2015-10-20 13:51:49 +02:00
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/*
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Copyright (C) 2015 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "missionInfo.h"
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static void drawMissionSummary(SDL_Texture *title);
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static SDL_Texture *missionStartTexture;
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static SDL_Texture *missionInProgressTexture;
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static SDL_Texture *missionCompleteTexture;
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static SDL_Texture *missionFailedTexture;
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static const char *objectiveStatus[] = {"Incomplete", "Complete", "Failed", "Condition"};
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void initMissionInfo(void)
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{
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missionStartTexture = getTexture("gfx/battle/missionStart.png");
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missionInProgressTexture = getTexture("gfx/battle/missionInProgress.png");
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missionCompleteTexture = getTexture("gfx/battle/missionComplete.png");
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missionFailedTexture = getTexture("gfx/battle/missionFailed.png");
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}
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void drawMissionInfo(void)
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{
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switch (battle.status)
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{
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case MS_START:
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drawMissionSummary(missionStartTexture);
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drawWidgets("startBattle");
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break;
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case MS_PAUSED:
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drawMissionSummary(missionInProgressTexture);
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drawWidgets("startBattle");
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break;
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case MS_COMPLETE:
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case MS_FAILED:
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if (battle.missionFinishedTimer <= -FPS)
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{
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drawMissionSummary(battle.status == MS_COMPLETE ? missionCompleteTexture : missionFailedTexture);
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if (battle.missionFinishedTimer <= -(FPS * 2))
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{
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drawWidgets(battle.status == MS_COMPLETE ? "battleWon" : "battleLost");
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}
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}
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break;
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}
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}
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static void drawMissionSummary(SDL_Texture *header)
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{
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Objective *o;
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Challenge *c;
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int y;
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SDL_Color color;
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char *challengeStatus;
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
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SDL_RenderFillRect(app.renderer, NULL);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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blit(header, SCREEN_WIDTH / 2, 150, 1);
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y = 215;
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drawText(SCREEN_WIDTH / 2, 215, 28, TA_CENTER, colors.white, "OBJECTIVES");
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y += 10;
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for (o = battle.objectiveHead.next ; o != NULL ; o = o->next)
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{
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2015-10-29 12:08:47 +01:00
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if (o->active)
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2015-10-22 08:08:03 +02:00
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{
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2015-10-29 12:08:47 +01:00
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y += 50;
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switch (o->status)
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{
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case OS_INCOMPLETE:
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color = colors.white;
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break;
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case OS_COMPLETE:
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color = colors.green;
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break;
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case OS_FAILED:
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color = colors.red;
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break;
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}
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drawText(SCREEN_WIDTH / 2 - 100, y, 22, TA_RIGHT, colors.white, o->description);
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if (o->targetValue > 1)
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{
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drawText(SCREEN_WIDTH / 2, y, 22, TA_CENTER, colors.white, "%d / %d", o->currentValue, o->targetValue);
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}
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drawText(SCREEN_WIDTH / 2 + 100, y, 22, TA_LEFT, color, objectiveStatus[o->status]);
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2015-10-22 08:08:03 +02:00
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}
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2015-10-20 13:51:49 +02:00
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}
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if (!battle.objectiveHead.next)
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{
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y += 50;
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drawText(SCREEN_WIDTH / 2, y, 22, TA_CENTER, colors.white, "(none)");
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}
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if (game.currentMission && game.currentMission->challengeHead.next)
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{
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y += 100;
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drawText(SCREEN_WIDTH / 2, y, 28, TA_CENTER, colors.white, "CHALLENGES");
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y += 10;
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for (c = game.currentMission->challengeHead.next ; c != NULL ; c = c->next)
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{
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y += 50;
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color = colors.white;
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challengeStatus = "Incomplete";
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if (c->passed)
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{
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color = colors.green;
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challengeStatus = "Complete";
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}
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else if (battle.status == MS_COMPLETE ||battle.status == MS_FAILED)
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{
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color = colors.red;
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challengeStatus = "Failed";
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}
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drawText(SCREEN_WIDTH / 2 - 25, y, 22, TA_RIGHT, colors.white, "%s", getChallengeDescription(c));
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drawText(SCREEN_WIDTH / 2 + 25, y, 22, TA_LEFT, color, challengeStatus);
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}
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}
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}
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