Use type in Star System instead of isSol, to allow for special Pandoran missions.
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7865a22072
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0116202471
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@ -139,6 +139,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define MB_IMPORTANT 1
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#define MB_PANDORAN 2
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#define SS_NORMAL 0
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#define SS_SOL 1
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#define SS_PANDORAN 2
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enum
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{
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CONTROL_FIRE,
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@ -299,16 +299,22 @@ static void addPulses(void)
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pulse->x = starSystem->x;
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pulse->y = starSystem->y;
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pulse->life = 255;
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if (!starSystem->isSol)
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switch (starSystem->type)
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{
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pulse->r = 255;
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case SS_NORMAL:
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pulse->r = 255;
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break;
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case SS_SOL:
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pulse->g = 255;
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break;
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case SS_PANDORAN:
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pulse->b = 255;
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break;
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}
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else
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{
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pulse->g = 255;
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}
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pulseTail->next = pulse;
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pulseTail = pulse;
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}
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@ -462,15 +468,21 @@ static void drawGalaxy(void)
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if (aa != -1)
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{
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if (!starSystem->isSol)
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switch (starSystem->type)
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{
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SDL_SetTextureColorMod(arrowTexture, 255, 0, 0);
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case SS_NORMAL:
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SDL_SetTextureColorMod(arrowTexture, 255, 0, 0);
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break;
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case SS_SOL:
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SDL_SetTextureColorMod(arrowTexture, 0, 255, 0);
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break;
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case SS_PANDORAN:
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SDL_SetTextureColorMod(arrowTexture, 0, 0, 255);
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break;
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}
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else
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{
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SDL_SetTextureColorMod(arrowTexture, 0, 255, 0);
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}
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blitRotated(arrowTexture, ax, ay, aa);
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}
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}
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@ -593,7 +605,7 @@ static void drawStarSystemDetail(void)
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drawText(525, SCREEN_HEIGHT - 95, 18, TA_LEFT, colors.yellow, _("Note: this is an Epic Mission."));
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}
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startMissionButton->enabled = (!game.currentMission->completed || selectedStarSystem->isSol);
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startMissionButton->enabled = (!game.currentMission->completed || selectedStarSystem->type == SS_SOL);
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drawWidgets("starSystem");
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}
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@ -57,10 +57,12 @@ static StarSystem *loadStarSystem(cJSON *starSystemJSON)
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starSystem->x = cJSON_GetObjectItem(starSystemJSON, "x")->valueint;
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starSystem->y = cJSON_GetObjectItem(starSystemJSON, "y")->valueint;
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starSystem->fallsToPandorans = getJSONValue(starSystemJSON, "fallsToPandorans", 0);
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starSystem->type = (starSystem->side != SIDE_PANDORAN) ? SS_NORMAL : SS_PANDORAN;
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if (strcmp(starSystem->name, "Sol") == 0)
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{
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starSystem->isSol = 1;
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starSystem->type = SS_SOL;
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}
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starSystem->missionHead.completed = 1;
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@ -148,7 +150,7 @@ void updateStarSystemMissions(void)
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}
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}
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if (!starSystem->isSol)
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if (starSystem->type == SS_NORMAL)
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{
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game.totalMissions += starSystem->totalMissions;
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game.completedMissions += starSystem->completedMissions;
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@ -161,7 +163,7 @@ void updateStarSystemMissions(void)
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for (mission = starSystem->missionHead.next ; mission != NULL ; mission = mission->next)
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{
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mission->available = starSystem->isSol || isMissionAvailable(mission, prev);
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mission->available = starSystem->type == SS_SOL || isMissionAvailable(mission, prev);
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if (mission->available)
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{
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@ -171,7 +173,7 @@ void updateStarSystemMissions(void)
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prev = mission;
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}
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if (!starSystem->isSol)
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if (starSystem->type == SS_NORMAL)
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{
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game.availableMissions += starSystem->availableMissions;
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}
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@ -103,7 +103,7 @@ static void calculatePercentComplete(void)
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for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
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{
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if (!starSystem->isSol)
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if (starSystem->type == SS_NORMAL)
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{
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completed += starSystem->completedMissions;
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total += starSystem->totalMissions;
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@ -297,7 +297,7 @@ struct StarSystem {
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int totalMissions;
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int availableMissions;
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int fallsToPandorans;
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int isSol;
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int type;
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Mission missionHead;
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StarSystem *next;
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};
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