this update requires you to update your rules folder files!!! 2nd added 2 new vanguard game modes. Stone Hewer Basic - when ever a creature enters play, a random equipment with a converted mana cost less than or equal to that creature is put into play and attached to it. this mode is unlockable, requirement = win a match where 10 or more equipment were in the battlefeild at the moment you won. Hermit Druid basic- in this game mode, during each of the players upkeeps, a random land card from their deck is placed into the battlefield, these do not count against your 1 land per turn limit. to unlock this, win any match with less then 10 lands.
430 lines
8.4 KiB
C++
430 lines
8.4 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 "SimplePad.h"
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#define GLOBAL_SETTINGS "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 WStyle;
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class StyleManager;
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class Player;
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class GameApp;
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class Options
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{
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public:
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friend class GameSettings;
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enum
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{
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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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OPTIMIZE_HAND,
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CHEATMODEAIDECK,
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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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MAX_GRADE,
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ASPHASES,
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FIRSTPLAYER,
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KICKERPAYMENT,
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ECON_DIFFICULTY,
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TRANSITIONS,
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GUI_STYLE,
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INTERRUPT_SECONDS,
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KEY_BINDINGS,
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AIDECKS_UNLOCKED,
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//My interrupts
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INTERRUPTMYSPELLS,
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INTERRUPTMYABILITIES,
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SAVEDETAILEDDECKINFO,
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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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STONEHEWER_MODE_UNLOCKED,
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HERMIT_MODE_UNLOCKED,
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EVILTWIN_MODE_UNLOCKED,
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RANDOMDECK_MODE_UNLOCKED,
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AWARD_COLLECTOR,
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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 string optionNames[];
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};
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class GameOption
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{
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public:
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virtual ~GameOption()
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{
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}
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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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{
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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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{
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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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{
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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)
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{
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viewed = v;
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}
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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 GameOptionKeyBindings : public GameOption
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{
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virtual bool read(string input);
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virtual bool write(std::ofstream*, string);
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};
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class OptionVolume : public EnumDefinition
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{
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public:
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enum
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{
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MUTE = 0,
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MAX = 100
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};
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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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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{
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public:
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enum
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{
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INVISIBLE = 0,
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VISIBLE = 1
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};
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static EnumDefinition* getInstance()
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{
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return &mDef;
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}
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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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{
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public:
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enum
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{
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VERTICAL = 0,
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HORIZONTAL = 1
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};
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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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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{
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public:
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enum
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{
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DYNAMIC = 0,
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STATIC = 1,
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NOSTARSDYNAMIC = 2,
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BOTH = 3
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};
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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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 OptionMaxGrade : public EnumDefinition
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{
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public:
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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OptionMaxGrade();
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static OptionMaxGrade mDef;
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};
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class OptionASkipPhase : public EnumDefinition
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{
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public:
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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OptionASkipPhase();
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static OptionASkipPhase mDef;
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};
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class OptionWhosFirst : public EnumDefinition
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{
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public:
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enum
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{
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WHO_P = 0,
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WHO_O = 1,
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WHO_R = 2
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};
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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OptionWhosFirst();
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static OptionWhosFirst mDef;
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};
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class OptionKicker : public EnumDefinition
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{
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public:
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enum
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{
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KICKER_ALWAYS = 0,
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KICKER_CHOICE = 1,
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};
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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OptionKicker();
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static OptionKicker mDef;
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};
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class OptionEconDifficulty : public EnumDefinition
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{
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public:
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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OptionEconDifficulty();
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static OptionEconDifficulty mDef;
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};
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class OptionDifficulty: public EnumDefinition
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{
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public:
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enum
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{
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NORMAL = 0,
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HARD = 1,
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HARDER = 2,
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EVIL = 3
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};
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static EnumDefinition* getInstance()
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{
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return &mDef;
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}
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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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{
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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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{
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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()
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{
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if(keypad)
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return keypad->isActive();
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return false;
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}
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void keypadUpdate(float dt)
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{
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if(keypad)
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keypad->Update(dt);
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}
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void keypadRender()
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{
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if(keypad)
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keypad->Render();
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}
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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(); //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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WStyle * getStyle();
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StyleManager * getStyleMan();
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void automaticStyle(Player* p1, Player* p2);
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private:
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GameApp* theGame;
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SimplePad* keypad;
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StyleManager* styleMan;
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};
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extern GameSettings options;
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#endif
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