Files
wagic/projects/mtg/src/GameStateDuel.cpp
T
omegablast2002@yahoo.com 29fc58388d Added 2 new cheats, "Optimize starting hand" and "Unlock all Ai decks"
added new mana display option "No Glitter" acciddently(?) lost "both" options somehow.
the new "no glitter mana display is basically "eye candy without particle effects" on PC created 2000 mana...no FPS drop...on PSP created an EXTREMELY large amount of mana before i noticed an FPS drop of any kind, this is dramatically better then 
what was in previous rev, create 20 mana and crash.

if someone could figure out how i manage to lose the "Both" option, please explain to me why it wasnt showing up, i spent 2 hours trying to get it back.

both "optimize starting hand" and "Unlock all Ai Decks" appear in options under the option to "enable cheats"

optimize gives you decent starting hands, and Unlock all Ai decks is basically just a bypass options for the unlock deck mode varible wololo added.

tweaked abilitygranting Eff in Ai lessons to be divided by the number of cards in hand, this will mean Ai will tend to focus on using mana to cast spells instead of using them to grant abilities, until theres only 1 or less cards in hand, at this point it will go all out. there is a splash of randomness in Ai so it will still often do whatever it freaking wants lol, you should notice a proformence increase from Ai in this aspect. no more giving unblockable to a creature in 2nd main.

please note, one of the recent previous revs broke cheat mode "unlock cards" in deck editor, i filed a bug report. its a probelm i was not able to fix myself so there is no fix included in this rev....i came across the bug while testing cheat mode stuff.
2010-11-28 20:55:04 +00:00

808 lines
26 KiB
C++

#include "PrecompiledHeader.h"
#include "DeckMenu.h"
#include "GameStateDuel.h"
#include "GameOptions.h"
#include "utils.h"
#include "AIPlayer.h"
#include "AIMomirPlayer.h"
#include "PlayerData.h"
#include "DeckStats.h"
#include "DeckManager.h"
#include "DeckMetaData.h"
#include "MTGRules.h"
#include "Credits.h"
#include "Translate.h"
#include "Rules.h"
#ifdef TESTSUITE
#include "TestSuiteAI.h"
#endif
#if defined (WIN32) || defined (LINUX)
#include <time.h>
#endif
const float MENU_FONT_SCALE = 1.0f;
enum ENUM_DUEL_STATE
{
DUEL_STATE_START,
DUEL_STATE_END,
DUEL_STATE_CHOOSE_DECK1,
DUEL_STATE_DECK1_DETAILED_INFO,
DUEL_STATE_DECK2_DETAILED_INFO,
DUEL_STATE_CHOOSE_DECK1_TO_2,
DUEL_STATE_CHOOSE_DECK2,
DUEL_STATE_CHOOSE_DECK2_TO_PLAY,
DUEL_STATE_ERROR_NO_DECK,
DUEL_STATE_CANCEL,
DUEL_STATE_PLAY,
DUEL_STATE_BACK_TO_MAIN_MENU,
DUEL_STATE_MENU,
DUEL_STATE_ERROR
};
enum ENUM_DUEL_MENUS
{
DUEL_MENU_GAME_MENU,
DUEL_MENU_CHOOSE_DECK,
DUEL_MENU_CHOOSE_OPPONENT,
DUEL_MENU_DETAILED_DECK1_INFO,
DUEL_MENU_DETAILED_DECK2_INFO
};
int GameStateDuel::selectedPlayerDeckId = 0;
int GameStateDuel::selectedAIDeckId = 0;
GameStateDuel::GameStateDuel(GameApp* parent) :
GameState(parent)
{
for (int i = 0; i < 2; i++)
{
