std::string CEfxKeyUintCtrlImp::GetEditKeyText() { std::string str1; std::string str2; if (GetEffectClassName()) str1 = GetEffectClassName(); if (GetCustomName()) str2 = GetCustomName(); if( !str2.empty() ) str1 = str1 + " - " + str2; return str1; }
void LunaticGame(MGLDraw *mgl, byte load) { char custName[64]; byte b, worldResult; if (!load) // don't do this if loading a game, it was already done and the player was filled with values InitPlayer(INIT_GAME, 0, 0); if (load > 0) // continuing a saved game worldResult = WORLD_LOAD; else worldResult = 0; while (1) { if (worldResult == WORLD_LOAD) { ReScanWorldNames(); b = GetPlayerWorld(); } else { b = 255; while (1) { msgFromOtherModules = 0; b = WorldPicker(mgl); if (b == 253) { b = WorldPickerPause(); if (b == WORLD_QUITGAME) { b = 255; break; } if (msgFromOtherModules == MSG_LOADGAME) // load a game { ReScanWorldNames(); b = GetPlayerWorld(); break; } } else break; } if (b == 255) break; player.worldNum = b; } if (b < 5) { if (b == 4 && worldResult != WORLD_LOAD) // the asylum requires that you have all four loony keys to enter // unless you're loading a saved game saved in there, in which case watching // the animation would be a waste { if (PlayerHasLunacyKey(0) && PlayerHasLunacyKey(1) && PlayerHasLunacyKey(2) && PlayerHasLunacyKey(3)) { ShowVictoryAnim(12); garbageTime = 0; sprintf(custName, "worlds\\%s", GetCustomName()); worldResult = LunaticWorld(b, custName); } else { ShowVictoryAnim(11); garbageTime = 0; worldResult = 0; // not allowed to enter } } else { sprintf(custName, "worlds\\%s", GetCustomName()); worldResult = LunaticWorld(b, custName); } } else { sprintf(custName, "worlds\\%s", GetCustomName()); worldResult = LunaticWorld(b, custName); } if (worldResult == WORLD_QUITGAME) { mgl->LastKeyPressed(); // just to clear key buffer break; } } ExitPlayer(); }