-/*
+/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
#include <stdio.h>
#include <string.h>
+#include <assert.h>
+#include <errno.h>
#include "glext.h"
#include "config.h"
#include "image.h"
-#include "levels.h"
#include "set.h"
+#include "game.h"
/*---------------------------------------------------------------------------*/
-struct set
+static int count; /* number of sets */
+
+static struct set set_v[MAXSET]; /* array of sets */
+
+static struct set *current_set; /* currently selected set */
+
+static struct level level_v[MAXLVL]; /* levels of the current set */
+
+/*---------------------------------------------------------------------------*/
+
+static void put_score(FILE *fp, const struct score *s)
{
- char init_levels[MAXSTR];
- char init_scores[MAXSTR];
- char user_scores[MAXSTR];
+ int j;
+ for (j = 0; j < NSCORE; j++)
+ fprintf(fp, "%d %d %s\n", s->timer[j], s->coins[j], s->player[j]);
+}
- char shot[MAXSTR];
- char name[MAXSTR];
- char desc[MAXSTR];
-};
+static void set_store_hs(void)
+/* Store the score of the set */
+{
+ const struct set *s = current_set;
+ FILE *fout;
+ int i;
+ const struct level *l;
+ char states[MAXLVL + 1];
-static int set_state = 0;
+ if ((fout = fopen(config_user(s->user_scores), "w")))
+ {
+ for (i = 0; i < s->count; i++)
+ {
+ if (level_v[i].is_locked)
+ states[i] = 'L';
+ else if (level_v[i].is_completed)
+ states[i] = 'C';
+ else
+ states[i] = 'O';
+ }
+ states[s->count] = '\0';
+ fprintf(fout, "%s\n",states);
-static int set;
-static int count;
+ put_score(fout, &s->time_score);
+ put_score(fout, &s->coin_score);
-static struct set set_v[MAXSET];
+ for (i = 0; i < s->count; i++)
+ {
+ l = &level_v[i];
+ put_score(fout, &l->time_score);
+ put_score(fout, &l->goal_score);
+ put_score(fout, &l->coin_score);
+ }
+
+ fclose(fout);
+ }
+}
+
+static int get_score(FILE *fp, struct score *s)
+{
+ int j;
+ int res = 1;
+ for (j = 0; j < NSCORE && res; j++)
+ {
+ res = (fscanf(fp, "%d %d %s\n",
+ &s->timer[j], &s->coins[j], s->player[j])) == 3;
+ }
+ return res;
+}
+
+static void set_load_hs(void)
+/* Get the score of the set */
+{
+ struct set *s = current_set;
+ FILE *fin;
+ int i;
+ int res = 0;
+ struct level *l;
+ const char *fn = config_user(s->user_scores);
+ char states[MAXLVL + 1];
+
+ if ((fin = fopen(fn, "r")))
+ {
+ res = ((fscanf(fin, "%s\n", states) == 1) &&
+ (strlen(states) == s->count));
+ for (i = 0; i < s->count && res; i++)
+ {
+ if (states[i] == 'L')
+ {
+ level_v[i].is_locked = 1;
+ level_v[i].is_completed = 0;
+ }
+ else if (states[i] == 'C')
+ {
+ level_v[i].is_locked = 0;
+ level_v[i].is_completed = 1;
+ }
+ else if (states[i] == 'O')
+ {
+ level_v[i].is_locked = 0;
+ level_v[i].is_completed = 0;
+ }
+ else
+ res = 0;
+ }
+
+ res = res &&
+ get_score(fin, &s->time_score) &&
+ get_score(fin, &s->coin_score);
+
+ for (i = 0; i < s->count && res; i++)
+ {
+ l = &level_v[i];
+ res = get_score(fin, &l->time_score) &&
+ get_score(fin, &l->goal_score) &&
+ get_score(fin, &l->coin_score);
+ }
+
+ fclose(fin);
+ }
+
