#define LEVEL_H
#include "base_config.h"
+#define NSCORE 3
/*---------------------------------------------------------------------------*/
+/* A score structure */
+
+struct score
+{
+ char player[NSCORE + 1][MAXNAM]; /* player name */
+ int timer[NSCORE + 1]; /* time elapsed */
+ int coins[NSCORE + 1]; /* coins collected */
+};
+
+void score_init_hs(struct score *, int, int);
+
+/*---------------------------------------------------------------------------*/
+
+/* A simple level */
+
struct level
{
- /* (data) means that the file is relative from the data file */
+ /* Level identity */
+
char file[MAXSTR]; /* sol main file */
- char back[MAXSTR]; /* sol background file (data) */
- char grad[MAXSTR]; /* gradiant backgound image (data) */
- char shot[MAXSTR]; /* screenshot image (data)*/
- char song[MAXSTR]; /* song file (data) */
- int time; /* time limit */
- int goal; /* coins needed */
+ char name[MAXSTR]; /* the level name */
+ int version; /* the level version */
+ char author[MAXSTR]; /* the author */
+
+ /* Time and goal information */
+
+ int time; /* time limit */
+ int goal; /* coins needed */
+
+ struct score time_score; /* "best time" score */
+ struct score goal_score; /* "unlock goal" score */
+ struct score coin_score; /* "most coin" score */
+
+ /* Regarding set information */
+
+ struct set *set; /* set (NULL in single mode) */
+ int number; /* level number in the set */
+ char numbername[3]; /* string representation of the number (eg. B1) */
+ int is_locked; /* Is the level unplayable */
+ int is_bonus; /* Is the level an extra-bonus level? */
+ int is_completed; /* Is the level goal terminated? */
+ int is_last; /* Is the level the last of the set? */
+
+ /* Other metadata (files are relative the data file) */
+
+ char message[MAXSTR]; /* intro message */
+ char back[MAXSTR]; /* sol background file */
+ char grad[MAXSTR]; /* gradiant backgound image */
+ char shot[MAXSTR]; /* screenshot image */
+ char song[MAXSTR]; /* song file */
};
int level_load(const char *, struct level *);
/*---------------------------------------------------------------------------*/
+/* A level for the playing */
+
+struct level_game
+{
+ int mode; /* game mode */
+ const struct level *level; /* the level played */
+
+ int goal; /* coins needed */
+ int time; /* time limit */
+
+ /* MODE_CHALLENGE only */
+ int score; /* coin total */
+ int balls; /* live count */
+ int times; /* time total */
+
+ /* Once a level is finished */
+ int state; /* state ending */
+ int coins; /* coins collected */
+ int timer; /* time elapsed */
+ int state_value; /* more precision about the state: skip for goal */
+
+ /* rank = 3 => unclassed */
+ int coin_rank; /* rank in the level high-scores */
+ int goal_rank; /* rank in the level high-scores */
+ int time_rank; /* rank in the level high-scores */
+ int score_rank; /* rank in the set high-scores */
+ int times_rank; /* rank in the set high-scores */
+
+ /* What about the game and the set? */
+ int dead; /* Is the game over and lost? */
+ int win; /* Is the game over and win? */
+ int unlock; /* Is the next level newly unlocked */
+ const struct level *next_level; /* next level (NULL no next level) */
+};
+
+/*---------------------------------------------------------------------------*/
+
+#define MODE_CHALLENGE 1
+#define MODE_NORMAL 2
+#define MODE_PRACTICE 3
+#define MODE_SINGLE 4
+
+const char *mode_to_str(int);
+
+/*---------------------------------------------------------------------------*/
+
+#define GAME_NONE 0 /* No event (or aborted) */
+#define GAME_TIME 1 /* Time's up */
+#define GAME_GOAL 2 /* Goal reached */
+#define GAME_FALL 3 /* Fall out */
+#define GAME_SPEC 4 /* Special goal reached */
+
+const char *state_to_str(int);
+
#endif