Closed foote-darrell closed 1 year ago
I got to know how to do this.
I still need to find out how
Seemingly in the LevelCheat.c file, there seem to be macros that define the names of the strings. Where are the macros from? The only search results that return are from this list. The strings seem to be in here. Where are the actual macros defined?
Is there a way to trype in a string literal directly the .c file? Does the project have any way to create a random integer for levels 1 thorugh 10? There seem to be many results of RandomFloat, but none for an integer.
@jorio to date, still no answer.
Merry Christmas:
int DoLevelCheatDialog(void (*backgroundDrawRoutine)(void))
{
static const MenuItem kLevelCheatMenu[] =
{
{.type=kMenuItem_Title, .text=STR_LEVEL_CHEAT},
{.type=kMenuItem_Spacer},
{.type=kMenuItem_Pick, .text=STR_LEVEL_1, .pick=0},
{.type=kMenuItem_Pick, .text=STR_LEVEL_2, .pick=1},
{.type=kMenuItem_Pick, .text=STR_LEVEL_3, .pick=2},
{.type=kMenuItem_Pick, .text=STR_LEVEL_4, .pick=3},
{.type=kMenuItem_Pick, .text=STR_LEVEL_5, .pick=4},
{.type=kMenuItem_Pick, .text=STR_LEVEL_6, .pick=5},
{.type=kMenuItem_Pick, .text=STR_LEVEL_7, .pick=6},
{.type=kMenuItem_Pick, .text=STR_LEVEL_8, .pick=7},
{.type=kMenuItem_Pick, .text=STR_LEVEL_9, .pick=8},
{.type=kMenuItem_Pick, .text=STR_LEVEL_10, .pick=9},
{.type=kMenuItem_Pick, .rawText="* RANDOM *", .pick=10},
{.type=kMenuItem_END_SENTINEL},
};
int pick = StartMenu(kLevelCheatMenu, nil, nil, backgroundDrawRoutine);
if (pick == 10)
{
pick = MyRandomLong() % 10; // random number in range [0...9]
}
return pick;
}
Why not the Random level option in the 4.0.1 update? This a feature is a great improvement.
I am new to this stuff, but what would it take to make a "Random" option in the level cheat menu? Just make it set
LEVEL_NUM
to a random integer between 1 and 10? It ought to be a simple and trivial thing to make.