+ if (!res && errno != ENOENT)
+ {
+ fprintf(stderr, _("Error while loading user high-score file '%s': "),
+ fn);
+ if (errno)
+ perror(NULL);
+ else
+ fprintf(stderr, _("Incorrect format\n"));
+ }
+}
+
+static char *chomp(char *str)
+/* Remove trailing \n if any */
+{
+ char *p = str + strlen(str) - 1;
+ if (p >= str && *p == '\n') *p = 0;
+ return str;
+}
+
+static int set_load(struct set *s, const char *filename)
+/* Count levels */
+{
+ FILE *fin;
+ char buf[MAXSTR];
+ int res = 0;
+
+ /* Open the datafile */
+
+ fin = fopen(filename, "r");
+ if (fin == NULL)
+ {
+ fprintf(stderr, _("Cannot load the set file '%s':"), filename);
+ perror(NULL);
+ return 0;
+ }
+
+ /* Raz the set structure */
+
+ memset(s, 0, sizeof(struct set));
+
+ /* Set some sane values in case the scores hs is missing. */
+
+ score_init_hs(&s->time_score, 359999, 0);
+ score_init_hs(&s->coin_score, 359999, 0);
+
+ /* Load set metadata */
+
+ strcpy(s->file, filename);
+ if ((res = fgets(buf, MAXSTR, fin) != NULL))
+ strcpy(s->name, chomp(buf));
+ if (res && (res = fgets(buf, MAXSTR, fin) != NULL))
+ strcpy(s->desc, chomp(buf));
+ if (res && (res = fgets(buf, MAXSTR, fin) != NULL))
+ strcpy(s->setname, chomp(buf));
+ if (res && (res = fgets(buf, MAXSTR, fin) != NULL))
+ strcpy(s->shot, chomp(buf));
+ if (res && (res = fgets(buf, MAXSTR, fin) != NULL))
+ sscanf(buf, "%d %d %d %d %d %d",
+ &s->time_score.timer[0],
+ &s->time_score.timer[1],
+ &s->time_score.timer[2],
+ &s->coin_score.coins[0],
+ &s->coin_score.coins[1],
+ &s->coin_score.coins[2]);
+ strcpy(s->user_scores, "neverballhs-");
+ strcat(s->user_scores, s->setname);
+
+ /* Count levels levels. */
+
+ s->count = 0;
+
+ while (s->count < MAXLVL && (fscanf(fin, "%s", buf) == 1))
+ s->count++;
+
+ /* Close the file, since it's no more needed */
+
+ fclose(fin);
+
+ /* Load the levels states (stored in the user highscore file) */
+ s->locked = s->count;
+ s->completed = 0;
+ if ((fin = fopen(config_user(s->user_scores), "r")))
+ {
+ char states[MAXLVL + 1];
+ int i;
+ if ((fscanf(fin, "%s\n", states) == 1) && (strlen(states) == s->count))
+ {
+ for (i = 0; i < s->count; i++)
+ {
+ if (states[i] == 'O')
+ s->locked -= 1;
+ else if (states[i] == 'C')
+ {
+ s->completed += 1;
+ s->locked -= 1;
+ }
+ }
+ }
+ fclose(fin);
+ }
+ if (s->locked == s->count)
+ s->locked = s->count-1;
+
+ return 1;
+}
/*---------------------------------------------------------------------------*/
void set_init()
{
FILE *fin;
+ struct set *set;
+ char filename[MAXSTR];
+ int res;
- if (set_state)
- set_free();
+ current_set = NULL;
count = 0;
if ((fin = fopen(config_data(SET_FILE), "r")))
{
- while (fscanf(fin, "%s %s %s %s\n",
- set_v[count].init_levels,
- set_v[count].init_scores,
- set_v[count].user_scores,
- set_v[count].shot) == 4 &&
- fgets(set_v[count].name, MAXSTR, fin) &&
- fgets(set_v[count].desc, MAXSTR, fin))
+ res = 1;
+ while (count < MAXSET && res)
{
- char *p = set_v[count].name + strlen(set_v[count].name) - 1;
- char *q = set_v[count].desc + strlen(set_v[count].desc) - 1;
