* General Public License for more details.
*/
-#include <stdio.h> /* Necessary for sprintf() line 128 */.
+#include <stdio.h>
#include "gui.h"
-#include "game.h"
#include "util.h"
-#include "levels.h"
+#include "progress.h"
#include "audio.h"
#include "config.h"
+#include "video.h"
#include "demo.h"
+#include "game_common.h"
+#include "game_server.h"
+#include "game_client.h"
+
#include "st_goal.h"
#include "st_save.h"
#include "st_over.h"
#define GOAL_SAVE 3
#define GOAL_BACK 4
#define GOAL_DONE 5
-#define GOAL_NAME 6
-#define GOAL_OVER 7
+#define GOAL_OVER 6
+#define GOAL_LAST 7
static int balls_id;
static int coins_id;
static int score_id;
-/* Bread crumbs. */
-
-static int new_name;
-static int be_back_soon;
+static int resume;
static int goal_action(int i)
{
/* Fall through. */
case GOAL_OVER:
- level_stop();
+ progress_stop();
return goto_state(&st_over);
case GOAL_SAVE:
- be_back_soon = 1;
-
- level_stop();
+ progress_stop();
return goto_save(&st_goal, &st_goal);
- case GOAL_NAME:
- new_name = 1;
- be_back_soon = 1;
-
- level_stop();
- return goto_name(&st_goal, &st_goal);
+ case GUI_NAME:
+ progress_stop();
+ return goto_name(&st_goal, &st_goal, 0);
case GOAL_DONE:
- level_stop();
+ progress_stop();
+ progress_exit();
return goto_state(&st_done);
+ case GOAL_LAST:
+ progress_stop();
+ return goto_state(&st_start);
+
+ case GUI_SCORE_COIN:
+ case GUI_SCORE_TIME:
+ case GUI_SCORE_GOAL:
+ gui_score_set(i);
+ return goto_state(&st_goal);
+
case GOAL_NEXT:
- level_next();
- return goto_state(&st_level);
+ if (progress_next())
+ return goto_state(&st_level);
+ break;
case GOAL_SAME:
- level_same();
- return goto_state(&st_level);
+ if (progress_same())
+ return goto_state(&st_level);
+ break;
}
return 1;
}
-static int goal_enter(void)
+static int goal_gui(void)
{
const char *s1 = _("New Record");
const char *s2 = _("GOAL");
- const char *s3 = _("Congratulations!");
-
- int id, jd, kd;
-
- struct level_game *lg = curr_lg(); /* Note: const removed. Is this really needed? */
- const struct level *l = lg->level;
- int high;
+ int id, jd, kd, ld, md;
- high = (lg->time_rank < 3) || (lg->goal_rank < 3) || (lg->coin_rank < 3);
-
- /* Reset hack. */
- be_back_soon = 0;
-
- if (new_name)
- {
- level_update_player_name();
- new_name = 0;
- }
+ int high = progress_lvl_high();
+ int level = curr_level();
if ((id = gui_vstack(0)))
{
int gid;
- if(lg->mode == MODE_CHALLENGE && lg->bonus > 0)
- {
- lg->bonus = 0;
- lg->bonusid += 1;
- char buf[MAXSTR] = {0};
- sprintf(buf, "You Have Unlocked Bonus Level %i!", lg->bonusid);
- gid = gui_label(id, s3, GUI_MED, GUI_ALL, gui_grn, gui_red);
- gid = gui_label(id, buf, GUI_SML, GUI_ALL, gui_grn, gui_blu);
- }
-
if (high)
gid = gui_label(id, s1, GUI_MED, GUI_ALL, gui_grn, gui_grn);
else
gui_space(id);
- if (lg->mode == MODE_CHALLENGE)
+ if (curr_mode() == MODE_CHALLENGE)
{
- int coins = lg->coins;
- int score = lg->score - coins;
- int balls = lg->balls - count_extra_balls(score, coins);
+ 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)))
{
- if ((kd = gui_harray(jd)))
- {
- balls_id = gui_count(kd, 100, GUI_MED, GUI_RGT);
- gui_label(kd, _("Balls"), GUI_SML, GUI_LFT, gui_wht, gui_wht);
- }
- if ((kd = gui_harray(jd)))
- {
- score_id = gui_count(kd, 1000, GUI_MED, GUI_RGT);
- gui_label(kd, _("Score"), GUI_SML, GUI_LFT, gui_wht, gui_wht);
- }
- if ((kd = gui_harray(jd)))
+ gui_filler(jd);
+
+ if ((kd = gui_vstack(jd)))
{
- coins_id = gui_count(kd, 100, GUI_MED, GUI_RGT);
- gui_label(kd, _("Coins"), GUI_SML, GUI_LFT, gui_wht, gui_wht);
+ 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_set_count(balls_id, balls);
- gui_set_count(score_id, score);
- gui_set_count(coins_id, coins);
+ gui_filler(jd);
}
+
+ gui_space(id);
}
else
{
balls_id = score_id = coins_id = 0;
}
- gui_space(id);
-
- if ((jd = gui_harray(id)))
- {
- gui_most_coins(jd, 1);
- gui_best_times(jd, 1);
- }
+ gui_score_board(id, (GUI_SCORE_COIN |
+ GUI_SCORE_TIME |
+ GUI_SCORE_GOAL), 1, high);
gui_space(id);
if ((jd = gui_harray(id)))
