for debug build ignore player Highest_level_index when starting a mission, making *Load Level* entry in main menu obsolete; Fixed two compiler warnings regarding set but unused variables

This commit is contained in:
zicodxx 2011-05-16 01:46:23 +02:00
parent eb893f6369
commit 4a99054425
2 changed files with 26 additions and 49 deletions

View file

@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20110516
--------
main/menu.c: for debug build ignore player Highest_level_index when starting a mission, making *Load Level* entry in main menu obsolete; Fixed two compiler warnings regarding set but unused variables
20110515
--------
main/multi.c: Solved possible issue when setting new Bounty_target via host messing up scores or new target itself - only set if player decided why to unset Bounty_target, keeping code flow and game logic in order; Fixed two compiler warnings regarding set but unused variables

View file

@ -91,7 +91,6 @@ enum MENUS
MENU_LOAD_GAME,
MENU_SAVE_GAME,
MENU_DEMO_PLAY,
MENU_LOAD_LEVEL,
MENU_CONFIG,
MENU_REJOIN_NETGAME,
MENU_DIFFICULTY,
@ -127,7 +126,6 @@ static window *menus[16] = { NULL };
// Function Prototypes added after LINTING
int do_option(int select);
int do_new_game_menu(void);
int do_load_level_menu(void);
void do_multi_player_menu();
extern void newmenu_free_background();
extern void ReorderPrimary();
@ -486,7 +484,6 @@ void create_main_menu(newmenu_item *m, int *menu_choice, int *callers_num_option
//m[num_options].type=NM_TYPE_TEXT;
//m[num_options++].text=" Debug options:";
ADD_ITEM(" Load level...",MENU_LOAD_LEVEL ,KEY_N);
#ifdef EDITOR
ADD_ITEM(" Editor", MENU_EDITOR, KEY_E);
#endif
@ -577,14 +574,6 @@ int do_option ( int select)
RegisterPlayer();
break;
#ifndef RELEASE
case MENU_LOAD_LEVEL:
select_mission(0, "Load Level\n\nSelect mission", do_load_level_menu);
break;
#endif //ifndef RELEASE
#ifdef USE_UDP
case MENU_START_UDP_NETGAME:
multi_protocol = MULTI_PROTO_UDP;
@ -798,10 +787,11 @@ int do_new_game_menu()
int new_level_num,player_highest_level;
new_level_num = 1;
#ifdef NDEBUG
player_highest_level = get_highest_level();
if (player_highest_level > Last_level)
#endif
player_highest_level = Last_level;
if (player_highest_level > 1) {
newmenu_item m[4];
@ -809,27 +799,32 @@ int do_new_game_menu()
char num_text[10];
int choice;
int n_items;
int valid = 0;
try_again:
sprintf(info_text,"%s %d",TXT_START_ANY_LEVEL, player_highest_level);
while (!valid)
{
sprintf(info_text,"%s %d",TXT_START_ANY_LEVEL, player_highest_level);
m[0].type=NM_TYPE_TEXT; m[0].text = info_text;
m[1].type=NM_TYPE_INPUT; m[1].text_len = 10; m[1].text = num_text;
n_items = 2;
m[0].type=NM_TYPE_TEXT; m[0].text = info_text;
m[1].type=NM_TYPE_INPUT; m[1].text_len = 10; m[1].text = num_text;
n_items = 2;
strcpy(num_text,"1");
strcpy(num_text,"1");
choice = newmenu_do( NULL, TXT_SELECT_START_LEV, n_items, m, NULL, NULL );
choice = newmenu_do( NULL, TXT_SELECT_START_LEV, n_items, m, NULL, NULL );
if (choice==-1 || m[1].text[0]==0)
return 0;
if (choice==-1 || m[1].text[0]==0)
return 0;
new_level_num = atoi(m[1].text);
new_level_num = atoi(m[1].text);
if (!(new_level_num>0 && new_level_num<=player_highest_level)) {
m[0].text = TXT_ENTER_TO_CONT;
nm_messagebox( NULL, 1, TXT_OK, TXT_INVALID_LEVEL);
goto try_again;
if (!(new_level_num>0 && new_level_num<=player_highest_level)) {
m[0].text = TXT_ENTER_TO_CONT;
nm_messagebox( NULL, 1, TXT_OK, TXT_INVALID_LEVEL);
valid = 0;
}
else
valid = 1;
}
}
@ -843,26 +838,6 @@ try_again:
return 1; // exit mission listbox
}
int do_load_level_menu(void)
{
newmenu_item m;
char text[10]="";
int new_level_num;
m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;
newmenu_do( NULL, "Enter level to load", 1, &m, NULL, NULL );
new_level_num = atoi(m.text);
if (new_level_num!=0 && new_level_num>=Last_secret_level && new_level_num<=Last_level) {
StartNewGame(new_level_num);
return 1;
}
return 0;
}
void do_sound_menu();
void input_config();
void change_res();
@ -918,7 +893,7 @@ int gcd(int a, int b)
void change_res()
{
u_int32_t modes[50], new_mode = 0;
int i = 0, mc = 0, num_presets = 0, citem = -1, opt_cval = -1, opt_cres = -1, opt_casp = -1, opt_fullscr = -1;
int i = 0, mc = 0, num_presets = 0, citem = -1, opt_cval = -1, opt_fullscr = -1;
num_presets = gr_list_modes( modes );
@ -944,10 +919,8 @@ void change_res()
m[mc].type = NM_TYPE_RADIO; m[mc].text = "use custom values"; m[mc].value = (citem == -1); m[mc].group = 0; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "resolution:"; mc++;
snprintf(crestext, sizeof(crestext), "%ix%i", SM_W(Game_screen_mode), SM_H(Game_screen_mode));
opt_cres = mc;
m[mc].type = NM_TYPE_INPUT; m[mc].text = crestext; m[mc].text_len = 11; modes[mc] = 0; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "aspect:"; mc++;
opt_casp = mc;
snprintf(casptext, sizeof(casptext), "%ix%i", GameCfg.AspectY, GameCfg.AspectX);
m[mc].type = NM_TYPE_INPUT; m[mc].text = casptext; m[mc].text_len = 11; modes[mc] = 0; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = ""; mc++; // little space for overview