Beispiel #1
0
void hole_goal(void)
{
    score_v[hole][player]++;

    if (score_v[hole][player] == 1)
        audio_play(AUD_ONE, 1.0f);

    else if (score_v[hole][player] == score_v[hole][0] - 2)
        audio_play(AUD_EAGLE, 1.0f);
    else if (score_v[hole][player] == score_v[hole][0] - 1)
        audio_play(AUD_BIRDIE, 1.0f);
    else if (score_v[hole][player] == score_v[hole][0])
        audio_play(AUD_PAR, 1.0f);
    else if (score_v[hole][player] == score_v[hole][0] + 1)
        audio_play(AUD_BOGEY, 1.0f);
    else if (score_v[hole][player] == score_v[hole][0] + 2)
        audio_play(AUD_DOUBLE, 1.0f);
    else
        audio_play(AUD_SUCCESS, 1.0f);

    stat_v[player] = 1;
    done++;

    if (done == party)
        audio_music_fade_out(2.0f);
}
Beispiel #2
0
static int over_enter(struct state *st, struct state *prev)
{
    audio_music_fade_out(2.0f);
    audio_play(AUD_OVER, 1.f);

    video_clr_grab();

    return over_gui();
}
Beispiel #3
0
static int score_enter(void)
{
    audio_music_fade_out(2.f);

    if (paused)
        paused = 0;

    return score_card(_("Scores"), gui_yel, gui_red);
}
Beispiel #4
0
static int score_enter(struct state *st, struct state *prev)
{
    audio_music_fade_out(2.f);

    if (paused)
        paused = 0;

    return score_card(_("Scores"), gui_yel, gui_red);
}
Beispiel #5
0
static int goal_enter(struct state *st, struct state *prev)
{
    if (prev == &st_name)
        progress_rename(0);

    audio_music_fade_out(2.0f);
    video_clr_grab();
    resume = (prev == &st_goal || prev == &st_name || prev == &st_save);
    return goal_gui();
}
Beispiel #6
0
static int demo_end_enter(void)
{
    int id, jd, kd;

    if ((id = gui_vstack(0)))
    {
        if (demo_paused)
            kd = gui_label(id, _("Replay Paused"), GUI_LRG, GUI_ALL,
                           gui_gry, gui_red);
        else
            kd = gui_label(id, _("Replay Ends"),   GUI_LRG, GUI_ALL,
                           gui_gry, gui_red);

        if ((jd = gui_harray(id)))
        {
            int start_id = 0;

            if (standalone)
            {
                start_id = gui_start(jd, _("Quit"), GUI_SML, DEMO_QUIT, 1);
            }
            else
            {
                start_id = gui_start(jd, _("Keep"), GUI_SML, DEMO_KEEP, 1);
                gui_state(jd, _("Delete"), GUI_SML, DEMO_DEL, 0);
            }

            if (demo_paused)
            {
                gui_start(jd, _("Continue"), GUI_SML, DEMO_CONTINUE, 1);
                gui_toggle(start_id);
            }
            else
                gui_state(jd, _("Repeat"),   GUI_SML, DEMO_REPLAY,   0);
        }

        gui_pulse(kd, 1.2f);
        gui_layout(id, 0, 0);
    }

    audio_music_fade_out(demo_paused ? 0.2f : 2.0f);

    return id;
}
Beispiel #7
0
static int over_enter(void)
{
    int id;

    if (curr_mode() != MODE_CHALLENGE)
        return 0;

    if ((id = gui_label(0, _("GAME OVER"), GUI_LRG, GUI_ALL, gui_gry, gui_red)))
    {
        gui_layout(id, 0, 0);
        gui_pulse(id, 1.2f);
    }

    audio_music_fade_out(2.0f);
    audio_play(AUD_OVER, 1.f);

    video_clr_grab();

    return id;
}
Beispiel #8
0
static int fall_out_enter(void)
{
    int id, jd, kd;

    /* Reset hack. */
    resume = 0;

    if ((id = gui_vstack(0)))
    {
        kd = gui_label(id, _("Fall-out!"), GUI_LRG, GUI_ALL, gui_gry, gui_red);

        gui_space(id);

        if ((jd = gui_harray(id)))
        {
            if (progress_dead())
                gui_start(jd, _("Exit"), GUI_SML, FALL_OUT_OVER, 0);

            if (progress_next_avail())
                gui_start(jd, _("Next Level"),  GUI_SML, FALL_OUT_NEXT, 0);

            if (progress_same_avail())
                gui_start(jd, _("Retry Level"), GUI_SML, FALL_OUT_SAME, 0);

            if (demo_saved())
                gui_state(jd, _("Save Replay"), GUI_SML, FALL_OUT_SAVE, 0);
        }

        gui_space(id);

        gui_pulse(kd, 1.2f);
        gui_layout(id, 0, 0);
    }

    audio_music_fade_out(2.0f);
    /* audio_play(AUD_FALL, 1.0f); */

    video_clr_grab();

    return id;
}
Beispiel #9
0
static int demo_del_enter(void)
{
    int id, jd, kd;

    if ((id = gui_vstack(0)))
    {
        kd = gui_label(id, _("Delete Replay?"), GUI_MED, GUI_ALL, gui_red, gui_red);

        if ((jd = gui_harray(id)))
        {
            gui_start(jd, _("No"),  GUI_SML, DEMO_KEEP, 1);
            gui_state(jd, _("Yes"), GUI_SML, DEMO_DEL,  0);
        }

