142 lines
5.3 KiB
C++
142 lines
5.3 KiB
C++
#include "PrecompiledHeader.h"
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#include "Translate.h"
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#include "GameState.h"
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#include "Player.h"
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#include "SimpleMenu.h"
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#include "DeckStats.h"
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#include "DeckMetaData.h"
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#include "DeckManager.h"
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#include "Player.h"
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// The purpose of this method is to create a listing of decks to be used for the input menu
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// by default, the list will be sorted by name
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// TODO: revise sorting strategy to allow other types of sorting. Currently, it is hardwired to use
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// sortByName to do the sorting. This was done since the menu item display is done in insertion order.
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vector<DeckMetaData *> GameState::fillDeckMenu(SimpleMenu * _menu, const string& path, const string& smallDeckPrefix,
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Player * statsPlayer)
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{
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vector<DeckMetaData *> deckMetaDataVector = BuildDeckList(path, smallDeckPrefix, statsPlayer);
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renderDeckMenu(_menu, deckMetaDataVector);
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return deckMetaDataVector;
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}
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vector<DeckMetaData *> GameState::fillDeckMenu(DeckMenu * _menu, const string& path, const string& smallDeckPrefix,
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Player * statsPlayer, int maxDecks)
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{
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vector<DeckMetaData *> deckMetaDataVector = BuildDeckList(path, smallDeckPrefix, statsPlayer, maxDecks);
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renderDeckMenu(_menu, deckMetaDataVector);
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return deckMetaDataVector;
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}
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vector<DeckMetaData *> GameState::BuildDeckList(const string& path, const string& smallDeckPrefix, Player * statsPlayer, int maxDecks)
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{
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vector<DeckMetaData*> retList;
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int found = 1;
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int nbDecks = 1;
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DeckManager *deckManager = DeckManager::GetInstance();
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bool isAI = path.find("baka") != string::npos;
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while (found && (!maxDecks || nbDecks <= maxDecks))
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{
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found = 0;
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std::ostringstream filename;
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filename << path << "/deck" << nbDecks << ".txt";
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DeckMetaData * meta = deckManager->getDeckMetaDataByFilename(filename.str(), isAI);
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if (meta)
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{
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found = 1;
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//Check if the deck is unlocked based on sets etc...
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bool unlocked = true;
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vector<int> unlockRequirements = meta->getUnlockRequirements();
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for (size_t i = 0; i < unlockRequirements.size(); ++i)
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{
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if (! options[unlockRequirements[i]].number)
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{
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unlocked = false;
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break;
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}
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}
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if (unlocked)
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{
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if (statsPlayer)
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{
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std::ostringstream aiStatsDeckName;
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aiStatsDeckName << smallDeckPrefix << "_deck" << nbDecks;
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meta->mStatsFilename = aiStatsDeckName.str();
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meta->mIsAI = true;
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if (meta->mPlayerDeck != statsPlayer->GetCurrentDeckStatsFile())
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{
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meta->mPlayerDeck = statsPlayer->GetCurrentDeckStatsFile();
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meta->Invalidate();
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}
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}
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else
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{
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std::ostringstream playerStatsDeckName;
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playerStatsDeckName << "stats/player_deck" << nbDecks << ".txt";
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meta->mStatsFilename = options.profileFile(playerStatsDeckName.str());
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meta->mIsAI = false;
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}
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retList.push_back(meta);
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}
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else
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{
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//updateMetaDataList in DeckManager.cpp performs some weird magic, swapping data between its cache and the "retList" from this function
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//Bottom line, we need to guarantee retList contains exactly the same items as (or updated versions of) the items in DeckManager Cache
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//In other words, any meta data that didn't make it to retList in this function must be erased from the DeckManager cache
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deckManager->DeleteMetaData(filename.str(), isAI);
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}
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nbDecks++;
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}
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meta = NULL;
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}
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std::sort(retList.begin(), retList.end(), sortByName);
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return retList;
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}
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// build a menu with the given deck list and return a vector of the deck ids created.
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void GameState::renderDeckMenu(SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList)
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{
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int deckNumber = 1;
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for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
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{
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DeckMetaData * deckMetaData = *i;
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string deckName = deckMetaData -> getName();
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string deckDescription = deckMetaData -> getDescription();
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_menu->Add(deckNumber++, deckName.c_str(), deckDescription.c_str());
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}
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}
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// build a menu with the given deck list and return a vector of the deck ids created.
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void GameState::renderDeckMenu(DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList)
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{
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int deckNumber = 1;
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for (vector<DeckMetaData *>::const_iterator i = deckMetaDataList.begin(); i != deckMetaDataList.end(); i++)
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{
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DeckMetaData * deckMetaData = *i;
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string deckName = deckMetaData -> getName();
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string deckDescription = deckMetaData -> getDescription();
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_menu->Add(deckNumber++, deckName.c_str(), deckDescription.c_str(), false, deckMetaData);
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}
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}
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// deck sorting routines
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bool sortByName(DeckMetaData * d1, DeckMetaData * d2)
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{
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return d1->getName() < d2->getName();
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}
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//end deck sorting routine
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