#include <SDL_image.h>
#include <physfs.h>
-#ifndef WIN32
-#include <sys/types.h>
-#include <ctype.h>
-#endif
-
#include "title.h"
#include "video/screen.h"
#include "video/surface.h"
+#include "audio/sound_manager.h"
#include "gui/menu.h"
#include "timer.h"
#include "lisp/lisp.h"
#include "level_subset.h"
#include "game_session.h"
#include "worldmap.h"
-#include "leveleditor.h"
#include "player_status.h"
#include "tile.h"
#include "sector.h"
static std::vector<LevelSubset*> contrib_subsets;
static LevelSubset* current_contrib_subset = 0;
+static int current_subset = -1;
/* If the demo was stopped - because game started, level
editor was excuted, etc - call this when you get back
contrib_subsets.clear();
contrib_menu->clear();
+ current_contrib_subset = 0;
+ current_subset = -1;
}
void generate_contrib_menu()
void check_levels_contrib_menu()
{
- static int current_subset = -1;
-
int index = contrib_menu->check();
if (index == -1)
return;
{
walking = true;
//LevelEditor* leveleditor;
- MusicRef credits_music;
controller = new CodeController();
titlesession = new GameSession("levels/misc/menu.stl", ST_GL_DEMO_GAME);
#endif
case MNID_CREDITS:
fadeout(500);
- credits_music = sound_manager->load_music(
- "/music/credits.ogg");
- sound_manager->play_music(credits_music);
+ sound_manager->play_music("music/credits.ogg");
display_text_file("credits.txt");
fadeout(500);
Menu::set_current(main_menu);
}
context.do_drawing();
+ sound_manager->update();
//frame_rate.update();