        gui_pulse(kd, 1.2f);
        gui_layout(id, 0, 0);
    }
    audio_music_fade_out(2.0f);

    return id;
}
Beispiel #10
0
static int pause_enter(void)
{
    int id, jd, td;

    audio_music_fade_out(0.2f);

    if ((id = gui_vstack(0)))
    {
        td = gui_label(id, _("Paused"), GUI_LRG, GUI_ALL, 0, 0);
        gui_space(id);

        if ((jd = gui_harray(id)))
        {
            gui_state(jd, _("Quit"), GUI_SML, PAUSE_QUIT, 0);
            gui_start(jd, _("Continue"), GUI_SML, PAUSE_CONTINUE, 1);
        }

        gui_pulse(td, 1.2f);
        gui_layout(id, 0, 0);
    }

    hud_init();
    return id;
}
Beispiel #11
0
static int over_enter(void)
{
    audio_music_fade_out(2.f);
    return score_card(_("Final Scores"), gui_yel, gui_red);
}
Beispiel #12
0
static int over_enter(struct state *st, struct state *prev)
{
    audio_music_fade_out(2.f);
    return score_card(_("Final Scores"), gui_yel, gui_red);
}
Beispiel #13
0
static int demo_del_enter(struct state *st, struct state *prev)
{
    audio_music_fade_out(2.0f);

    return demo_del_gui();
}
Beispiel #14
0
static int demo_end_enter(struct state *st, struct state *prev)
{
    audio_music_fade_out(demo_paused ? 0.2f : 2.0f);

    return demo_end_gui();
}
Beispiel #15
0
static int goal_enter(void)
{
    const char *s1 = _("New Record");
    const char *s2 = _("GOAL");

    int id, jd, kd, ld, md;

    const struct level *l = get_level(curr_level());

    int high = progress_lvl_high();

    if (new_name)
    {
        progress_rename(0);
        new_name = 0;
    }

    if ((id = gui_vstack(0)))
    {
        int gid;

        if (high)
            gid = gui_label(id, s1, GUI_MED, GUI_ALL, gui_grn, gui_grn);
        else
            gid = gui_label(id, s2, GUI_LRG, GUI_ALL, gui_blu, gui_grn);

        gui_space(id);

        if (curr_mode() == MODE_CHALLENGE)
        {
            int coins, score, balls;
            char msg[MAXSTR] = "";
            int i;

            /* Reverse-engineer initial score and balls. */

            if (resume)
            {
                coins = 0;
                score = curr_score();
                balls = curr_balls();
            }
            else
            {
                coins = curr_coins();
                score = curr_score() - coins;
                balls = curr_balls();

                for (i = curr_score(); i > score; i--)
                    if (progress_reward_ball(i))
                        balls--;
            }

            sprintf(msg, ngettext("%d new bonus level",
                                  "%d new bonus levels",
                                  curr_bonus()), curr_bonus());

            if ((jd = gui_hstack(id)))
            {
                gui_filler(jd);

                if ((kd = gui_vstack(jd)))
                {
                    if ((ld = gui_hstack(kd)))
                    {
                        if ((md = gui_harray(ld)))
                        {
                            balls_id = gui_count(md, 100, GUI_MED, GUI_NE);
                            gui_label(md, _("Balls"), GUI_SML, 0,
                                      gui_wht, gui_wht);
                        }
                        if ((md = gui_harray(ld)))
                        {
                            score_id = gui_count(md, 1000, GUI_MED, 0);
                            gui_label(md, _("Score"), GUI_SML, 0,
                                      gui_wht, gui_wht);
                        }
                        if ((md = gui_harray(ld)))
                        {
                            coins_id = gui_count(md, 100, GUI_MED, 0);
                            gui_label(md, _("Coins"), GUI_SML, GUI_NW,
                                      gui_wht, gui_wht);
                        }

                        gui_set_count(balls_id, balls);
                        gui_set_count(score_id, score);
                        gui_set_count(coins_id, coins);
                    }

                    gui_label(kd, msg, GUI_SML, GUI_BOT, 0, 0);
                }

                gui_filler(jd);
            }

            gui_space(id);
        }
        else
        {
            balls_id = score_id = coins_id = 0;
        }

        gui_score_board(id, (GUI_MOST_COINS |
                             GUI_BEST_TIMES |
                             GUI_FAST_UNLOCK), 1, high);

        gui_space(id);

        if ((jd = gui_harray(id)))
        {
            if      (progress_done())
                gui_start(jd, _("Finish"), GUI_SML, GOAL_DONE, 0);
            else if (progress_last())
                gui_start(jd, _("Finish"), GUI_SML, GOAL_LAST, 0);

            if (progress_next_avail())
                gui_start(jd, _("Next Level"),  GUI_SML, GOAL_NEXT, 0);

            if (progress_same_avail())
                gui_start(jd, _("Retry Level"), GUI_SML, GOAL_SAME, 0);

            if (demo_saved())
                gui_state(jd, _("Save Replay"), GUI_SML, GOAL_SAVE, 0);
        }

        if (!resume)
            gui_pulse(gid, 1.2f);

        gui_layout(id, 0, 0);

    }

    set_score_board(&l->score.most_coins,  progress_coin_rank(),
                    &l->score.best_times,  progress_time_rank(),
                    &l->score.fast_unlock, progress_goal_rank());

    audio_music_fade_out(2.0f);

    video_clr_grab();

    /* Reset hack. */
    resume = 0;

    return id;
}