1
0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-24 13:38:29 +02:00

Make "start game" goto play menu if any unlocks, even if saves deleted

This commit fixes a slightly frustrating thing where if you start a new
game, and then exit before saving, "start game" will always take you to
a new game, even though you have unlocked things like the Secret Lab or
Time Trials.

Now, if you select "new game" (only possible if you have something
unlocked), then quit before saving, "start game" will still take you to
the play menu, but "continue" is replaced with "start" and "new game" is
gone.
This commit is contained in:
Misa 2020-04-26 13:09:56 -07:00 committed by Ethan Lee
parent 833bbdbbef
commit 85f851bc17
2 changed files with 27 additions and 9 deletions

View File

@ -1357,7 +1357,7 @@ void Game::updatestate()
{
returntomenu(Menu::levellist);
}
else if (game.telesummary != "" || game.quicksummary != "")
else if (game.telesummary != "" || game.quicksummary != "" || anything_unlocked())
{
returntomenu(Menu::play);
}
@ -7025,14 +7025,24 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
}
else
{
option("continue");
if (telesummary != "" || quicksummary != "")
{
option("continue");
}
else
{
option("start");
}
//ok, secret lab! no notification, but test:
if (unlock[8])
{
option("secret lab", !map.invincibility && game.slowdown == 30);
}
option("play modes");
option("new game");
if (telesummary != "" || quicksummary != "")
{
option("new game");
}
option("return");
if (unlock[8])
{

View File

@ -134,7 +134,7 @@ void menuactionpress()
#if !defined(MAKEANDPLAY)
case 0:
//Play
if (game.telesummary == "" && game.quicksummary == "")
if (game.telesummary == "" && game.quicksummary == "" && !game.anything_unlocked())
{
//No saves exist, just start a new game
game.mainmenu = 0;
@ -948,12 +948,20 @@ void menuactionpress()
case Menu::play:
{
//Do we have the Secret Lab option?
int offset = game.unlock[8] ? 0 : -1;
int sloffset = game.unlock[8] ? 0 : -1;
//Do we have a telesave or quicksave?
int ngoffset = game.telesummary != "" || game.quicksummary != "" ? 0 : -1;
if (game.currentmenuoption == 0)
{
//continue
//right, this depends on what saves you've got
if (game.telesummary == "")
if (game.telesummary == "" && game.quicksummary == "")
{
//You have no saves but have something unlocked, or you couldn't have gotten here
game.mainmenu = 0;
graphics.fademode = 2;
}
else if (game.telesummary == "")
{
//You at least have a quicksave, or you couldn't have gotten here
game.mainmenu = 2;
@ -983,21 +991,21 @@ void menuactionpress()
music.playef(2);
}
}
else if (game.currentmenuoption == offset+2)
else if (game.currentmenuoption == sloffset+2)
{
//play modes
music.playef(11);
game.createmenu(Menu::playmodes);
map.nexttowercolour();
}
else if (game.currentmenuoption == offset+3)
else if (game.currentmenuoption == sloffset+3 && (game.telesummary != "" || game.quicksummary != ""))
{
//newgame
music.playef(11);
game.createmenu(Menu::newgamewarning);
map.nexttowercolour();
}
else if (game.currentmenuoption == offset+4)
else if (game.currentmenuoption == sloffset+ngoffset+4)
{
//back
music.playef(11);