void MainMenu::loadGameLoadButtonClicked(Button *) { getSound()->playSound( "Click" ); if( loadCityNG( mFilename ) ){ quitState = INGAME; running = false; } }
void Game::quickLoad(){ closeAllDialogs(); //load file getGameView()->printStatusMessage( "quick load..."); std::string filename; filename.append( "quicksave.scn" ); if( loadCityNG( filename ) ){ getGameView()->printStatusMessage( "quick load successful."); } else { getGameView()->printStatusMessage( "quick load failed!"); } }
void MainMenu::continueButtonClicked(Button* ) { getSound()->playSound( "Click" ); quitState = INGAME; running = false; //only act if world is still clean if (!world.dirty) { //load current game if it exists if( ! loadCityNG( std::string( "9_currentGameNG.scn.gz" ) ) ) { //by default create a new City new_city( &main_screen_originx, &main_screen_originy, 1 ); } } }
/** * Either create selected random terrain or load a scenario. **/ void MainMenu::newGameStartButtonClicked(Button* ) { if( mFilename.empty() ){ // std::cout << "nothing selected\n"; return; } getSound()->playSound( "Click" ); int with_village = (getCheckButton(*currentMenu,"WithVillage")->state == CheckButton::STATE_CHECKED)?1:0; if( baseName == "RiverDelta" ){ new_city( &main_screen_originx, &main_screen_originy, with_village ); GameView* gv = getGameView(); if( gv ){ gv->readOrigin(); } quitState = INGAME; running = false; } else if( baseName == "DesertArea" ){ new_desert_city( &main_screen_originx, &main_screen_originy, with_village ); GameView* gv = getGameView(); if( gv ){ gv->readOrigin(); } quitState = INGAME; running = false; } else if( baseName == "TemperateArea" ){ new_temperate_city( &main_screen_originx, &main_screen_originy, with_village ); GameView* gv = getGameView(); if( gv ){ gv->readOrigin(); } quitState = INGAME; running = false; } else if( baseName == "SwampArea" ){ new_swamp_city( &main_screen_originx, &main_screen_originy, with_village ); GameView* gv = getGameView(); if( gv ){ gv->readOrigin(); } quitState = INGAME; running = false; } else { if( loadCityNG( mFilename ) ){ strcpy (given_scene, baseName.c_str()); quitState = INGAME; running = false; } } mFilename = "empty"; //don't erase scenarios later }
void initLincity() { initLCengine(); reset_start_time (); screen_full_refresh (); //load current game if it exists //ldsvguts.cpp load_saved_city (char *s) //does not work if file is missing... char* s = "9_currentGameNG.scn"; char *cname = (char *) malloc (strlen (lc_save_dir) + strlen (s) + 2); sprintf (cname, "%s%c%s", lc_save_dir, PATH_SLASH, s); if( ! loadCityNG( std::string( cname ) ) ) { //create a new City with village just in case new_city( &main_screen_originx, &main_screen_originy, 1 ); } free (cname); }