taisei/src/menu/gameovermenu.c
2024-05-17 14:11:48 +02:00

93 lines
2.5 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "gameovermenu.h"
#include "global.h"
#include "ingamemenu.h"
#include "menu.h"
#include "stats.h"
typedef struct GameoverMenuContext {
IngameMenuContext base;
GameoverMenuAction *output;
} GameoverMenuContext;
static void set_action(MenuData *m, void *arg) {
GameoverMenuContext *ctx = m->context;
*ctx->output = (uintptr_t)arg;
}
static MenuEntry *add_action_entry(MenuData *m, char *text, GameoverMenuAction action, bool enabled) {
return add_menu_entry(m, text, enabled ? set_action : NULL, (void*)action);
}
static MenuEntry *add_quickload_entry(MenuData *m, const GameoverMenuParams *params) {
if(!params->quickload_shown) {
return NULL;
}
return add_action_entry(m, "Load Quicksave", GAMEOVERMENU_ACTION_QUICKLOAD, params->quickload_enabled);
}
static void free_gameover_menu(MenuData *m) {
mem_free(m->context);
}
MenuData *create_gameover_menu(const GameoverMenuParams *params) {
MenuData *m = alloc_menu();
auto ctx = ALLOC(GameoverMenuContext, {
.output = params->output,
});
*ctx->output = GAMEOVERMENU_ACTION_DEFAULT;
m->draw = draw_ingame_menu;
m->logic = update_ingame_menu;
m->end = free_gameover_menu;
m->flags = MF_Transient | MF_AlwaysProcessInput;
m->transition = TransEmpty;
m->context = ctx;
add_quickload_entry(m, params);
if(global.stage->type == STAGE_SPELL) {
ctx->base.title = "Spell Failed";
add_action_entry(m, "Restart", GAMEOVERMENU_ACTION_RESTART, true)
->transition = TransFadeBlack;
add_action_entry(m, "Give up", GAMEOVERMENU_ACTION_QUIT, true)
->transition = TransFadeBlack;
} else {
ctx->base.title = "Game Over";
char s[64];
int c = MAX_CONTINUES - global.plr.stats.total.continues_used;
bool have_continues = c > 0;
if(have_continues) {
snprintf(s, sizeof(s), "Continue (%i)", c);
} else {
snprintf(s, sizeof(s), "Continue");
}
add_action_entry(m, s, GAMEOVERMENU_ACTION_CONTINUE, have_continues);
add_action_entry(m, "Restart the Game", GAMEOVERMENU_ACTION_RESTART, true)
->transition = TransFadeBlack;
add_action_entry(m, have_continues ? "Give up" : "Return to Title", GAMEOVERMENU_ACTION_QUIT, true)
->transition = TransFadeBlack;
}
while(!dynarray_get(&m->entries, m->cursor).action) {
++m->cursor;
}
set_transition(TransEmpty, 0, m->transition_out_time, NO_CALLCHAIN);
return m;
}