deck[i] = NULL;
mPlayers[i] = NULL;
}
premadeDeck = false;
game = NULL;
deckmenu = NULL;
opponentMenu = NULL;
menu = NULL;
popupScreen = NULL;
#ifdef TESTSUITE
testSuite = NULL;
#endif
credits = NULL;
rules = NULL;
}
GameStateDuel::~GameStateDuel()
{
End();
}
void GameStateDuel::Start()
{
JRenderer * renderer = JRenderer::GetInstance();
renderer->EnableVSync(true);
OpponentsDeckid = 0;
#ifdef TESTSUITE
SAFE_DELETE(testSuite);
testSuite = NEW TestSuite(JGE_GET_RES("test/_tests.txt").c_str(),mParent->collection);
#endif
mGamePhase = DUEL_STATE_CHOOSE_DECK1;
credits = NEW Credits();
menu = NULL;
int decksneeded = 0;
for (int i = 0; i < 2; i++)
{
if (mParent->players[i] == PLAYER_TYPE_HUMAN)
{
decksneeded = 1;
deckmenu = NEW DeckMenu(DUEL_MENU_CHOOSE_DECK, this, Fonts::OPTION_FONT, "Choose a Deck",
GameStateDuel::selectedPlayerDeckId, true);
deckmenu->enableDisplayDetailsOverride();
DeckManager *deckManager = DeckManager::GetInstance();
vector<DeckMetaData *> playerDeckList = getValidDeckMetaData(options.profileFile());
int nbDecks = playerDeckList.size();
if (nbDecks)
{
decksneeded = 0;
if (nbDecks > 1) deckmenu->Add(MENUITEM_RANDOM_PLAYER, "Random", "Play with a random deck.");
}
renderDeckMenu(deckmenu, playerDeckList);
// save the changes to the player deck list maintained in DeckManager
deckManager->updateMetaDataList(&playerDeckList, false);
playerDeckList.clear();
break;
}
}
if (deckmenu)
{
if (decksneeded)
{
//translate deck creating desc
Translator * t = Translator::GetInstance();
map<string, string>::iterator it = t->deckValues.find("Create your Deck!");
if (it != t->deckValues.end())
deckmenu->Add(MENUITEM_NEW_DECK, "Create your Deck!", it->second);
else
deckmenu->Add(MENUITEM_NEW_DECK, "Create your Deck!", "Highly recommended to get\nthe full Wagic experience!");
premadeDeck = true;
fillDeckMenu(deckmenu, JGE_GET_RES("player/premade"));
}
deckmenu->Add(MENUITEM_NEW_DECK, "New Deck...", "Create a new deck to play with.");
deckmenu->Add(MENUITEM_CANCEL, "Main Menu", "Return to Main Menu");
}
for (int i = 0; i < 2; ++i)
{
mPlayers[i] = NULL;
}
}
void GameStateDuel::loadPlayer(int playerId, int decknb, int isAI)
{
if (decknb)
{
if (!isAI)
{ //Human Player
char deckFile[255];
if (premadeDeck)
sprintf(deckFile, JGE_GET_RES("player/premade/deck%i.txt").c_str(), decknb);
else
sprintf(deckFile, "%s/deck%i.txt", options.profileFile().c_str(), decknb);
char deckFileSmall[255];
sprintf(deckFileSmall, "player_deck%i", decknb);
MTGDeck * tempDeck = NEW MTGDeck(deckFile, mParent->collection);
mPlayers[playerId] = NEW HumanPlayer(tempDeck, deckFile, deckFileSmall);
deck[playerId] = mPlayers[playerId]->game;
delete tempDeck;
}
else
{ //AI Player, chooses deck
AIPlayerFactory playerCreator;
Player * opponent = NULL;
if (playerId == 1) opponent = mPlayers[0];
mPlayers[playerId] = playerCreator.createAIPlayer(mParent->collection, opponent, decknb);
deck[playerId] = mPlayers[playerId]->game;
}
}
else
{ //Random deck
