return level_play(curr_lg()->level, curr_lg()->mode);
}
+/*---------------------------------------------------------------------------*/
+
void level_update_player_name(void)
{
char player[MAXNAM];
}
/*---------------------------------------------------------------------------*/
-
#define MODE_NORMAL 2
#define MODE_PRACTICE 3
+#define MODE_COUNT 3
+
void mode_set(int);
int curr_mode(void);
mode = mode_to_str(0, 0);
j = strlen(mode);
- /* FIXME
- *
- * This stuff should not require changes each time a mode is
- * added or removed.
- */
-
- for (i = 1; i <= MODE_PRACTICE; i++)
+ for (i = 1; i <= MODE_COUNT; i++)
{
k = strlen(mode_to_str(i, 0));
+
if (k > j)
{
j = k;
static int coins_id;
static int score_id;
+/* Bread crumbs. */
+
static int new_name;
static int be_back_soon;
static int goal_enter(void)
{
+ const char *s1 = _("New Record");
+ const char *s2 = _("GOAL");
+
int id, jd, kd;
const struct level_game *lg = curr_lg();
int gid;
if (high)
- gid = gui_label(id, _("New Record"), GUI_MED, GUI_ALL, gui_grn, gui_grn);
+ gid = gui_label(id, s1, GUI_MED, GUI_ALL, gui_grn, gui_grn);
else
- gid = gui_label(id, _("GOAL"), GUI_LRG, GUI_ALL, gui_blu, gui_grn);
+ gid = gui_label(id, s2, GUI_LRG, GUI_ALL, gui_blu, gui_grn);
gui_space(id);
return 1;
}
+/*---------------------------------------------------------------------------*/
static int pause_enter(void)
{
return id;
}
-void pause_paint(int id, float st)
+static void pause_paint(int id, float st)
{
shared_paint(id, st);
hud_paint();
}
-void pause_timer(int id, float dt)
+static void pause_timer(int id, float dt)
{
gui_timer(id, dt);
hud_timer (dt);
audio_timer(dt);
}
-int shared_point_basic(int id, int x, int y)
/* Pulse, activate and return the active id (if changed)*/
+
+int shared_point_basic(int id, int x, int y)
{
int jd = gui_point(id, x, y);
if (jd)