#include "special/base.h"
#include "app/gettext.h"
#include "misc.h"
+#include "camera.h"
static Surface* bkg_title;
static Surface* logo;
void generate_contrib_menu()
{
-
/** Generating contrib levels list by making use of Level Subset */
std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
contrib_menu->additem(MN_LABEL,_("Contrib Levels"),0,0);
contrib_menu->additem(MN_HL,"",0,0);
-
int i = 0;
for (std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it)
{
LevelSubset* subset = new LevelSubset();
- subset->load((*it).c_str());
- contrib_menu->additem(MN_GOTO, subset->title.c_str(), i,
- contrib_subset_menu);
+ subset->load(*it);
+ contrib_menu->additem(MN_GOTO, subset->title, 0, contrib_subset_menu, i);
contrib_subsets.push_back(subset);
++i;
}
- i = 0;
+ i = level_subsets.size();
for(std::set<std::string>::iterator it = worldmap_list.begin(); it != worldmap_list.end(); ++it)
{
WorldMapNS::WorldMap worldmap;
worldmap.loadmap((*it).c_str());
- contrib_menu->additem(MN_ACTION, worldmap.get_world_title(),0,0, i + level_subsets.size());
+ contrib_menu->additem(MN_ACTION, worldmap.get_world_title(),0,0, i);
++i;
}
current_subset = index;
// FIXME: This shouln't be busy looping
LevelSubset& subset = * (contrib_subsets[index]);
-
+
current_contrib_subset = ⊂
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.get_num_levels(); ++i)
{
/** get level's title */
std::set<std::string>::iterator it = worldmap_list.begin();
for(int i = index - contrib_subsets.size(); i > 0; --i)
++it;
- worldmap.loadmap((*it));
- worldmap.display();
+
+ std::string map_filename = *it;
+
+ worldmap.set_map_filename(map_filename);
+
+ // hack to erase the extension
+ unsigned int ext_pos = it->find_last_of(".");
+ if(ext_pos != std::string::npos)
+ map_filename.erase(ext_pos, map_filename.size() - ext_pos);
+
+ // TODO: slots should be available for contrib maps
+ worldmap.loadgame(st_save_dir + "/" + map_filename + "-slot1.stsg");
+
+ worldmap.display(); // run the map
Menu::set_current(main_menu);
}
if(world->solids->get_width() * 32 - 320 < tux->base.x)
{
tux->level_begin();
+ world->camera->reset(Vector(tux->base.x, tux->base.y));
}
tux->can_jump = true;
if(event.key.keysym.sym == SDLK_DELETE)
{
int slot = menu->get_active_item_id();
- std::stringstream stream;
- stream << slot;
+ std::stringstream stream;
+ stream << slot;
std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
if(confirm_dialog(bkg_title, str.c_str()))