Exemple #1
0
void menu::go_to_winscreen(game& g)
{
	//postup do dalsich levelu kampane
	for (int i = 0;i < campaign.size();++i)
		if (maplist_get_name(g.get_mapchosen()).compare(campaign[i]) 
			== 0) 
			if (i != campaign.size() - 1) 
				g.change_campaign_status(i + 1);
	set_menu(12);
}
Exemple #2
0
bool menu::update(float timediff, bool esc_down, bool left_mouse_down, 
	bool right_mouse_down, int mouse_x, int mouse_y, game& g)
{
	//aktualni hodnoty pro prichod do podmenu
	mapname = maplist_get_name(g.get_mapchosen());
	username = userlist_get_name(g.get_userchosen());
	sens = sensitivities[g.get_sensitivity()];
	dayt = daytime[g.get_daytime()];
	weat = weather[g.get_weather()];
	diff = difficulty[g.get_difficulty()];

	//urceni pozice kurzoru
	cursor_pos += mouse_y;
	if (cursor_pos >= (int)(items.size() *100)) 
		cursor_pos = (int)(items.size() * 100 - 1);
	if (cursor_pos < 0) cursor_pos = 0;

	int left_just_pressed = 0, esc_just_pressed = 0;
	//proti sekvencim stisknutych tlacitek
	if (left_mouse_down) {
		if (!left_mouse_hit)
			left_just_pressed = left_mouse_hit = 1;
	} else left_mouse_hit = 0;
	if (esc_down) {
		if (!esc_hit)
			esc_just_pressed = esc_hit = 1;
	} else esc_hit = 0;
	
	//pro vytvoreni prvniho uzivatelskeho uctu pri prvnim spusteni hry
	if ((username == "") && (menustatus != 10)) {
		new_one = true;
		set_menu(10);
	}
	
	//vyber submenu
	if (left_just_pressed || esc_just_pressed)
		if (!handle_menu_click(cursor_pos / 100, g, esc_just_pressed))
			return false;

	return true;
}
Exemple #3
0
bool menu::handle_menu_click(int item, game& g, int esc_just_pressed)
{
	stringstream ss;
	int mapchosen = g.get_mapchosen();
	int userchosen = g.get_userchosen();
	int cp = g.get_campaign_status();
	int tmp_cp;
	if (esc_just_pressed) item = -1;
	
