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