コード例 #1
0
ファイル: briefing_screens.c プロジェクト: Wuzzy2/cdogs-sdl
bool ScreenMissionSummary(CampaignOptions *c, struct MissionOptions *m)
{
	// Save password
	MissionSave ms;
	MissionSaveInit(&ms);
	ms.Campaign = c->Entry;
	// Don't make password for next level if there is none
	int passwordIndex = m->index + 1;
	if (passwordIndex == c->Entry.NumMissions)
	{
		passwordIndex--;
	}
	strcpy(ms.Password, MakePassword(passwordIndex, 0));
	ms.MissionsCompleted = m->index + 1;
	AutosaveAddMission(&gAutosave, &ms, ms.Campaign.BuiltinIndex);
	AutosaveSave(&gAutosave, GetConfigFilePath(AUTOSAVE_FILE));

	// Calculate bonus scores
	// Bonuses only apply if at least one player has lived
	if (AreAnySurvived())
	{
		int bonus = 0;
		// Objective bonuses
		for (int i = 0; i < (int)m->missionData->Objectives.size; i++)
		{
			const struct Objective *o = CArrayGet(&m->Objectives, i);
			const MissionObjective *mo = CArrayGet(&m->missionData->Objectives, i);
			if (o->done == mo->Count && o->done > mo->Required)
			{
				// Perfect
				bonus += PERFECT_BONUS;
			}
		}
		bonus += GetAccessBonus(m);
		bonus += GetTimeBonus(m, NULL);

		for (int i = 0; i < (int)gPlayerDatas.size; i++)
		{
			PlayerData *p = CArrayGet(&gPlayerDatas, i);
			ApplyBonuses(p, bonus);
		}
	}
	GameLoopWaitForAnyKeyOrButtonData wData;
	GameLoopData gData = GameLoopDataNew(
		&wData, GameLoopWaitForAnyKeyOrButtonFunc,
		m, MissionSummaryDraw);
	GameLoop(&gData);
	if (wData.IsOK)
	{
		SoundPlay(&gSoundDevice, StrSound("mg"));
	}
	return wData.IsOK;
}
コード例 #2
0
bool ScreenMissionSummary(
	CampaignOptions *c, struct MissionOptions *m, const bool completed)
{
	if (completed)
	{
		// Save password
		MissionSave ms;
		MissionSaveInit(&ms);
		ms.Campaign = c->Entry;
		// Don't make password for next level if there is none
		int passwordIndex = m->index + 1;
		if (passwordIndex == c->Entry.NumMissions)
		{
			passwordIndex--;
		}
		strcpy(ms.Password, MakePassword(passwordIndex, 0));
		ms.MissionsCompleted = m->index + 1;
		AutosaveAddMission(&gAutosave, &ms);
		AutosaveSave(&gAutosave, GetConfigFilePath(AUTOSAVE_FILE));
	}

	// Calculate bonus scores
	// Bonuses only apply if at least one player has lived
	if (AreAnySurvived())
	{
		int bonus = 0;
		// Objective bonuses
		CA_FOREACH(const Objective, o, m->missionData->Objectives)
			if (ObjectiveIsPerfect(o))
			{
				bonus += PERFECT_BONUS;
			}
		CA_FOREACH_END()
		bonus += GetAccessBonus(m);
		bonus += GetTimeBonus(m, NULL);

		CA_FOREACH(PlayerData, p, gPlayerDatas)
			ApplyBonuses(p, bonus);
		CA_FOREACH_END()
	}
	MenuSystem ms;
	const int h = FontH() * 10;
	MenuSystemInit(
		&ms, &gEventHandlers, &gGraphicsDevice,
		Vec2iNew(0, gGraphicsDevice.cachedConfig.Res.y - h),
		Vec2iNew(gGraphicsDevice.cachedConfig.Res.x, h));
	ms.current = ms.root = MenuCreateNormal("", "", MENU_TYPE_NORMAL, 0);
	// Use return code 0 for whether to continue the game
	if (completed)
	{
		MenuAddSubmenu(ms.root, MenuCreateReturn("Continue", 0));
	}
	else
	{
		MenuAddSubmenu(ms.root, MenuCreateReturn("Replay mission", 0));
		MenuAddSubmenu(ms.root, MenuCreateReturn("Back to menu", 1));
	}
	ms.allowAborts = true;
	MenuAddExitType(&ms, MENU_TYPE_RETURN);
	MenuSystemAddCustomDisplay(&ms, MissionSummaryDraw, m);
	MenuLoop(&ms);
	return ms.current->u.returnCode == 0;
}