and make the linker put every data element and function into its own section. On linktime, we can output every discarded section and get a list of dead code (for that build).
405 lines
12 KiB
C++
405 lines
12 KiB
C++
/*
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This is where the player views their awards, etc.
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*/
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#include "PrecompiledHeader.h"
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#include <JRenderer.h>
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#include "GameStateAwards.h"
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#include "GameApp.h"
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#include "MTGDeck.h"
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#include "Translate.h"
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#include "OptionItem.h"
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#include "DeckDataWrapper.h"
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#include "Credits.h"
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enum ENUM_AWARDS_STATE
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{
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STATE_LISTVIEW,
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STATE_DETAILS,
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EXIT_AWARDS_MENU = -102,
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GUI_AWARD_BUTTON = -103,
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};
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namespace GameStateAwardsConst
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{
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const int kBackToTrophiesID = 2;
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const int kBackToMainMenuID = 1;
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}
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GameStateAwards::GameStateAwards(GameApp* parent) :
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GameState(parent, "trophies")
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{
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}
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GameStateAwards::~GameStateAwards()
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{
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}
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void GameStateAwards::End()
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{
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SAFE_DELETE(menu);
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SAFE_DELETE(detailview);
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SAFE_DELETE(listview);
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SAFE_DELETE(setSrc);
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if (saveMe)
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options.save();
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}
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void GameStateAwards::Start()
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{
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mParent->DoAnimation(TRANSITION_FADE_IN);
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char buf[256];
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mState = STATE_LISTVIEW;
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options.checkProfile();
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menu = NULL;
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saveMe = options.newAward();
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listview = NEW WGuiList("Listview");
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listview->setX(210);
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listview->setWidth(SCREEN_WIDTH - 220);
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detailview = NULL;
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WGuiAward * aw;
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WGuiButton * btn;
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WGuiHeader * wgh = NEW WGuiHeader("Achievements");
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listview->Add(wgh);
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aw = NEW WGuiAward(Options::DIFFICULTY_MODE_UNLOCKED, "Difficulty Modes", "Achieved a 66% victory ratio.");
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btn = NEW WGuiButton(aw, GUI_AWARD_BUTTON, Options::DIFFICULTY_MODE_UNLOCKED, this);
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listview->Add(btn);
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for (map<string, Unlockable *>::iterator it = Unlockable::unlockables.begin(); it != Unlockable::unlockables.end(); ++it) {
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Unlockable * award = it->second;
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aw = NEW WGuiAward(award->getValue("id"), award->getValue("name"), award->getValue("trophyroom_text"));
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btn = NEW WGuiButton(aw, GUI_AWARD_BUTTON, 0, this);
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listview->Add(btn);
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}
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aw = NEW WGuiAward(Options::EVILTWIN_MODE_UNLOCKED, "Evil Twin Mode", "Won with same army size.");
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btn = NEW WGuiButton(aw, GUI_AWARD_BUTTON, Options::EVILTWIN_MODE_UNLOCKED, this);
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listview->Add(btn);
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aw = NEW WGuiAward(Options::RANDOMDECK_MODE_UNLOCKED, "Random Deck Mode", "Won against a higher difficulty.");
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btn = NEW WGuiButton(aw, GUI_AWARD_BUTTON, Options::RANDOMDECK_MODE_UNLOCKED, this);
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listview->Add(btn);
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aw = NEW WGuiAward(Options::AWARD_COLLECTOR, "Valuable Collection", "Collection valued over 10,000c.", "Collection Info");
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btn = NEW WGuiButton(aw, GUI_AWARD_BUTTON, Options::AWARD_COLLECTOR, this);
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listview->Add(btn);
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wgh = NEW WGuiHeader("");
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listview->Add(wgh);
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int locked = 0;
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for (int i = 0; i < setlist.size(); i++)
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{
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MTGSetInfo * si = setlist.getInfo(i);
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if (!si)
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continue;
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if (!options[Options::optionSet(i)].number)
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{
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locked++;
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continue;
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}
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if (!si->author.size())
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sprintf(buf, _("%i cards.").c_str(), si->totalCards());
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else if (si->year > 0)
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sprintf(buf, _("%s (%i): %i cards").c_str(), si->author.c_str(), si->year, si->totalCards());
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else
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sprintf(buf, _("%s: %i cards.").c_str(), si->author.c_str(), si->totalCards());
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aw = NEW WGuiAward(Options::optionSet(i), si->getName(), buf, "Card Spoiler");
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aw->mFlags = WGuiItem::NO_TRANSLATE;
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btn = NEW WGuiButton(aw, GUI_AWARD_BUTTON, Options::optionSet(i), this);
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listview->Add(btn);
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}
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if (locked)
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sprintf(buf, _("%i locked sets remain.").c_str(), locked);
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else
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sprintf(buf, _("Unlocked all %i sets.").c_str(), setlist.size());
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wgh->setDisplay(buf);
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wgh->mFlags = WGuiItem::NO_TRANSLATE;
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listview->Entering(JGE_BTN_NONE);
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detailview = NULL;
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setSrc = NULL;
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showMenu = false;
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}
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void GameStateAwards::Create()
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{
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}
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void GameStateAwards::Destroy()
