Esempio n. 1
0
static void gui_level(int id, int i)
{
    struct level *l = get_level(i);

    const GLubyte *fore = 0;
    const GLubyte *back = 0;

    int jd;

    if (!l)
    {
        gui_label(id, " ", GUI_SML, gui_blk, gui_blk);
        return;
    }

    if (level_opened(l))
    {
        fore = level_bonus(l)     ? gui_grn : gui_wht;
        back = level_completed(l) ? fore    : gui_yel;
    }

    jd = gui_label(id, level_name(l), GUI_SML, back, fore);

    if (level_opened(l) || config_cheat())
        gui_set_state(jd, START_LEVEL, i);
}
Esempio n. 2
0
int  progress_play(struct level *l)
{
    if (l && (level_opened(l) || config_cheat()))
    {
        level = l;

        next   = NULL;
        status = GAME_NONE;
        coins  = 0;
        timer  = 0;
        goal   = goal_i = level_goal(level);

        if (same_goal_e)
            same_goal_e = 0;
        else
            goal_e = (mode != MODE_CHALLENGE && level_completed(level) &&
                      config_get_d(CONFIG_LOCK_GOALS) == 0) || goal == 0;

        prev = curr;

        time_rank = RANK_LAST;
        goal_rank = RANK_LAST;
        coin_rank = RANK_LAST;

        return init_level();
    }
    return 0;
}
Esempio n. 3
0
static void gui_level(int id, char *text, int i)
{
    int o = level_opened(i);
    int e = level_exists(i);

    if      (o) gui_state(id, text, GUI_SML, i, 0);
    else if (e) gui_label(id, text, GUI_SML, GUI_ALL, gui_yel, gui_red);
    else        gui_label(id, text, GUI_SML, GUI_ALL, gui_blk, gui_blk);
}
Esempio n. 4
0
int  progress_next_avail(void)
{
    if (next)
    {
        if (mode == MODE_CHALLENGE)
            return status == GAME_GOAL;
        else
            return level_opened(next);
    }
    return 0;
}
Esempio n. 5
0
static void start_over_level(int i)
{
    struct level *l = get_level(i);

    if (level_opened(l) || config_cheat())
    {
        gui_set_image(shot_id, level_shot(l));

        set_score_board(level_score(l, SCORE_COIN), -1,
                        level_score(l, SCORE_TIME), -1,
                        level_score(l, SCORE_GOAL), -1);

        if (file_id)
            gui_set_label(file_id, level_file(l));
    }
}
Esempio n. 6
0
static int start_action(int i)
{
    audio_play(AUD_MENU, 1.0f);

    if (i == START_BACK)
        return goto_state(&st_set);

    if (level_opened(i))
    {
        if (level_play(USER_REPLAY_FILE, i))
            return goto_state(&st_level);
        else
        {
            set_free();
            return goto_state(&st_title);
        }
    }
    return 1;
}
Esempio n. 7
0
static int goal_gui(void)
{
    const char *s1 = _("New Record");
    const char *s2 = _("GOAL");

    int id, jd, kd, ld, md;

    int high = progress_lvl_high();

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

        if (curr_mode() == MODE_CHALLENGE)
        {
            int coins, score, balls;
            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--;
            }

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

                if ((kd = gui_vstack(id)))
                {
                    if ((ld = video.device_w < video.device_h ? gui_vstack(kd) : gui_hstack(kd)))
                    {
                        if ((md = gui_harray(ld)))
                        {
                            balls_id = gui_count(md, 100, GUI_MED);
                            gui_label(md, _("Balls"), GUI_MED,
                                      gui_wht, gui_wht);
                        }
                        if ((md = gui_harray(ld)))
                        {
                            score_id = gui_count(md, 1000, GUI_MED);
                            gui_label(md, _("Score"), GUI_MED,
                                      gui_wht, gui_wht);
                        }
                        if ((md = gui_harray(ld)))
                        {
                            coins_id = gui_count(md, 100, GUI_MED);
                            gui_label(md, _("Coins"), GUI_MED,
                                      gui_wht, gui_wht);
                        }

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

                    if ((ld = gui_harray(kd)))
                    {
                        const struct level *l;

                        gui_label(ld, "", GUI_SML, 0, 0);

                        for (i = MAXLVL - 1; i >= 0; i--)
                            if ((l = get_level(i)) && level_bonus(l))
                            {
                                const GLubyte *c = (level_opened(l) ?
                                                    gui_grn : gui_gry);

                                gui_label(ld, level_name(l), GUI_SML, c, c);
                            }

                        gui_label(ld, "", GUI_SML, 0, 0);
                    }

                    gui_set_rect(kd, GUI_ALL);
                }

                /*gui_filler(jd);
            }*/

            gui_space(id);
        }
        else
        {
            gid = gui_label(id, high ? s1 : s2, GUI_LRG, gui_blu, gui_grn);
            gui_space(id);

            balls_id = score_id = coins_id = 0;
        }

        gui_score_board(id, (GUI_SCORE_COIN |
                             GUI_SCORE_TIME |
                             GUI_SCORE_GOAL |
                             GUI_SCORE_SAVE), 1, high);

        gui_space(id);

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

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

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

            if (!progress_done() && !progress_last())
                gui_start(jd, _("Quit"), GUI_MED, GOAL_DONE, 0);
            //if (demo_saved())
            //    gui_state(jd, _("Save Replay"), GUI_SML, GOAL_SAVE, 0);
        }

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

        gui_layout(id, 0, 0);

    }

    set_score_board(level_score(curr_level(), SCORE_COIN), progress_coin_rank(),
                    level_score(curr_level(), SCORE_TIME), progress_time_rank(),
                    level_score(curr_level(), SCORE_GOAL), progress_goal_rank());

    return id;
}
Esempio n. 8
0
void progress_stat(int s)
{
    int i, dirty = 0;

    status = s;

    coins = curr_coins();
    timer = (level_time(level) == 0 ?
             curr_clock() :
             level_time(level) - curr_clock());

    switch (status)
    {
    case GAME_GOAL:

        for (i = curr.score + 1; i <= curr.score + coins; i++)
            if (progress_reward_ball(i))
                curr.balls++;

        curr.score += coins;
        curr.times += timer;

        dirty = level_score_update(level, timer, coins,
                                   &time_rank,
                                   goal == 0 ? &goal_rank : NULL,
                                   &coin_rank);

        if (!level_completed(level))
        {
            level_complete(level);
            dirty = 1;
        }

        /* Compute next level. */

        if (mode == MODE_CHALLENGE)
        {
            for (next = level->next;
                 next && level_bonus(next);
                 next = next->next)
            {
                if (!level_opened(next))
                {
                    level_open(next);
                    dirty = 1;
                }
            }
        }
        else
        {
            for (next = level->next;
                 next && level_bonus(next) && !level_opened(next);
                 next = next->next)
                /* Do nothing */;
        }

        /* Open next level or complete the set. */

        if (next)
        {
            level_open(next);
            dirty = 1;
        }
        else
            done = mode == MODE_CHALLENGE;

        break;

    case GAME_FALL:
        /* Fall through. */

    case GAME_TIME:
        for (next = level->next;
             next && !level_opened(next);
             next = next->next)
            /* Do nothing */;

        curr.times += timer;
        curr.balls -= 1;

        break;
    }

    if (dirty && mode != MODE_STANDALONE)
        set_store_hs();

    demo_play_stat(status, coins, timer);
}