+ set = &(set_v[count]);
+
+ /* clean the set data */
- if (*p == '\n') *p = 0;
- if (*q == '\n') *q = 0;
+ res = (fgets(filename, MAXSTR, fin) != NULL);
+ if (res)
+ {
+ chomp(filename);
- count++;
+ res = set_load(set, config_data(filename));
+ if (res)
+ {
+ set->number = count;
+ count++;
+ }
+ }
}
fclose(fin);
-
- set_state = 1;
}
}
+/*---------------------------------------------------------------------------*/
+
int set_exists(int i)
{
return (0 <= i && i < count);
}
+const struct set *get_set(int i)
+{
+ return set_exists(i) ? &set_v[i] : NULL;
+}
+
+/*---------------------------------------------------------------------------*/
+
+int set_unlocked(const struct set *s)
+/* Are all levels (even extra bonus) unlocked? */
+{
+ return s->locked == 0;
+}
+
+int set_completed(const struct set *s)
+/* Are all levels (even extra bonus) completed? */
+{
+ return s->completed == s->count;
+}
+
+int set_level_exists(const struct set *s, int i)
+/* Does the level i of the set exist? */
+{
+ return (i >= 0) && (i < s->count);
+}
+
+/*---------------------------------------------------------------------------*/
+
+static void set_load_levels(void)
+/* Load more the levels of the current set */
+{
+ FILE *fin;
+ char buf[MAXSTR];
+ char name[MAXSTR];
+ struct level *l;
+
+ int i = 0, res;
+ int nb = 1, bnb = 1;
+
+ fin = fopen(current_set->file, "r");
+ assert(fin != NULL);
+
+ res = 1;
+
+ /* Skip the five first lines */
+ for(i = 0; i < 5; i++)
+ fgets(buf, MAXSTR, fin);
+
+ for(i = 0; i < current_set->count && res; i++)
+ {
+ l = &level_v[i];
+ res = (fscanf(fin, "%s", name) == 1);
+ assert(res);
+
+ level_load(config_data(name), l);
+
+ /* Initialize set related info */
+ l->set = current_set;
+ l->number = i;
+ if (l->is_bonus)
+ sprintf(l->numbername, _("B%d"), bnb++);
+ else
+ sprintf(l->numbername, "%02d", nb++);
+ l->is_locked = 1;
+ l->is_completed = 0;
+ }
+ level_v[0].is_locked = 0; /* unlock the first level */
+ fclose(fin);
+ assert(i == current_set->count);
+}
+
void set_goto(int i)
{
- level_init(set_v[i].init_levels,
- set_v[i].init_scores,
- set_v[i].user_scores);
- set = i;
+ assert(set_exists(i));
+ current_set = &set_v[i];
+ set_load_levels();
+ set_load_hs();
}
-int set_curr(void)
+const struct set *curr_set(void)
{
- return set;
+ return current_set;
}
-void set_free(void)
+const struct level *get_level(int i)
{
- level_free();
- set_state = 0;
+ return (i >= 0 && i < current_set->count) ? &level_v[i] : NULL;
}
/*---------------------------------------------------------------------------*/
-const char *set_name(int i)
+static int score_time_comp(const struct score *S, int i, int j)
+{
+ if (S->timer[i] < S->timer[j])
+ return 1;
+
+ if (S->timer[i] == S->timer[j] && S->coins[i] > S->coins[j])
+ return 1;
+
+ return 0;
+}
+
+static int score_coin_comp(const struct score *S, int i, int j)
+{
+ if (S->coins[i] > S->coins[j])
+ return 1;
+
+ if (S->coins[i] == S->coins[j] && S->timer[i] < S->timer[j])
+ return 1;
+
+ return 0;
+}
+
+static void score_swap(struct score *S, int i, int j)