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{
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}
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void GameStateAwards::Render()
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{
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JRenderer * r = JRenderer::GetInstance();
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r->ClearScreen(ARGB(0,0,0,0));
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JQuadPtr background = WResourceManager::Instance()->RetrieveTempQuad("awardback.jpg", TEXTURE_SUB_5551);
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if (background.get())
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r->RenderQuad(background.get(), 0, 0);
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switch (mState)
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{
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case STATE_LISTVIEW:
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if (listview)
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listview->Render();
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break;
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case STATE_DETAILS:
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if (detailview)
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detailview->Render();
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break;
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}
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if (showMenu && menu)
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menu->Render();
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}
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void GameStateAwards::Update(float dt)
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{
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if (mEngine->GetButtonClick(JGE_BTN_CANCEL))
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options[Options::DISABLECARDS].number = !options[Options::DISABLECARDS].number;
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if (showMenu)
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{
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menu->Update(dt);
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}
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else
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{
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JButton key = JGE_BTN_NONE;
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while ((key = JGE::GetInstance()->ReadButton()))
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{
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switch (key)
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{
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case JGE_BTN_MENU:
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showMenu = true;
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SAFE_DELETE(menu);
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menu = NEW SimpleMenu(JGE::GetInstance(), WResourceManager::Instance(), EXIT_AWARDS_MENU, this, Fonts::MENU_FONT, 50, 170);
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if (mState == STATE_DETAILS)
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menu->Add(GameStateAwardsConst::kBackToTrophiesID, "Back to Trophies");
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menu->Add(GameStateAwardsConst::kBackToMainMenuID, "Back to Main Menu");
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menu->Add(kCancelMenuID, "Cancel");
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break;
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case JGE_BTN_PREV:
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mParent->DoTransition(TRANSITION_FADE, GAME_STATE_MENU);
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break;
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case JGE_BTN_SEC:
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if (mState == STATE_LISTVIEW)
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mParent->DoTransition(TRANSITION_FADE, GAME_STATE_MENU);
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else
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{
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mState = STATE_LISTVIEW;
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SAFE_DELETE(detailview);
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}
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break;
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default:
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if (mState == STATE_LISTVIEW && listview)
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{
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listview->CheckUserInput(key);
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listview->Update(dt);
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}
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else if (mState == STATE_DETAILS && detailview)
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{
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detailview->CheckUserInput(key);
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detailview->Update(dt);
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}
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break;
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}
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}
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}
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if (setSrc)
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setSrc->Update(dt);
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}
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bool GameStateAwards::enterSet(int setid)
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{
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MTGSetInfo * si = setlist.getInfo(setid);
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map<int, MTGCard *>::iterator it;
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if (!si)
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return false;
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SAFE_DELETE(detailview);
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SAFE_DELETE(setSrc);
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setSrc = NEW WSrcCards();
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setSrc->addFilter(NEW WCFilterSet(setid));
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setSrc->loadMatches(MTGCollection());
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setSrc->bakeFilters();
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setSrc->Sort(WSrcCards::SORT_COLLECTOR);
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detailview = NEW WGuiMenu(JGE_BTN_DOWN, JGE_BTN_UP);
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WGuiList * spoiler = NEW WGuiList("Spoiler", setSrc);
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spoiler->setX(210);
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spoiler->setWidth(SCREEN_WIDTH - 220);
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for (int t = 0; t < setSrc->Size(); t++)
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{
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MTGCard * c = setSrc->getCard(t);
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if (c)
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spoiler->Add(NEW WGuiItem(c->data->name));
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}
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setSrc->setOffset(0);
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spoiler->Entering(JGE_BTN_NONE);
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WGuiCardImage * wi = NEW WGuiCardImage(setSrc);
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wi->setX(105);
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wi->setY(137);
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detailview->Add(wi);
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detailview->Add(spoiler);
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detailview->Entering(JGE_BTN_NONE);
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return true;
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}
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bool GameStateAwards::enterStats(int option)
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{
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if (option != Options::AWARD_COLLECTOR)
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return false;
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DeckDataWrapper* ddw = NEW DeckDataWrapper(NEW MTGDeck(options.profileFile(PLAYER_COLLECTION).c_str(), MTGCollection()));
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if (!ddw)
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return false;
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SAFE_DELETE(detailview);
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detailview = NEW WGuiList("Details");
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detailview->Add(NEW WGuiHeader("Collection Stats"));
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detailview->Entering(JGE_BTN_NONE);
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//Discover favorite set
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if (setlist.size() > 0)
