Handle mission result correctly.
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e887e385c7
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5a134f2250
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@ -40,11 +40,8 @@ void initPostMission(void)
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updateMissionStatus();
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if (status != MS_INCOMPLETE)
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if (status == MS_COMPLETE || (!world.isReturnVisit && status != MS_INCOMPLETE))
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{
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app.delegate.logic = logic;
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app.delegate.draw = draw;
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app.restrictTrophyAlert = 0;
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canContinue = 0;
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@ -53,8 +50,32 @@ void initPostMission(void)
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playSound(SND_MISSION_COMPLETE, 0);
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app.delegate.logic = logic;
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app.delegate.draw = draw;
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saveGame();
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saveWorld();
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endSectionTransition();
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}
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else
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{
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if (world.isReturnVisit)
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{
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saveWorld();
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}
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else
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{
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restoreGameState();
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}
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saveGame();
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destroyWorld();
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initHub();
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}
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}
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static void updateMissionStatus(void)
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@ -77,16 +98,6 @@ static void updateMissionStatus(void)
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STRNCPY(t->key, world.id, MAX_NAME_LENGTH);
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t->value.i = status = getMissionStatus();
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if (status != MS_INCOMPLETE)
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{
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saveGame();
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saveWorld();
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}
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else
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{
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restoreGameState();
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}
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}
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static void logic(void)
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@ -24,7 +24,6 @@ static int isMissingHeartCell(char *targetName);
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static int countTargetsInWorld(char *targetName);
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static int missingHeartCell;
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static int isReturnVisit;
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static int isEliminateAllEnemies;
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void initObjectives(void)
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@ -32,10 +31,11 @@ void initObjectives(void)
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int totalTargets;
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Objective *o;
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isReturnVisit = world.currentStatus == MS_PARTIAL || world.currentStatus == MS_MISSING_HEART_CELL;
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world.isReturnVisit = world.currentStatus == MS_PARTIAL || world.currentStatus == MS_MISSING_HEART_CELL;
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missingHeartCell = world.currentStatus == MS_MISSING_HEART_CELL;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "isReturnVisit = %d", isReturnVisit);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "world.isReturnVisit = %d", world.isReturnVisit);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "missingHeartCell = %d", missingHeartCell);
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for (o = world.objectiveHead.next ; o != NULL ; o = o->next)
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@ -64,7 +64,7 @@ void initObjectives(void)
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}
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}
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if (o->required && isReturnVisit)
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if (o->required && world.isReturnVisit)
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{
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o->targetValue = o->totalValue;
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o->required = 0;
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@ -150,7 +150,7 @@ void updateObjective(char *targetName)
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{
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if (o->currentValue < o->targetValue)
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{
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if (o->required || isReturnVisit)
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if (o->required || world.isReturnVisit)
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{
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world.allObjectivesComplete = 0;
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}
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@ -47,6 +47,7 @@ static void drawQuit(void);
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static void quitMission(void);
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static void returnFromOptions(void);
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int getMissionStatus(void);
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static void completeTrainingMission(void);
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static Texture *background;
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static int observationIndex;
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@ -664,11 +665,6 @@ int getMissionStatus(void)
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Entity *e;
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int status;
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if (world.missionType == MT_TRAINING)
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{
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return MS_COMPLETE;
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}
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status = MS_COMPLETE;
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for (o = world.objectiveHead.next ; o != NULL ; o = o->next)
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@ -808,6 +804,11 @@ static void quitMission(void)
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stopMusic();
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world.state = WS_COMPLETE;
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world.missionCompleteTimer = (FPS * 1.5) + 1;
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if (world.missionType == MT_TRAINING)
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{
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completeTrainingMission();
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}
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}
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static void returnFromOptions(void)
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@ -818,6 +819,39 @@ static void returnFromOptions(void)
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returnFromTrophyStats();
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}
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static void completeTrainingMission(void)
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{
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Objective *o;
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Entity *e;
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for (o = world.objectiveHead.next ; o != NULL ; o = o->next)
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{
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o->currentValue = o->targetValue;
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}
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for (e = world.entityHead.next ; e != NULL ; e = e->next)
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{
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switch (e->type)
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{
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case ET_MIA:
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e->alive = ALIVE_DEAD;
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game.stats[STAT_MIAS_RESCUED]++;
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break;
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case ET_KEY:
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if (!(e->flags & EF_GONE))
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{
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e->alive = ALIVE_DEAD;
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game.stats[STAT_KEYS_FOUND]++;
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}
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break;
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default:
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break;
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}
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}
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}
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void destroyWorld(void)
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{
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int i;
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