Gives the user the opportunity to earn some credits for performing various tasks.
Known bugs removed, tested stability-wise, not so much game-wise.
Lots of to-dos and ideas still remaining, better balance between task difficulty and their rewards needed - please comment.
Usage:
Enter shop, open menu, select 'See available tasks'.
All tasks in the list are active, until they expire ('Days left'; day passes after each duel (won, lost or quited)).
You can finish any of the tasks and get bonus. For particular task, the bonus gets a bit smaller every day (until expiration).
227 lines
5.9 KiB
C++
227 lines
5.9 KiB
C++
#ifndef _GAME_OPTIONS_H_
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#define _GAME_OPTIONS_H_
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#include <map>
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#include <string>
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using std::map;
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using std::string;
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#include <JGE.h>
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#include <time.h>
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#include "../include/SimplePad.h"
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#include "../include/GameApp.h"
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#define GLOBAL_SETTINGS RESPATH"/settings/options.txt"
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#define PLAYER_SAVEFILE "data.dat"
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#define PLAYER_SETTINGS "options.txt"
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#define PLAYER_COLLECTION "collection.dat"
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#define PLAYER_TASKS "tasks.dat"
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#define SECRET_PROFILE "Maxglee"
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#define INVALID_OPTION -1
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class Options {
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public:
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friend class GameSettings;
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enum {
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//Global settings
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ACTIVE_PROFILE,
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LANG,
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LAST_GLOBAL = LANG, //This must be the value above, to keep ordering.
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//Values /must/ match ordering in optionNames, or everything loads wrong.
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//Profile settings
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ACTIVE_THEME,
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ACTIVE_MODE,
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MUSICVOLUME,
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SFXVOLUME,
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DIFFICULTY,
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CHEATMODE,
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OSD,
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CLOSEDHAND,
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HANDDIRECTION,
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MANADISPLAY,
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REVERSETRIGGERS,
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DISABLECARDS,
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INTERRUPT_SECONDS,
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//My interrupts
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INTERRUPTMYSPELLS,
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INTERRUPTMYABILITIES,
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//Other interrupts
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INTERRUPT_BEFOREBEGIN,
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INTERRUPT_UNTAP,
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INTERRUPT_UPKEEP,
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INTERRUPT_DRAW,
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INTERRUPT_FIRSTMAIN,
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INTERRUPT_BEGINCOMBAT,
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INTERRUPT_ATTACKERS,
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INTERRUPT_BLOCKERS,
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INTERRUPT_DAMAGE,
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INTERRUPT_ENDCOMBAT,
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INTERRUPT_SECONDMAIN,
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INTERRUPT_ENDTURN,
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INTERRUPT_CLEANUP,
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INTERRUPT_AFTEREND,
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BEGIN_AWARDS, //Options after this use the GameOptionAward struct, which includes a timestamp.
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DIFFICULTY_MODE_UNLOCKED = BEGIN_AWARDS,
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MOMIR_MODE_UNLOCKED,
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EVILTWIN_MODE_UNLOCKED,
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RANDOMDECK_MODE_UNLOCKED,
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LAST_NAMED, //Any option after this does not look up in optionNames.
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SET_UNLOCKS = LAST_NAMED + 1, //For sets.
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};
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static int optionSet(int setID);
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static int optionInterrupt(int gamePhase);
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static int getID(string name);
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static string getName(int option);
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private:
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static const char* optionNames[];
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};
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class GameOption {
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public:
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virtual ~GameOption() {};
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int number;
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string str;
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//All calls to asColor should include a fallback color for people without a theme.
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PIXEL_TYPE asColor(PIXEL_TYPE fallback = ARGB(255,255,255,255));
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virtual bool isDefault(); //Returns true when number is 0 and string is "" or "Default"
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virtual string menuStr(); //The string we'll use for GameStateOptions.
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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GameOption(int value = 0);
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GameOption(string);
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GameOption(int, string);
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};
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struct EnumDefinition {
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int findIndex(int value);
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typedef pair<int, string> assoc;
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vector<assoc> values;
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};
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class GameOptionEnum: public GameOption {
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public:
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virtual string menuStr();
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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EnumDefinition * def;
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};
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class GameOptionAward: public GameOption {
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public:
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GameOptionAward();
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virtual string menuStr();
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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virtual bool giveAward(); //Returns false if already awarded
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virtual bool isViewed();
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virtual void setViewed(bool v = true) {viewed = v;};
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private:
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time_t achieved; //When was it awarded?
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bool viewed; //Flag it as "New!" or not.
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};
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class OptionVolume: public EnumDefinition{
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public:
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enum { MUTE = 0, MAX = 100 };
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionVolume();
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static OptionVolume mDef;
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};
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class OptionClosedHand: public EnumDefinition {
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public:
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enum { INVISIBLE = 0, VISIBLE = 1 };
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionClosedHand();
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static OptionClosedHand mDef;
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};
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class OptionHandDirection: public EnumDefinition {
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public:
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enum { VERTICAL = 0, HORIZONTAL = 1};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionHandDirection();
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static OptionHandDirection mDef;
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};
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class OptionManaDisplay: public EnumDefinition {
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public:
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enum { DYNAMIC = 0, STATIC = 1, BOTH = 2};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionManaDisplay();
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static OptionManaDisplay mDef;
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};
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class OptionDifficulty: public EnumDefinition {
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public:
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enum { NORMAL = 0, HARD = 1, HARDER = 2, EVIL = 3};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionDifficulty();
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static OptionDifficulty mDef;
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};
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class GameOptions {
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public:
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string mFilename;
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int save();
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int load();
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GameOption * get(int);
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GameOption& operator[](int);
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GameOptions(string filename);
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~GameOptions();
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private:
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vector<GameOption*> values;
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vector<string> unknown;
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};
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class GameSettings{
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public:
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friend class GameApp;
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GameSettings();
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~GameSettings();
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int save();
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SimplePad * keypadStart(string input, string * _dest = NULL, bool _cancel=true, bool _numpad=false, int _x = SCREEN_WIDTH/2, int _y = SCREEN_HEIGHT/2);
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string keypadFinish();
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void keypadShutdown();
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void keypadTitle(string set);
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bool keypadActive() {if(keypad) return keypad->isActive(); return false;};
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void keypadUpdate(float dt) {if(keypad) keypad->Update(dt);};
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void keypadRender() {if(keypad) keypad->Render();};
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bool newAward();
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//These return a filepath accurate to the current mode/profile/theme, and can
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//optionally fallback to a file within a certain directory.
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//The sanity=false option returns the adjusted path even if the file doesn't exist.
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string profileFile(string filename="", string fallback="", bool sanity=false,bool relative=false);
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void reloadProfile(bool images = true); //Reloads profile using current options[ACTIVE_PROFILE]
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void checkProfile(); //Confirms that a profile is loaded and contains a collection.
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void createUsersFirstDeck(int setId);
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GameOption * get(int);
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GameOption& operator[](int);
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GameOptions* profileOptions;
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GameOptions* globalOptions;
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static GameOption invalid_option;
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private:
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GameApp * theGame;
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SimplePad * keypad;
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};
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extern GameSettings options;
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#endif |