AIPlayerFactory playerCreator;
Player * opponent = NULL;
if (playerId == 1) opponent = mPlayers[0];
mPlayers[playerId] = playerCreator.createAIPlayer(mParent->collection, opponent);
deck[playerId] = mPlayers[playerId]->game;
}
}
void GameStateDuel::initRand(unsigned int seed)
{
if (!seed) seed = time(0);
srand(seed);
}
#ifdef TESTSUITE
void GameStateDuel::loadTestSuitePlayers()
{
if (!testSuite) return;
initRand(testSuite->seed);
SAFE_DELETE(game);
for (int i = 0; i < 2; i++)
{
mPlayers[i] = NEW TestSuiteAI(testSuite, i);
deck[i] = mPlayers[i]->game;
}
mParent->gameType = testSuite->gameType;
GameObserver::Init(mPlayers, 2);
game = GameObserver::GetInstance();
game->startGame(rules);
if (mParent->gameType == GAME_TYPE_MOMIR)
{
game->addObserver(NEW MTGMomirRule(-1, mParent->collection));
}
}
#endif
void GameStateDuel::End()
{
DebugTrace("Ending GameStateDuel");
JRenderer::GetInstance()->EnableVSync(false);
DeckManager::EndInstance();
if (mPlayers[0] && mPlayers[1]) // save the stats for the game
mPlayers[0]->End();
else
// clean up player object
SAFE_DELETE( mPlayers[0] );
GameObserver::EndInstance();
game = NULL;
premadeDeck = false;
for (int i = 0; i < 2; i++)
{
mPlayers[i] = NULL;
deck[i] = NULL;
}
SAFE_DELETE(credits);
SAFE_DELETE(rules);
SAFE_DELETE(menu);
SAFE_DELETE(opponentMenu);
SAFE_DELETE(deckmenu);
SAFE_DELETE(popupScreen);
#ifdef TESTSUITE
SAFE_DELETE(testSuite);
#endif
}
//TODO Move This to utils or ResourceManager. Don't we have more generic functions that can do that?
bool GameStateDuel::MusicExist(string FileName)
{
string filepath = JGE_GET_RES(resources.musicFile(FileName));
std::ifstream file(filepath.c_str());
if (file)
{
file.close();
return true;
}
else
return false;
}
void GameStateDuel::ensureOpponentMenu()
{
if (opponentMenu == NULL)
{
opponentMenu = NEW DeckMenu(DUEL_MENU_CHOOSE_OPPONENT, this, Fonts::OPTION_FONT, "Choose Opponent",
GameStateDuel::selectedAIDeckId, true);
opponentMenu->Add(MENUITEM_RANDOM_AI, "Random");
if (options[Options::EVILTWIN_MODE_UNLOCKED].number) opponentMenu->Add(MENUITEM_EVIL_TWIN, "Evil Twin", _(
"Can you play against yourself?").c_str());
DeckManager * deckManager = DeckManager::GetInstance();
vector<DeckMetaData*> opponentDeckList;
if(!options[Options::CHEATMODEAIDECK].number)
{
vector<DeckMetaData*> opponentDeckList = fillDeckMenu(opponentMenu, JGE_GET_RES("ai/baka"), "ai_baka", mPlayers[0], options[Options::AIDECKS_UNLOCKED].number);
}
else
{
vector<DeckMetaData*> opponentDeckList = fillDeckMenu(opponentMenu, JGE_GET_RES("ai/baka"), "ai_baka", mPlayers[0],1000);
}
deckManager->updateMetaDataList(&opponentDeckList, true);
opponentMenu->Add(MENUITEM_CANCEL, "Cancel", _("Choose a different player deck").c_str());
opponentDeckList.clear();
}
}
void GameStateDuel::Update(float dt)
{
switch (mGamePhase)
{
case DUEL_STATE_ERROR_NO_DECK:
if (JGE_BTN_OK == mEngine->ReadButton()) mParent->SetNextState(GAME_STATE_DECK_VIEWER);
break;
case DUEL_STATE_DECK1_DETAILED_INFO:
