void generate_contrib_menu() { string_list_type level_subsets = dsubdirs("/levels", "info"); free_contrib_menu(); contrib_menu->additem(MN_LABEL,"Bonus Levels",0,0); contrib_menu->additem(MN_HL,"",0,0); for (int i = 0; i < level_subsets.num_items; ++i) { LevelSubset* subset = new LevelSubset(); subset->load(level_subsets.item[i]); contrib_menu->additem(MN_GOTO, subset->title.c_str(), i, contrib_subset_menu, i); contrib_subsets.push_back(subset); } for(int i = 0; i < worldmap_list.num_items; i++) { WorldMapNS::WorldMap worldmap; worldmap.loadmap(worldmap_list.item[i]); contrib_menu->additem(MN_ACTION, worldmap.get_world_title(),0,0, i + level_subsets.num_items); } contrib_menu->additem(MN_HL,"",0,0); contrib_menu->additem(MN_BACK,"Back",0,0); string_list_free(&level_subsets); }
void check_contrib_menu() { int index = contrib_menu->check(); if (index == -1) return; if (index < (int)contrib_subsets.size()) { // FIXME: This shouln't be busy looping LevelSubset& subset = * (contrib_subsets[index]); current_contrib_subset = subset.name; contrib_subset_menu->clear(); contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0); contrib_subset_menu->additem(MN_HL,"",0,0); for (int i = 0; i < subset.levels; ++i) { /** get level's title */ Level level; level.load(subset.name, i+1); contrib_subset_menu->additem(MN_ACTION, level.name, 0,0,i+1); } contrib_subset_menu->additem(MN_HL,"",0,0); contrib_subset_menu->additem(MN_BACK, "Back", 0, 0); } else if(index < worldmap_list.num_items + (int)contrib_subsets.size()) { // Loading fade fadeout(); WorldMapNS::WorldMap worldmap; worldmap.loadmap(worldmap_list.item[index - contrib_subsets.size()]); // worldmap.set_levels_as_solved(); std::string savegame = worldmap_list.item[index - contrib_subsets.size()]; // remove .stwm... savegame = savegame.substr(0, savegame.size()-5); savegame = std::string(st_save_dir) + "/" + savegame + ".stsg"; std::cout << "SaveGameName: " << savegame << "\n"; worldmap.loadgame(savegame.c_str()); worldmap.display(); Menu::set_current(main_menu); } }
bool process_load_game_menu() { int slot = load_game_menu->check(); if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION) { char slotfile[1024]; snprintf(slotfile, 1024, "%s/slot%d.stsg", st_save_dir, slot); if (access(slotfile, F_OK) != 0) { draw_intro(); } fadeout(); WorldMapNS::WorldMap worldmap; //TODO: Define the circumstances under which BonusIsland is chosen worldmap.set_map_file("world1.stwm"); worldmap.load_map(); // Load the game or at least set the savegame_file variable worldmap.loadgame(slotfile); worldmap.display(); Menu::set_current(main_menu); st_pause_ticks_stop(); return true; } else { return false; } }