOMIR; subMenuController->Close(); currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING; break; case SUBMENUITEM_RANDOM1: this->hasChosenGameType = 1; mParent->gameType = GAME_TYPE_RANDOM1; subMenuController->Close(); currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING; break; case SUBMENUITEM_RANDOM2: this->hasChosenGameType = 1; mParent->gameType = GAME_TYPE_RANDOM2; subMenuController->Close(); currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING; break; #ifdef TESTSUITE case SUBMENUITEM_TESTSUITE: mParent->players[0] = PLAYER_TYPE_TESTSUITE; mParent->players[1] = PLAYER_TYPE_TESTSUITE; subMenuController->Close(); currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING; break; #endif } break; } } ostream& GameStateMenu::toString(ostream& out) const { return out << "GameStateMenu ::: scroller : " << scroller << " ; scrollerSet : " << scrollerSet << " ; mGuiController : " << mGuiController << " ; subMenuController : " << subMenuController << " ; gameTypeMenu : " << gameTypeMenu << " ; hasChosenGameType : " << hasChosenGameType << " ; mIcons : " << mIcons << " ; bgTexture : " << bgTexture << " ; movingWTexture : " << movingWTexture << " ; mBg : " << mBg << " ; mMovingW : " << mMovingW << " ; mCreditsYPos : " << mCreditsYPos << " ; currentState : " << currentState << " ; mVolume : " << mVolume << " ; nbcardsStr : " << nbcardsStr << " ; mDip : " << mDip << " ; mDit : " << mDit << " ; mCurrentSetName : " << mCurrentSetName << " ; mCurrentSetFileName : " << mCurrentSetFileName << " ; mReadConf : " << mReadConf << " ; timeIndex : " << timeIndex << " ; angleMultiplier : " << angleMultiplier << " ; angleW : " << angleW << " ; yW : " << yW; }