Restore game state if the mission remains in incomplete status.

This commit is contained in:
Steve 2018-02-21 08:43:45 +00:00
parent 84c934a1cb
commit e887e385c7
6 changed files with 9 additions and 6 deletions

View File

@ -354,7 +354,7 @@ static void draw(void)
case SHOW_NONE:
if (selectedMission != NULL)
{
drawMissionInfo();
drawMissionInfo();
drawWidgets();
}
blitRect(atlasTexture->texture, cursor.x, cursor.y, getCurrentFrame(cursorSpr), 1);

View File

@ -80,9 +80,13 @@ static void updateMissionStatus(void)
if (status != MS_INCOMPLETE)
{
saveGame();
saveGame();
saveWorld();
}
else
{
restoreGameState();
}
}
static void logic(void)

View File

@ -35,6 +35,7 @@ extern float limit(float i, float low, float high);
extern void playSound(int snd, int ch);
extern int isAcceptControl(void);
extern void clearControls(void);
extern void restoreGameState(void);
extern App app;
extern Colors colors;

View File

@ -54,8 +54,6 @@ void initAtlasTest(void)
case 3:
STRNCPY(game.worldId, "beachFront1", MAX_NAME_LENGTH);
initWorld();
stopMusic();
initPostMission();
break;
}
}

View File

@ -47,7 +47,7 @@ void doHud(void)
{
if (--messageTime <= 0)
{
messageType = MSG_STANDARD;
messageType = MSG_STANDARD;
messageTime = 0;
}

View File

@ -259,7 +259,7 @@ static void startMission(void)
world.state = WS_IN_PROGRESS;
world.betweenTimer = FPS / 2;
r = &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
r = &self->sprite[self->facing]->frames[self->spriteFrame]->rect;
self->w = r->w;
self->h = r->h;