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{
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int * counts = (int*) calloc(setlist.size(), sizeof(int));
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int setid = -1;
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int dupes = 0;
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MTGCard * many = NULL;
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MTGCard * costly = NULL;
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MTGCard * strong = NULL;
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MTGCard * tough = NULL;
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for (int t = 0; t < ddw->Size(); t++)
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{
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MTGCard * c = ddw->getCard(t);
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if (!c)
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continue;
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int count = ddw->count(c);
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if (!c->data->isLand() && (many == NULL || count > dupes))
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{
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many = c;
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dupes = count;
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}
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counts[c->setId] += count;
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if (costly == NULL || c->data->getManaCost()->getConvertedCost() > costly->data->getManaCost()->getConvertedCost())
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costly = c;
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if (c->data->isCreature() && (strong == NULL || c->data->getPower() > strong->data->getPower()))
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strong = c;
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if (c->data->isCreature() && (tough == NULL || c->data->getToughness() > tough->data->getToughness()))
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tough = c;
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}
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for (int i = 0; i < setlist.size(); i++)
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{
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if (setid < 0 || counts[i] > counts[setid])
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setid = i;
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}
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free(counts);
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char buf[1024];
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sprintf(buf, _("Total Value: %ic").c_str(), ddw->totalPrice());
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detailview->Add(NEW WGuiItem(buf, WGuiItem::NO_TRANSLATE));//ddw->colors
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sprintf(buf, _("Total Cards (including duplicates): %i").c_str(), ddw->getCount(WSrcDeck::UNFILTERED_COPIES));
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detailview->Add(NEW WGuiItem(buf, WGuiItem::NO_TRANSLATE));//ddw->colors
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sprintf(buf, _("Unique Cards: %i").c_str(), ddw->getCount(WSrcDeck::UNFILTERED_UNIQUE));
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detailview->Add(NEW WGuiItem(buf, WGuiItem::NO_TRANSLATE));
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if (many)
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{
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sprintf(buf, _("Most Duplicates: %i (%s)").c_str(), dupes, many->data->getName().c_str());
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detailview->Add(NEW WGuiItem(buf, WGuiItem::NO_TRANSLATE));
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}
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if (setid >= 0)
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{
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sprintf(buf, _("Favorite Set: %s").c_str(), setlist[setid].c_str());
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detailview->Add(NEW WGuiItem(buf, WGuiItem::NO_TRANSLATE));
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}
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if (costly)
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{
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sprintf(buf, _("Highest Mana Cost: %i (%s)").c_str(), costly->data->getManaCost()->getConvertedCost(),
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costly->data->getName().c_str());
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detailview->Add(NEW WGuiItem(buf, WGuiItem::NO_TRANSLATE));
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}
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if (strong)
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{
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sprintf(buf, _("Most Powerful: %i (%s)").c_str(), strong->data->getPower(), strong->data->getName().c_str());
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detailview->Add(NEW WGuiItem(buf, WGuiItem::NO_TRANSLATE));
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}
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if (tough)
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{
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sprintf(buf, _("Toughest: %i (%s)").c_str(), tough->data->getToughness(), strong->data->getName().c_str());
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detailview->Add(NEW WGuiItem(buf, WGuiItem::NO_TRANSLATE));
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}
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}
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SAFE_DELETE(ddw->parent);
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SAFE_DELETE(ddw);
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return true;
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}
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void GameStateAwards::ButtonPressed(int controllerId, int controlId)
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{
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if (controllerId == EXIT_AWARDS_MENU)
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switch (controlId)
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{
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case GameStateAwardsConst::kBackToMainMenuID:
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mParent->DoTransition(TRANSITION_FADE, GAME_STATE_MENU);
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showMenu = false;
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break;
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case GameStateAwardsConst::kBackToTrophiesID:
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mState = STATE_LISTVIEW;
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SAFE_DELETE(detailview);
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showMenu = false;
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break;
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case kCancelMenuID:
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showMenu = false;
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break;
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}
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else if (controllerId == GUI_AWARD_BUTTON)
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{
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int setid = controlId - Options::SET_UNLOCKS;
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if (controlId >= Options::SET_UNLOCKS && enterSet(setid))
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{
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mState = STATE_DETAILS;
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mDetailItem = controlId;
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}
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else if (controlId == Options::AWARD_COLLECTOR && enterStats(controlId))
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{
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mState = STATE_DETAILS;
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}
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}
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}
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void GameStateAwards::OnScroll(int, int inYVelocity)
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{
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if (abs(inYVelocity) > 300)
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{
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bool flickUpwards = (inYVelocity < 0);
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int velocity = (inYVelocity < 0) ? (-1 * inYVelocity) : inYVelocity;
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while(velocity > 0)
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{
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mEngine->HoldKey_NoRepeat(flickUpwards ? JGE_BTN_DOWN : JGE_BTN_UP);
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velocity -= 100;
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}
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}
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}
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