+{
+ char player[MAXNAM];
+ int tmp;
+
+ strncpy(player, S->player[i], MAXNAM);
+ strncpy(S->player[i], S->player[j], MAXNAM);
+ strncpy(S->player[j], player, MAXNAM);
+
+ tmp = S->timer[i];
+ S->timer[i] = S->timer[j];
+ S->timer[j] = tmp;
+
+ tmp = S->coins[i];
+ S->coins[i] = S->coins[j];
+ S->coins[j] = tmp;
+}
+
+static int score_time_insert(struct score *s, const char *player, int timer,
+ int coins)
+{
+ int i;
+
+ strncpy(s->player[3], player, MAXNAM);
+ s->timer[3] = timer;
+ s->coins[3] = coins;
+
+ for (i = 2; i >= 0 && score_time_comp(s, i + 1, i); i--)
+ score_swap(s, i + 1, i);
+
+ return i + 1;
+}
+
+static int score_coin_insert(struct score *s, const char *player, int timer,
+ int coins)
+{
+ int i;
+
+ strncpy(s->player[3], player, MAXNAM);
+ s->timer[3] = timer;
+ s->coins[3] = coins;
+
+ for (i = 2; i >= 0 && score_coin_comp(s, i + 1, i); i--)
+ score_swap(s, i + 1, i);
+
+ return i + 1;
+}
+
+static int level_score_update(struct level_game *lg, const char *player)
+/* Update the level score rank according to coins and timer */
+{
+ int timer = lg->timer;
+ int coins = lg->coins;
+ struct level *l = &level_v[lg->level->number];
+
+ lg->time_rank = score_time_insert(&l->time_score, player, timer, coins);
+
+ if (lg->mode == MODE_CHALLENGE || lg->mode == MODE_NORMAL)
+ lg->goal_rank = score_time_insert(&l->goal_score, player, timer, coins);
+ else
+ lg->goal_rank = 3;
+
+ lg->coin_rank = score_coin_insert(&l->coin_score, player, timer, coins);
+
+ return (lg->time_rank < 3 || lg->goal_rank < 3 || lg->coin_rank < 3);
+}
+
+static int set_score_update(struct level_game *lg, const char *player)
+/* Update the set score rank according to score and times */
+{
+ int timer = lg->times;
+ int coins = lg->score;
+ struct set *s = current_set;
+
+ lg->score_rank = score_time_insert(&s->time_score, player, timer, coins);
+ lg->times_rank = score_time_insert(&s->coin_score, player, timer, coins);
+ return (lg->score_rank < 3 || lg->times_rank < 3);
+}
+
+
+void score_change_name(struct level_game *lg, const char *player)
+/* Update the player name for set and level high-score */
+{
+#define UPDATE(i, x) (strncpy((x).player[(i)], player, MAXNAM))
+ struct set *s = current_set;
+ struct level *l = &level_v[lg->level->number];
+ UPDATE(lg->time_rank, l->time_score);
+ UPDATE(lg->goal_rank, l->goal_score);
+ UPDATE(lg->coin_rank, l->coin_score);
+ UPDATE(lg->score_rank, s->coin_score);
+ UPDATE(lg->times_rank, s->time_score);
+ set_store_hs();
+}
+
+static struct level *next_level(int i)
+{
+/* Return the ith level, or NULL */
+ return set_level_exists(current_set, i + 1) ? &level_v[i + 1] : NULL;
+}
+
+static struct level *next_normal_level(int i)
+/* Return the next normal level (starting for i)
+ * Return NULL if there is not a such level */
+{
+ for (i++; i < current_set->count; i++)
+ if (!level_v[i].is_bonus)
+ return &level_v[i];
+ return NULL;
+}
+
+void set_finish_level(struct level_game *lg, const char *player)
+/* Inform the set that a level is finished.