case DUEL_STATE_DECK2_DETAILED_INFO:
popupScreen->Update(dt);
break;
case DUEL_STATE_CHOOSE_DECK1:
if (mParent->gameType == GAME_TYPE_MOMIR)
{
rules = NEW Rules("momir.txt");
mGamePhase = DUEL_STATE_PLAY;
}
else if (mParent->gameType == GAME_TYPE_RANDOM1)
{
rules = NEW Rules("random1.txt");
mGamePhase = DUEL_STATE_PLAY;
}
else if (mParent->gameType == GAME_TYPE_RANDOM2)
{
rules = NEW Rules("random2.txt");
mGamePhase = DUEL_STATE_PLAY;
}
#ifdef TESTSUITE
else if (mParent->players[1] == PLAYER_TYPE_TESTSUITE)
{
if (testSuite && testSuite->loadNext())
{
rules = NEW Rules("testsuite.txt");
loadTestSuitePlayers();
mGamePhase = DUEL_STATE_PLAY;
testSuite->pregameTests();
testSuite->initGame();
}
else
{
if (!game)
{
mGamePhase = DUEL_STATE_ERROR;
}
else
{
mGamePhase = DUEL_STATE_END;
}
}
}
#endif
else
{
if (!rules) rules = NEW Rules("mtg.txt");
if (mParent->players[0] == PLAYER_TYPE_HUMAN)
{
if (!popupScreen || popupScreen->isClosed()) deckmenu->Update(dt);
}
else
{
loadPlayer(0);
mGamePhase = DUEL_STATE_CHOOSE_DECK2;
}
}
break;
case DUEL_STATE_CHOOSE_DECK1_TO_2:
if (deckmenu->isClosed())
mGamePhase = DUEL_STATE_CHOOSE_DECK2;
else
deckmenu->Update(dt);
break;
case DUEL_STATE_CHOOSE_DECK2:
if (mParent->players[1] == PLAYER_TYPE_HUMAN)
deckmenu->Update(dt);
else
{
if (mParent->players[0] == PLAYER_TYPE_HUMAN)
{
ensureOpponentMenu();
opponentMenu->Update(dt);
}
else
{
loadPlayer(1);
mGamePhase = DUEL_STATE_PLAY;
}
}
break;
case DUEL_STATE_CHOOSE_DECK2_TO_PLAY:
if (mParent->players[1] == PLAYER_TYPE_HUMAN)
{
if (deckmenu->isClosed())
mGamePhase = DUEL_STATE_PLAY;
else
deckmenu->Update(dt);
}
else
{
ensureOpponentMenu();
if (opponentMenu->isClosed())
mGamePhase = DUEL_STATE_PLAY;
else
opponentMenu->Update(dt);
}
break;
case DUEL_STATE_PLAY:
if (!game)
{
GameObserver::Init(mPlayers, 2);
game = GameObserver::GetInstance();
game->startGame(rules);
if (mParent->gameType == GAME_TYPE_MOMIR)
{
game->addObserver(NEW MTGMomirRule(-1, mParent->collection));
}
//start of in game music code
musictrack = "";
//check opponent id and choose the music track based on it
if (OpponentsDeckid)
{
char temp[4096];
sprintf(temp, "ai_baka_music%i.mp3", OpponentsDeckid);
musictrack.assign(temp);
}
else if (mParent->gameType == GAME_TYPE_CLASSIC)
musictrack = "ai_baka_music.mp3";
else if (mParent->gameType == GAME_TYPE_MOMIR)
musictrack = "ai_baka_music_momir.mp3";
else if (mParent->gameType == GAME_TYPE_RANDOM1 || mParent->gameType == GAME_TYPE_RANDOM2) musictrack
= "ai_baka_music_random.mp3";
if (!MusicExist(musictrack)) musictrack = "ai_baka_music.mp3";
GameApp::playMusic(musictrack);
}
game->Update(dt);
if (game->gameOver)
{
if (game->players[1]->playMode != Player::MODE_TEST_SUITE) credits->compute(game->players[0], game->players[1], mParent);
mGamePhase = DUEL_STATE_END;
#ifdef TESTSUITE
if (mParent->players[1] == PLAYER_TYPE_TESTSUITE)
{
if (testSuite->loadNext())
{
loadTestSuitePlayers();
mGamePhase = DUEL_STATE_PLAY;
testSuite->initGame();