{
- int next_id = 0, retry_id = 0;
-
- if (lg->win)
+ if (progress_done())
gui_start(jd, _("Finish"), GUI_SML, GOAL_DONE, 0);
- else
- next_id = gui_maybe(jd, _("Next Level"), GOAL_NEXT,
- lg->next_level != NULL);
+ else if (progress_last())
+ gui_start(jd, _("Finish"), GUI_SML, GOAL_LAST, 0);
- if (lg->dead)
- gui_start(jd, _("Game Over"), GUI_SML, GOAL_OVER, 0);
- else
- {
- retry_id = gui_maybe(jd, _("Retry Level"), GOAL_SAME,
- lg->mode != MODE_CHALLENGE);
- }
+ if (progress_next_avail())
+ gui_start(jd, _("Next Level"), GUI_SML, GOAL_NEXT, 0);
- gui_maybe(jd, _("Save Replay"), GOAL_SAVE, demo_saved());
+ if (progress_same_avail())
+ gui_start(jd, _("Retry Level"), GUI_SML, GOAL_SAME, 0);
- /* Default is next if the next level is newly unlocked. */
-
- if (next_id && lg->unlock)
- gui_focus(next_id);
- else if (lg->mode != MODE_CHALLENGE)
- gui_focus(retry_id);
+ if (demo_saved())
+ gui_state(jd, _("Save Replay"), GUI_SML, GOAL_SAVE, 0);
}
- /* FIXME, I'm ugly. */
-
- if (high)
- gui_state(id, _("Change Player Name"), GUI_SML, GOAL_NAME, 0);
+ if (!resume)
+ gui_pulse(gid, 1.2f);
- gui_pulse(gid, 1.2f);
gui_layout(id, 0, 0);
}
- set_most_coins(&l->score.most_coins, lg->coin_rank);
-
- if (lg->mode == MODE_CHALLENGE || lg->mode == MODE_NORMAL)
- set_best_times(&l->score.unlock_goal, lg->goal_rank, 1);
- else
- set_best_times(&l->score.best_times, lg->time_rank, 0);
+ set_score_board(level_score(level, SCORE_COIN), progress_coin_rank(),
+ level_score(level, SCORE_TIME), progress_time_rank(),
+ level_score(level, SCORE_GOAL), progress_goal_rank());
- audio_music_fade_out(2.0f);
-
- config_clr_grab();
return id;
}
-static void goal_timer(int id, float dt)
+static int goal_enter(struct state *st, struct state *prev)
{
- static float DT = 0.0f;
+ if (prev == &st_name)
+ progress_rename(0);
- float g[3] = { 0.0f, 9.8f, 0.0f };
-
- DT += dt;
+ audio_music_fade_out(2.0f);
+ video_clr_grab();
+ resume = (prev == &st_goal || prev == &st_name || prev == &st_save);
+ return goal_gui();
+}
- if (time_state() < 1.f)
- {
- game_step(g, dt, 0);
- demo_play_step(dt);
- }
- else if (DT > 0.05f && coins_id)
+static void goal_timer(int id, float dt)
+{
+ if (!resume)
{
- int coins = gui_value(coins_id);
+ static float t = 0.0f;
- if (coins > 0)
+ t += dt;
+
+ if (time_state() < 1.f)
{
- int score = gui_value(score_id);
- int balls = gui_value(balls_id);
+ game_server_step(dt);
+ game_client_sync(demo_fp);
+ }
+ else if (t > 0.05f && coins_id)
+ {
+ int coins = gui_value(coins_id);
- gui_set_count(coins_id, coins - 1);
- gui_pulse(coins_id, 1.1f);
+ if (coins > 0)
+ {
+ int score = gui_value(score_id);
+ int balls = gui_value(balls_id);
- gui_set_count(score_id, score + 1);
- gui_pulse(score_id, 1.1f);
+ gui_set_count(coins_id, coins - 1);
+ gui_pulse(coins_id, 1.1f);
- if ((score + 1) % 100 == 0)
- {
- gui_set_count(balls_id, balls + 1);
- gui_pulse(balls_id, 2.0f);
- audio_play(AUD_BALL, 1.0f);
+ gui_set_count(score_id, score + 1);
+ gui_pulse(score_id, 1.1f);
+
+ if (progress_reward_ball(score + 1))
+ {
+ gui_set_count(balls_id, balls + 1);
+ gui_pulse(balls_id, 2.0f);
+ audio_play(AUD_BALL, 1.0f);
+ }
}
+ t = 0.0f;
}
- DT = 0.0f;
}
gui_timer(id, dt);
}
+static int goal_keybd(int c, int d)
+{
+ if (d)
+ {
+ if (config_tst_d(CONFIG_KEY_SCORE_NEXT, c))
+ return goal_action(gui_score_next(gui_score_get()));
+ if (config_tst_d(CONFIG_KEY_RESTART, c) && progress_same_avail())
+ return goal_action(GOAL_SAME);
+ }
+
+ return 1;
+}
+
static int goal_buttn(int b, int d)
{
if (d)
return 1;
}
-static void goal_leave(int id)
-{
- /* HACK: don't run animation if only "visiting" a state. */
- st_goal.timer = be_back_soon ? shared_timer : goal_timer;
-
- gui_delete(id);
-}
-
/*---------------------------------------------------------------------------*/
struct state st_goal = {
goal_enter,
- goal_leave,
+ shared_leave,
shared_paint,
goal_timer,
shared_point,
shared_stick,
+ shared_angle,
shared_click,
- NULL,
+ goal_keybd,
goal_buttn,
1, 0
};