-/*
+/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
#include "gui.h"
#include "game.h"
-#include "level.h"
+#include "set.h"
+#include "levels.h"
#include "audio.h"
#include "config.h"
+#include "st_shared.h"
#include "st_level.h"
#include "st_play.h"
-#include "st_over.h"
+#include "st_start.h"
/*---------------------------------------------------------------------------*/
+static int level_ok;
+
static int level_enter(void)
{
- int id, jd;
+ int id, jd, kd, ld;
+ const char *ln;
+ const struct level_game *lg = curr_lg();
+ int b;
+ const float *textcol1, *textcol2;
+
+ /* Load the level */
+ level_ok = level_play_go();
if ((id = gui_vstack(0)))
{
- if ((jd = gui_hstack(id)))
+ if (lg->mode == MODE_SINGLE)
+ {
+ gui_label(id, _("Single Level"), GUI_LRG, GUI_TOP, 0, 0);
+ }
+ else if ((jd = gui_hstack(id)))
{
+ ln = lg->level->repr;
+ b = lg->level->is_bonus;
+ textcol1 = b ? gui_wht : 0;
+ textcol2 = b ? gui_grn : 0;
+
gui_filler(jd);
- gui_count(jd, curr_level(), GUI_LRG, GUI_NE | GUI_SE);
- gui_label(jd, _("Level "), GUI_LRG, GUI_NW | GUI_SW, 0, 0);
+ if ((kd = gui_vstack(jd)))
+ {
+ gui_label(kd, mode_to_str(lg->mode), GUI_SML, GUI_TOP,
+ gui_wht, gui_wht);
+ if (b)
+ gui_label(kd, _("*** BONUS ***"), GUI_MED, 0, gui_wht,
+ gui_grn);
+ if ((ld = gui_hstack(kd)))
+ {
+ gui_label(ld, ln, GUI_LRG, 0, textcol1, textcol2);
+ gui_label(ld, _("Level "), GUI_LRG, 0, textcol1, textcol2);
+ }
+
+ gui_label(kd, _(curr_set()->name), GUI_SML, GUI_BOT, gui_wht,
+ gui_wht);
+ }
gui_filler(jd);
}
gui_space(id);
- gui_multi(id, _(curr_intro()), GUI_SML, GUI_ALL, gui_wht, gui_wht);
+
+ if (!level_ok)
+ gui_label(id, _("Cannot load the level file."), GUI_SML, GUI_ALL,
+ gui_red, gui_red);
+ else if (lg->level->message[0] != '\0')
+ gui_multi(id, _(lg->level->message), GUI_SML, GUI_ALL, gui_wht,
+ gui_wht);
gui_layout(id, 0, 0);
}
return id;
}
-static void level_leave(int id)
-{
- gui_delete(id);
-}
-
static void level_timer(int id, float dt)
{
game_step_fade(dt);
audio_timer(dt);
}
-static void level_paint(int id, float st)
-{
- game_draw(0, st);
- gui_paint(id);
-}
-
static int level_click(int b, int d)
{
- return (b < 0 && d == 1) ? goto_state(&st_play_ready) : 1;
+ if (b < 0 && d == 1)
+ return level_ok ? goto_state(&st_play_ready) : goto_end_level();
+ return 1;
}
static int level_keybd(int c, int d)
{
- if (d && c == SDLK_ESCAPE)
- goto_state(&st_over);
if (d && c == SDLK_F12)
- goto_state(&st_poser);
+ return goto_state(&st_poser);
return 1;
}
if (d)
{
if (config_tst_d(CONFIG_JOYSTICK_BUTTON_A, b))
- return goto_state(&st_play_ready);
+ {
+ if (level_ok)
+ return goto_state(&st_play_ready);
+ else
+ return goto_end_level();
+ }
if (config_tst_d(CONFIG_JOYSTICK_BUTTON_EXIT, b))
- return goto_state(&st_over);
+ return goto_end_level();
}
return 1;
}
game_draw(1, st);
}
-static int poser_keybd(int c, int d)
+static int poser_buttn(int c, int d)
{
- return (d && c == SDLK_ESCAPE) ? goto_state(&st_level) : 1;
+ return (d && config_tst_d(CONFIG_JOYSTICK_BUTTON_EXIT, c)) ? goto_state(&st_level) : 1;
}
/*---------------------------------------------------------------------------*/
struct state st_level = {
level_enter,
- level_leave,
- level_paint,
+ shared_leave,
+ shared_paint,
level_timer,
NULL,
NULL,
NULL,
NULL,
NULL,
- poser_keybd,
NULL,
+ poser_buttn,
1, 0
};