/*---------------------------------------------------------------------------*/
int goto_end_level(void)
-/* Action once the level sequence is ended (from goal or fail states) */
{
- int mode = curr_lg()->mode;
- if (mode == MODE_SINGLE)
+ switch (curr_lg()->mode)
+ {
+ case MODE_SINGLE:
return 0;
- else if (mode == MODE_CHALLENGE)
+ case MODE_CHALLENGE:
return goto_state(&st_over);
- else
+ default:
return goto_state(&st_start);
+ }
}
static void gui_level(int id, int i)
{
+ const GLfloat *fore, *back;
+
const struct set *s = curr_set();
const struct level *l;
- int jd = 0;
- const GLfloat *fore, *back;
+
+ int jd;
if (!set_level_exists(s, i))
{
if (!l->is_locked)
{
- fore = l->is_bonus ? gui_grn : gui_wht;
- back = l->is_completed ? fore : gui_yel;
+ fore = l->is_bonus ? gui_grn : gui_wht;
+ back = l->is_completed ? fore : gui_yel;
}
else
fore = back = gui_gry;
- jd = gui_label(id, l->numbername, GUI_SML, GUI_ALL, back, fore);
+
+ jd = gui_label(id, l->repr, GUI_SML, GUI_ALL, back, fore);
+
gui_active(jd, i, 0);
}
{
gui_set_image(shot_id, l->shot);
- set_most_coins(&l->coin_score, -1);
+ set_most_coins(&l->score.most_coins, -1);
if (config_get_d(CONFIG_MODE) == MODE_PRACTICE)
{
- set_best_times(&l->time_score, -1, 0);
+ set_best_times(&l->score.best_times, -1, 0);
if (l->is_bonus)
gui_set_label(status_id,
_("Play this bonus level in practice mode"));
}
else
{
- set_best_times(&l->goal_score, -1, 1);
+ set_best_times(&l->score.unlock_goal, -1, 1);
if (l->is_bonus)
gui_set_label(status_id,
_("Play this bonus level in normal mode"));
static int start_action(int i)
{
int mode = config_get_d(CONFIG_MODE);
+
audio_play(AUD_MENU, 1.0f);
- if (i == START_BACK)
- return goto_state(&st_set);
- else if (i == START_NORMAL)
+ switch (i)
{
+ case START_BACK:
+ return goto_state(&st_set);
+ case START_NORMAL:
config_set_d(CONFIG_MODE, MODE_NORMAL);
return goto_state(&st_start);
- }
- else if (i == START_PRACTICE)
- {
+ case START_PRACTICE:
config_set_d(CONFIG_MODE, MODE_PRACTICE);
return goto_state(&st_start);
}
if (i >= 0)
{
const struct level *l = get_level(i);
+
if (!l->is_locked || config_get_d(CONFIG_CHEAT))
{
level_play(l, mode);
int id, jd, kd, ld;
- /* Desactivate cheat */
+ /* Deactivate cheat */
if (m == MODE_CHALLENGE && !config_get_d(CONFIG_CHEAT))
{
m = MODE_NORMAL;
if ((jd = gui_hstack(id)))
{
- gui_label(jd, _(curr_set()->name), GUI_SML, GUI_ALL, gui_yel, gui_red);
+ gui_label(jd, _(curr_set()->name), GUI_SML, GUI_ALL,
+ gui_yel, gui_red);
gui_filler(jd);
- if (set_completed(curr_set()))
- {
- gui_label(jd, _("Set Complete"), GUI_SML, GUI_ALL, gui_yel, gui_grn);
- gui_filler(jd);
- }
gui_start(jd, _("Back"), GUI_SML, START_BACK, 0);
}
for (j = 4; j >= 0; j--)
gui_level(ld, i * 5 + j);
- gui_state(kd, _("Challenge"), GUI_SML, START_CHALLENGE ,
+ gui_state(kd, _("Challenge"), GUI_SML, START_CHALLENGE,
m == MODE_CHALLENGE);
}
}
gui_most_coins(jd, 0);
gui_best_times(jd, 0);
}
-
gui_space(id);
status_id = gui_label(id, _("Choose a level to play"), GUI_SML, GUI_ALL,