	switch (menustatus) {
	
	//hlavni menu
	case 0:
		switch (item) {
		case 0:
			set_menu(1);
			break;
		case 1:
			set_menu(2);
			break;
		case 2:
			set_menu(3);
			break;
		case 3:
			g.create_map();
			break;
		case 4:
			g.save_user();
			g.save_game();
			return false;
		case -1:
			set_menu(0);
			break;
		}
		break;
	//kampan
	case 1:
		switch (item) {
		case 0:
			//posuvnik nahoru
			camp_id--;
			if (camp_id < 0) camp_id = campaign.size() - 1;
			if (camp_id > g.get_campaign_status()) active = false;
			else active = true;
			camp = campaign[camp_id];
			set_menu(1);
			break;
		case 1:
			//zkontroluje mozny pristup do dalsich levelu kampane
			if (camp_id > g.get_campaign_status()) set_menu(1);
			else {
				g.change_mapchosen(maplist_get_mapid(campaign[camp_id]));
				g.go_to_game();
				new_one_plays = false;
			}
			break;
		case 2:
			//posuvnik dolu
			camp_id++;
			if (camp_id > campaign.size() - 1) camp_id = 0;
			if (camp_id > g.get_campaign_status()) active = false;
			else active = true;
			camp = campaign[camp_id];
			set_menu(1);
			break;
		case -1:
			set_menu(0);
			break;
		}
		break;
	//samostatne mise mimo kampan
	case 2:
		switch (item) {
		case 0:
			set_menu(4);
			break;
		case 1:
			set_menu(5);
			break;
		case 2:
			set_menu(6);
			break;
		case 3:
			set_menu(7);
			break;
		case 4:
			g.go_to_game();
			break;
		case 5:
			set_menu(0);
			break;
		case -1:
			set_menu(0);
			break;
		}
		break;
	//nastaveni
	case 3:
		switch (item) {
		case 0:
			set_menu(8);
			break;
		case 1:
			set_menu(9);
			break;
		case 2:
			set_menu(0);
			break;
		case -1:
			set_menu(0);
			break;
		}
		break;
	//vyber mapy
	case 4:
		switch (item) {
		case 0:
			//posuvnik nahoru
			mapchosen--;
			if (mapchosen < 0) mapchosen = maplist_count() - 1;
			mapname = maplist_get_name(mapchosen);
			while (mapname[0] == 'm') {
				ss.clear();
				ss << mapname[mapname.length() - 1];
				ss >> tmp_cp;
				if (tmp_cp > cp) {
					mapchosen--;
					if (mapchosen < 0) 
						mapchosen = maplist_count() - 1;
					mapname = maplist_get_name(mapchosen);
				}
				else break;
			}
			g.change_mapchosen(mapchosen);
			set_menu(4);
			break;
		case 1:
			set_menu(2);
			break;
		case 2:
			//posuvnik dolu
			mapchosen++;
			if (mapchosen > maplist_count() - 1) mapchosen = 0;
			mapname = maplist_get_name(mapchosen);
			while (mapname[0] == 'm') {
				ss.clear();
				ss << mapname[mapname.length() - 1];
				ss >> tmp_cp;
				if (tmp_cp > cp) {
					mapchosen++;
					if (mapchosen > maplist_count() - 1)
						mapchosen = 0;
					mapname = maplist_get_name(mapchosen);
				}
				else break;
			}
			g.change_mapchosen(mapchosen);
			set_menu(4);
			break;
		case -1:
			set_menu(2);
			break;
		}
		break;
	//denni doba
	case 5:
		switch (item) {
		case 0:
			//posuvnik nahoru
			dayt_id--;
			if (dayt_id < 0) dayt_id = daytime.size() - 1;
			g.change_daytime(dayt_id);
			dayt = daytime[dayt_id];
			set_menu(5);
			break;
		case 1:
			set_menu(2);
			break;
		case 2:
			//posuvnik dolu
			dayt_id++;
			if (dayt_id > daytime.size() - 1) dayt_id = 0;
			g.change_daytime(dayt_id);
			dayt = daytime[dayt_id];
			set_menu(5);
			break;
		case -1:
			set_menu(2);
			break;
		}
		break;
	//pocasi
	case 6:
		switch (item) {
		case 0:
			//posuvnik nahoru
			weat_id--;
			if (weat_id < 0) weat_id = weather.size() - 1;
			g.change_weather(weat_id);
			weat = weather[weat_id];
			set_menu(6);
			break;
		case 1:
			set_menu(2);
			break;
		case 2:
			//posuvnik dolu
			weat_id++;
			if (weat_id > weather.size() - 1) weat_id = 0;
			g.change_weather(weat_id);
			weat = weather[weat_id];
			set_menu(6);
			break;
		case -1:
			set_menu(2);
			break;
		}
		break;
	//obtiznost hry
	case 7:
		switch (item) {
		case 0:
			//posuvnik nahoru
			diff_id--;
			if (diff_id < 0) diff_id = difficulty.size() - 1;
			g.change_difficulty(diff_id);
			diff = difficulty[diff_id];
			set_menu(7);
			break;
		case 1:
			set_menu(2);
			break;
		case 2:
			//posuvnik dolu
			diff_id++;
			if (diff_id > difficulty.size() - 1) diff_id = 0;
			g.change_difficulty(diff_id);
			diff = difficulty[diff_id];
			set_menu(7);
			break;
		case -1:
			set_menu(2);
			break;
		}
		break;
	//hrac
	case 8:
		switch (item) {
		case 0:
			//pred spustenim randomizeru jmen - prazdno
			name = "";
			set_menu(10);
			break;
		case 1:
			set_menu(11);
			break;
		case 2:
			set_menu(3);
			break;
		case -1:
			set_menu(3);
			break;
		}
		break;
	//nastaveni mysi
	case 9:
		switch (item) {
		case 0:
			//posuvnik nahoru
			sens_id--;
			if (sens_id < 0) sens_id = sensitivities.size() - 1;
			g.change_sensitivity(sens_id);
			sens = sensitivities[sens_id];
			set_menu(9);
			break;
		case 1:
			set_menu(3);
			break;
		case 2:
			//posuvnik dolu
			sens_id++;
			if (sens_id > sensitivities.size() - 1) sens_id = 0;
			g.change_sensitivity(sens_id);
			sens = sensitivities[sens_id];
			set_menu(9);
			break;
		case -1:
			set_menu(3);
			break;
		}
		break;
	//novy hrac
	case 10:
		switch (item) {
		case 0:
			//vygeneruje jmeno pro noveho hrace
			name = get_random_name(1);
			set_menu(10);
			break;
		case 2:
			//kontrola pro nevygenerovane jmeno
			if (name == "") set_menu(10);
			else {
				//pri zvoleni jmena, zaridi vse potrebne
				g.save_user();
				g.change_userchosen(make_user(name));
				username = name;
				if (new_one) {
					set_menu(0);
					new_one = false;
					new_one_plays = true;
				} else set_menu(8);
			}
			break;
		case -1:
			set_menu(8);
			break;
		}
		break;
	//vyber accountu
	case 11:
		switch (item) {
		case 0:
			//posuvnik nahoru
			g.save_user();
			userchosen--;
			if (userchosen < 0) userchosen = userlist_count() - 1;
			g.change_userchosen(userchosen);
			username = userlist_get_name(userchosen);
			set_menu(11);
			break;
		case 1:
			//jmeno uctu k vyberu
			if (username == "") set_menu(11);
			else set_menu(8);
			break;
		case 2:
			//posuvnik dolu
			g.save_user();
			userchosen++;
			if (userchosen > userlist_count() - 1) userchosen = 0;
			g.change_userchosen(userchosen);
			username = userlist_get_name(userchosen);
			set_menu(11);
			break;
		case -1:
			set_menu(8);
			break;
		}
		break;
	//vitezny screen
	case 12:
		set_menu(0);
		if (item == -1) set_menu(0);
		break;
	//prohrany screen
	case 13:
		set_menu(0);
		if (item == -1) set_menu(0);
		break;
	//menu po zmackuti Esc ze hry
	case 14:
		switch(item) {
		case 0: 
			g.go_back_to_game();
			break;
		case 1:
			set_menu(0);
			break;
		}
	}
	return true;
}