void GameSettings::checkProfile() { if (!globalOptions) globalOptions = NEW GameOptions(GLOBAL_SETTINGS); //If it doesn't exist, load current profile. if (!profileOptions) { profileOptions = NEW GameOptions(profileFile(PLAYER_SETTINGS, "", false)); //Backwards compatibility hack for unlocked modes. for (int x = Options::BEGIN_AWARDS; x < Options::LAST_NAMED; x++) { GameOptionAward * goa = dynamic_cast<GameOptionAward *> (globalOptions->get(x)); if (goa) { GameOptionAward * dupe = dynamic_cast<GameOptionAward *> (profileOptions->get(x)); if (dupe && goa->number && !dupe->number) dupe->giveAward(); } } } //Validation of collection, etc, only happens if the game is up. if (theGame == NULL || MTGCollection() == NULL) return; string pcFile = profileFile(PLAYER_COLLECTION, "", false); if (!pcFile.size() || !fileExists(pcFile.c_str())) { //If we had any default settings, we'd set them here. //Create proper directories createProfileFolders(); } //Find the set for which we have the most variety int setId = -1; int maxcards = 0; int ok = 0; for (int i = 0; i < setlist.size(); i++) { int value = MTGCollection()->countBySet(i); if (value > maxcards) { maxcards = value; setId = i; } if (options[Options::optionSet(i)].number) { ok = 1; break; } } if (!ok && setId >= 0) { //Save this set as "unlocked" (*profileOptions)[Options::optionSet(setId)] = 1; profileOptions->save(); //Give the player their first deck createUsersFirstDeck(setId); } getStyleMan()->determineActive(NULL, NULL); }
void GameStateShop::ButtonPressed(int controllerId, int controlId) { int sel = bigSync.getOffset(); switch (controllerId) { case -102: //Buying something... mStage = STAGE_SHOP_PURCHASE; if (menu) menu->Close(); mBuying = controlId; return; case -145: if (controlId == -1) { //Nope, don't buy. if (sel < BOOSTER_SLOTS) cancelBooster(sel); else cancelCard(sel); menu->Close(); mStage = STAGE_SHOP_SHOP; return; } if (sel > -1 && sel < SHOP_ITEMS) { if (controlId == -2) playerdata->credits += mPrices[sel]; //We stole it. if (sel < BOOSTER_SLOTS) //Clicked a booster. purchaseBooster(sel); else purchaseCard(sel); //Check if we just scored an award... if (myCollection && myCollection->totalPrice() > 10000) { GameOptionAward * goa = dynamic_cast<GameOptionAward *> (&options[Options::AWARD_COLLECTOR]); if (goa) goa->giveAward(); } } mStage = STAGE_SHOP_SHOP; return; } //Basic Menu. switch (controlId) { case 12: if (taskList) taskList->save(); mStage = STAGE_SHOP_SHOP; mParent->DoTransition(TRANSITION_FADE, GAME_STATE_MENU); save(); GameStateMenu::genNbCardsStr(); break; case 14: mStage = STAGE_SHOP_TASKS; if (!taskList) taskList = NEW TaskList(); taskList->Start(); break; case 15: if (taskList) taskList->End(); break; case 22: beginFilters(); break; case -2: playerdata->credits += 1000; default: mStage = STAGE_SHOP_SHOP; } menu->Close(); }