}
else
mGamePhase = DUEL_STATE_END;
}
else
#endif
if (mParent->players[0] == PLAYER_TYPE_CPU && mParent->players[1] == PLAYER_TYPE_CPU)
{
End();
Start();
}
}
if (mEngine->GetButtonClick(JGE_BTN_MENU))
{
if (!menu)
{
menu = NEW SimpleMenu(DUEL_MENU_GAME_MENU, this, Fonts::MENU_FONT, SCREEN_WIDTH / 2 - 100, 25,
game->players[1]->deckName.c_str());
int cardsinhand = game->players[0]->game->hand->nb_cards;
//almosthumane - mulligan
if ((game->turn < 1) && (cardsinhand != 0) && game->currentGamePhase == Constants::MTG_PHASE_FIRSTMAIN
&& game->players[0]->game->inPlay->nb_cards == 0 && game->players[0]->game->graveyard->nb_cards == 0
&& game->players[0]->game->exile->nb_cards == 0) //1st Play Check
//IF there was no play at the moment automatically mulligan
{
menu->Add(MENUITEM_MULLIGAN, "Mulligan");
}
//END almosthumane - mulligan
menu->Add(MENUITEM_MAIN_MENU, "Back to main menu");
menu->Add(MENUITEM_CANCEL, "Cancel");
}
mGamePhase = DUEL_STATE_MENU;
}
break;
case DUEL_STATE_MENU:
menu->Update(dt);
break;
case DUEL_STATE_CANCEL:
menu->Update(dt);
if (menu->isClosed())
{
mGamePhase = DUEL_STATE_PLAY;
SAFE_DELETE(menu);
}
break;
case DUEL_STATE_BACK_TO_MAIN_MENU:
if (menu)
{
menu->Update(dt);
if (menu->isClosed())
{
PlayerData * playerdata = NEW PlayerData(mParent->collection);
playerdata->taskList->passOneDay();
playerdata->taskList->save();
SAFE_DELETE(playerdata);
SAFE_DELETE(menu);
}
}
mParent->DoTransition(TRANSITION_FADE, GAME_STATE_MENU);
break;
default:
if (JGE_BTN_OK == mEngine->ReadButton()) mParent->SetNextState(GAME_STATE_MENU);
}
}
void GameStateDuel::Render()
{
WFont * mFont = resources.GetWFont(Fonts::MAIN_FONT);
JRenderer * r = JRenderer::GetInstance();
r->ClearScreen(ARGB(0,0,0,0));
if (game) game->Render();
switch (mGamePhase)
{
case DUEL_STATE_END:
{
JRenderer * r = JRenderer::GetInstance();
r->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(200,0,0,0));
credits->Render();
#ifdef TESTSUITE
if (mParent->players[1] == PLAYER_TYPE_TESTSUITE)
{
r->ClearScreen(ARGB(255,0,0,0));
char buf[4096];
int nbFailed = testSuite->nbFailed;
int nbTests = testSuite->nbTests;
if (!nbFailed)
{
sprintf(buf, "All %i tests successful!", nbTests);
}
else
{
sprintf(buf, "%i tests out of %i FAILED!", nbFailed, nbTests);
}
mFont->SetColor(ARGB(255,255,255,255));
mFont->DrawString(buf,0,SCREEN_HEIGHT/2);
nbFailed = testSuite->nbAIFailed;
nbTests = testSuite->nbAITests;
if (nbTests)
{
if (!nbFailed)
{
sprintf(buf, "AI Tests: All %i tests successful!", nbTests);
}
else
{
sprintf(buf, "AI Tests: %i tests out of %i FAILED!", nbFailed, nbTests);
}
mFont->DrawString(buf,0,SCREEN_HEIGHT/2+20);
}
}
#endif
break;
}
case DUEL_STATE_ERROR:
{
r->ClearScreen(ARGB(200,0,0,0));
mFont->DrawString(_("AN ERROR OCCURRED, CHECK FILE NAMES").c_str(), 0, SCREEN_HEIGHT / 2);
break;
}
case DUEL_STATE_CHOOSE_DECK1:
case DUEL_STATE_CHOOSE_DECK1_TO_2:
case DUEL_STATE_CHOOSE_DECK2:
case DUEL_STATE_CHOOSE_DECK2_TO_PLAY:
case DUEL_STATE_DECK1_DETAILED_INFO:
case DUEL_STATE_DECK2_DETAILED_INFO:
if (mParent->gameType != GAME_TYPE_CLASSIC)
mFont->DrawString(_("LOADING DECKS").c_str(), 0, SCREEN_HEIGHT / 2);
else
{
if (opponentMenu)
opponentMenu->Render();
else if (deckmenu && !deckmenu->isClosed()) deckmenu->Render();
if (menu) menu->Render();
if (popupScreen && !popupScreen->isClosed()) popupScreen->Render();
}
break;
case DUEL_STATE_ERROR_NO_DECK:
mFont->DrawString(_("NO DECK AVAILABLE,").c_str(), 0, SCREEN_HEIGHT / 2);
mFont->DrawString(_("PRESS CIRCLE TO GO TO THE DECK EDITOR!").c_str(), 0, SCREEN_HEIGHT / 2 + 20);
break;
case DUEL_STATE_MENU:
case DUEL_STATE_CANCEL:
case DUEL_STATE_BACK_TO_MAIN_MENU:
if (game)
{
r->FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(100,0,0,0));
char buffer[4096];
sprintf(buffer, _("Turn:%i").c_str(), game->turn);
mFont->SetColor(ARGB(255,255,255,255));
mFont->DrawString(buffer, SCREEN_WIDTH / 2, 0, JGETEXT_CENTER);
}
if (menu) menu->Render();
}
}
void GameStateDuel::ButtonPressed(int controllerId, int controlId)
{
int deckNumber = controlId;
DeckManager * deckManager = DeckManager::GetInstance();
int aiDeckSize = deckManager->getAIDeckOrderList()->size();
switch (controllerId)
{
case DUEL_MENU_DETAILED_DECK1_INFO:
if ((popupScreen || deckmenu->showDetailsScreen()))
{
DeckMetaData* selectedDeck = deckmenu->getSelectedDeck();
if (!popupScreen->isClosed())
{
popupScreen->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK1;
SAFE_DELETE( popupScreen );
}
else
{
popupScreen->Update(selectedDeck);
popupScreen->Render();
}
}
break;
case DUEL_MENU_DETAILED_DECK2_INFO:
if ((popupScreen || opponentMenu->showDetailsScreen()))
{
DeckMetaData* selectedDeck = opponentMenu->getSelectedDeck();
if (!popupScreen->isClosed())
{
popupScreen->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK2_TO_PLAY;
SAFE_DELETE( popupScreen );
}
else
{
popupScreen->Update(selectedDeck);
popupScreen->Render();
}
}
break;
case DUEL_MENU_CHOOSE_OPPONENT:
switch (controlId)
{
case MENUITEM_RANDOM_AI:
loadPlayer(1);
opponentMenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK2_TO_PLAY;
break;
default:
// cancel option. return to player deck selection
if (controlId == MENUITEM_CANCEL)
{
opponentMenu->Close();
deckmenu->Close();
mParent->SetNextState(DUEL_STATE_CHOOSE_DECK1);
mGamePhase = DUEL_STATE_CHOOSE_DECK1;
break;
}
else if (controlId == MENUITEM_MORE_INFO && opponentMenu->showDetailsScreen())
{
DeckMetaData* selectedDeck = opponentMenu->getSelectedDeck();
if (!popupScreen)
{
popupScreen = NEW SimplePopup(DUEL_MENU_DETAILED_DECK2_INFO, this, Fonts::MAIN_FONT, "Detailed Information",
selectedDeck, mParent->collection);
popupScreen->Render();
selectedAIDeckId = selectedDeck->getDeckId();
}
else
{
popupScreen->Update(selectedDeck);
}
mGamePhase = DUEL_STATE_DECK2_DETAILED_INFO;
break;
}
else if (controlId == MENUITEM_MORE_INFO && !opponentMenu->showDetailsScreen())
{
// do nothing, ignore all key requests until popup is dismissed.
