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/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published
* by the Free Software Foundation; either version 2 of the License,
* or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*/
#include "progress.h"
#include "config.h"
#include "demo.h"
#include "level.h"
#include "set.h"
#include "lang.h"
#include "score.h"
#include "game_common.h"
#include "game_client.h"
#include "game_server.h"
#include <assert.h>
/*---------------------------------------------------------------------------*/
struct progress
{
int balls;
int score;
int times;
};
static int replay = 0;
static int mode = MODE_NORMAL;
static int level = 0;
static int next = -1;
static int done = 0;
static int bonus = 0;
static struct progress curr;
static struct progress prev;
/* Set stats. */
static int score_rank = 3;
static int times_rank = 3;
/* Level stats. */
static int status = GAME_NONE;
static int coins = 0;
static int timer = 0;
static int goal = 0; /* Current goal value. */
static int goal_i = 0; /* Initial goal value. */
static int goal_e = 0; /* Goal enabled flag */
static int same_goal_e = 0; /* Reuse existing goal enabled flag */
static int time_rank = 3;
static int goal_rank = 3;
static int coin_rank = 3;
/*---------------------------------------------------------------------------*/
void progress_init(int m)
{
mode = m;
bonus = 0;
replay = 0;
curr.balls = 2;
curr.score = 0;
curr.times = 0;
prev = curr;
score_rank = times_rank = 3;
done = 0;
}
int progress_play(int i)
{
if (level_opened(i) || config_cheat())
{
level = i;
next = -1;
status = GAME_NONE;
coins = 0;
timer = 0;
goal = goal_i = level_goal(level);
if (same_goal_e)
same_goal_e = 0;
else
goal_e = (mode != MODE_CHALLENGE && level_completed(level) &&
config_get_d(CONFIG_LOCK_GOALS) == 0) || goal == 0;
prev = curr;
time_rank = goal_rank = coin_rank = 3;
if (demo_play_init(USER_REPLAY_FILE, get_level(level), mode,
level_time(level), level_goal(level),
goal_e, curr.score, curr.balls, curr.times))
{
return 1;
}
else
{
demo_play_stop();
return 0;
}
}
return 0;
}
void progress_step(void)
{
if (goal > 0)
{
goal = goal_i - curr_coins();
if (goal <= 0)
{
if (!replay) game_set_goal();
goal = 0;
}
}
}
void progress_stat(int s)
{
int i, dirty = 0;
status = s;
coins = curr_coins();
timer = (level_time(level) == 0 ?
curr_clock() :
level_time(level) - curr_clock());
switch (status)
{
case GAME_GOAL:
for (i = curr.score + 1; i <= curr.score + coins; i++)
if (progress_reward_ball(i))
curr.balls++;
curr.score += coins;
curr.times += timer;
dirty = level_score_update(level, timer, coins,
&time_rank,
goal == 0 ? &goal_rank : NULL,
&coin_rank);
if (!level_completed(level))
{
level_complete(level);
dirty = 1;
}
/* Compute next level. */
if (mode == MODE_CHALLENGE)
{
for (next = level + 1; level_bonus(next); next++)
if (!level_opened(next))
{
level_open(next);
dirty = 1;
bonus++;
}
}
else
{
for (next = level + 1;
level_bonus(next) && !level_opened(next);
next++)
/* Do nothing. */;
}
/* Open next level or complete the set. */
if (level_exists(next))
{
level_open(next);
dirty = 1;
}
else
done = mode == MODE_CHALLENGE;
break;
case GAME_FALL:
/* Fall through. */
case GAME_TIME:
for (next = level + 1;
level_exists(next) && !level_opened(next);
next++)
/* Do nothing. */;
curr.times += timer;
curr.balls -= 1;
break;
}
if (dirty)
set_store_hs();
demo_play_stat(status, coins, timer);
}
void progress_stop(void)
{
demo_play_stop();
}
void progress_exit(void)
{
assert(done);
if (set_score_update(curr.times, curr.score, &score_rank, ×_rank))
set_store_hs();
}
int progress_replay(const char *filename)
{
if (demo_replay_init(filename, &goal, &mode,
&curr.balls,
&curr.score,
&curr.times))
{
goal_i = goal;
replay = 1;
return 1;
}
else
return 0;
}
int progress_next_avail(void)
{
if (mode == MODE_CHALLENGE)
return status == GAME_GOAL && level_exists(next);
else
return level_opened(next);
}
int progress_same_avail(void)
{
switch (status)
{
case GAME_NONE:
return mode != MODE_CHALLENGE;
default:
if (mode == MODE_CHALLENGE)
return !progress_dead();
else
return 1;
}
}
int progress_next(void)
{
progress_stop();
return progress_play(next);
}
int progress_same(void)
{
progress_stop();
/* Reset progress and goal enabled state. */
if (status == GAME_GOAL)
curr = prev;
same_goal_e = 1;
return progress_play(level);
}
int progress_dead(void)
{
return mode == MODE_CHALLENGE ? curr.balls < 0 : 0;
}
int progress_done(void)
{
return done;
}
int progress_last(void)
{
return mode != MODE_CHALLENGE && status == GAME_GOAL && !level_exists(next);
}
int progress_lvl_high(void)
{
return time_rank < 3 || goal_rank < 3 || coin_rank < 3;
}
int progress_set_high(void)
{
return score_rank < 3 || times_rank < 3;
}
void progress_rename(int set_only)
{
const char *player = config_get_s(CONFIG_PLAYER);
if (set_only)
{
set_rename_player(score_rank, times_rank, player);
}
else
{
level_rename_player(level, time_rank, goal_rank, coin_rank, player);
demo_rename_player(USER_REPLAY_FILE, player);
if (progress_done())
set_rename_player(score_rank, times_rank, player);
}
set_store_hs();
}
int progress_reward_ball(int s)
{
return s > 0 && s % 100 == 0;
}
/*---------------------------------------------------------------------------*/
int curr_level(void) { return level; }
int curr_balls(void) { return curr.balls; }
int curr_score(void) { return curr.score; }
int curr_mode (void) { return mode; }
int curr_bonus(void) { return bonus; }
int curr_goal (void) { return goal; }
int progress_time_rank(void) { return time_rank; }
int progress_goal_rank(void) { return goal_rank; }
int progress_coin_rank(void) { return coin_rank; }
int progress_times_rank(void) { return times_rank; }
int progress_score_rank(void) { return score_rank; }
/*---------------------------------------------------------------------------*/
const char *mode_to_str(int m, int l)
{
switch (m)
{
case MODE_CHALLENGE: return l ? _("Challenge Mode") : _("Challenge");
case MODE_NORMAL: return l ? _("Normal Mode") : _("Normal");
default: return l ? _("Unknown Mode") : _("Unknown");
}
}
/*---------------------------------------------------------------------------*/
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