+ * Update next_level and score rank fields */
{
- return set_exists(i) ? set_v[i].name : "";
+ struct set *s = current_set;
+ int ln = lg->level->number; /* curent level number */
+ struct level *cl = &level_v[ln]; /* current level */
+ struct level *nl = NULL; /* next level */
+ int dirty = 0; /* HS should be saved? */
+
+ assert(s == cl->set);
+
+ /* if no set, no next level */
+ if (s == NULL)
+ {
+ /* if no set, return */
+ lg->next_level = NULL;
+ return;
+ }
+
+ /* On level completed */
+ if (lg->state == GAME_GOAL)
+ {
+ /* Update level scores */
+ dirty = level_score_update(lg, player);
+
+ /* Complete the level */
+ if (lg->mode == MODE_CHALLENGE || lg->mode == MODE_NORMAL)
+ {
+ /* Complete the level */
+ if (!cl->is_completed)
+ {
+ cl->is_completed = 1;
+ s->completed += 1;
+ dirty = 1;
+ }
+ }
+ }
+
+ /* On goal reached */
+ if (lg->state == GAME_GOAL || lg->state == GAME_SPEC)
+ {
+ /* Identify the following level */
+ nl = next_level(ln + lg->state_value);
+ if (nl != NULL)
+ {
+ /* skip bonuses if unlocked in non challenge mode */
+ if (nl->is_bonus && nl->is_locked && lg->mode != MODE_CHALLENGE)
+ nl = next_normal_level(nl->number);
+ }
+ else if (lg->mode == MODE_CHALLENGE)
+ lg->win = 1;
+ }
+ else if (cl->is_bonus || lg->mode != MODE_CHALLENGE)
+ {
+ /* On fail, identify the next level (only in bonus for challenge) */
+ nl = next_normal_level(ln);
+ /* Next level may be unavailable */
+ if (!cl->is_bonus && nl != NULL && nl->is_locked)
+ nl = NULL;
+ /* Fail a bonus level but win the set! */
+ else if (nl == NULL && lg->mode == MODE_CHALLENGE)
+ lg->win = 1;
+ }
+
+ /* Win ! */
+ if (lg->win)
+ {
+ /* update set score */
+ set_score_update(lg, player);
+ /* unlock all levels */
+ set_cheat();
+ dirty = 1;
+ }
+
+ /* unlock the next level if needed */
+ if (nl != NULL && nl->is_locked)
+ {
+ if (lg->mode == MODE_CHALLENGE || lg->mode == MODE_NORMAL)
+ {
+ lg->unlock = 1;
+ nl->is_locked = 0;
+ s->locked -= 1;
+ dirty = 1;
+ }
+ else
+ nl = NULL;
+ }
+
+ /* got the next level */
+ lg->next_level = nl;
+
+ /* Update file */
+ if (dirty)
+ set_store_hs();
}
-const char *set_desc(int i)
+/*---------------------------------------------------------------------------*/
+
+void level_snap(int i)
{
- return set_exists(i) ? set_v[i].desc : "";
+ char filename[MAXSTR];
+
+ /* Convert the level name to a PNG filename. */
+
+ memset(filename, 0, MAXSTR);
+ strcpy(filename, strstr(level_v[i].file, "map-"));
+ strcpy(strstr(filename, "."), ".png");
+
+ /* Initialize the game for a snapshot. */
+
+ if (game_init(&level_v[i], 0, 0))
+ {
+ int shadow;
+
+ if ((shadow = config_get_d(CONFIG_SHADOW)))
+ config_set_d(CONFIG_SHADOW, 0);
+
+ /* Render the level and grab the screen. */
+
+ config_clear();
+ game_set_fly(1.f);
+ game_kill_fade();
+ game_draw(1, 0);
+ SDL_GL_SwapBuffers();
+
+ image_snap(filename, config_get_d(CONFIG_WIDTH),
+ config_get_d(CONFIG_HEIGHT));
+
+ if (shadow)
+ config_set_d(CONFIG_SHADOW, 1);
+ }
}
-const char *set_shot(int i)
+void set_cheat(void)
+/* Open each level of the current set */
{
- return set_exists(i) ? set_v[i].shot : set_v[0].shot;
+ int i;
+ current_set->locked = 0;
+ for (i = 0; i < current_set->count; i++)
+ level_v[i].is_locked = 0;
}
+
/*---------------------------------------------------------------------------*/