break;
}
else if (controlId != MENUITEM_EVIL_TWIN && aiDeckSize > 0) // evil twin
deckNumber = deckManager->getAIDeckOrderList()->at(controlId - 1)->getDeckId();
loadPlayer(1, deckNumber, 1);
OpponentsDeckid = deckNumber;
opponentMenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK2_TO_PLAY;
break;
}
break;
case DUEL_MENU_CHOOSE_DECK:
if (controlId == MENUITEM_RANDOM_PLAYER) // Random Player Deck Selection
{
vector<DeckMetaData *> * playerDeckList = deckManager->getPlayerDeckOrderList();
deckNumber = playerDeckList->at(WRand() * 1001 % (playerDeckList->size()))->getDeckId();
loadPlayer(0, deckNumber);
deckmenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK2_TO_PLAY;
break;
}
else if (controlId == MENUITEM_MAIN_MENU || controlId == MENUITEM_CANCEL) // user clicked on "Cancel"
{
if (deckmenu) deckmenu->Close();
mGamePhase = DUEL_STATE_BACK_TO_MAIN_MENU;
break;
}
else if (controlId == MENUITEM_MORE_INFO && deckmenu->showDetailsScreen())
{
DeckMetaData* selectedDeck = deckmenu->getSelectedDeck();
if (!popupScreen)
{
popupScreen = NEW SimplePopup(DUEL_MENU_DETAILED_DECK1_INFO, this, Fonts::MAIN_FONT, "Detailed Information",
selectedDeck, mParent->collection);
popupScreen->Render();
selectedPlayerDeckId = deckmenu->getSelectedDeckId();
}
else
{
popupScreen->Update(selectedDeck);
}
mGamePhase = DUEL_STATE_DECK1_DETAILED_INFO;
break;
}
else if (controlId == MENUITEM_MORE_INFO)
{
// do nothing
break;
}
if (controlId < 0)
{
mParent->SetNextState(GAME_STATE_DECK_VIEWER);
return;
}
if (mGamePhase == DUEL_STATE_CHOOSE_DECK1)
{
vector<DeckMetaData *> * playerDeck = deckManager->getPlayerDeckOrderList();
if (!premadeDeck && controlId > 0)
deckNumber = playerDeck->at(controlId - 1)->getDeckId();
loadPlayer(0, deckNumber);
deckmenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK1_TO_2;
playerDeck = NULL;
}
else
{
loadPlayer(1, controlId);
deckmenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK2_TO_PLAY;
}
break;
default:
switch (controlId)
{
case MENUITEM_MAIN_MENU:
menu->Close();
mGamePhase = DUEL_STATE_BACK_TO_MAIN_MENU;
break;
case MENUITEM_CANCEL:
menu->Close();
mGamePhase = DUEL_STATE_CANCEL;
break;
case MENUITEM_MULLIGAN:
//almosthumane - mulligan
int cardsinhand = game->players[0]->game->hand->nb_cards;
for (int i = 0; i < cardsinhand; i++) //Discard hand
game->currentPlayer->game->putInZone(game->currentPlayer->game->hand->cards[0],
game->currentPlayer->game->hand,
game->currentPlayer->game->library);
game->currentPlayer->game->library->shuffle(); //Shuffle
for (int i = 0; i < (cardsinhand - 1); i++)
game->draw(); //Draw hand with 1 less card penalty //almhum
menu->Close();
mGamePhase = DUEL_STATE_CANCEL;
break;
//END almosthumane - mulligan
}
}
}