Use type in Star System instead of isSol, to allow for special Pandoran missions.

This commit is contained in:
Steve 2016-05-15 10:50:09 +01:00
parent 7865a22072
commit 0116202471
5 changed files with 40 additions and 22 deletions

View File

@ -139,6 +139,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define MB_IMPORTANT 1
#define MB_PANDORAN 2
#define SS_NORMAL 0
#define SS_SOL 1
#define SS_PANDORAN 2
enum
{
CONTROL_FIRE,

View File

@ -300,13 +300,19 @@ static void addPulses(void)
pulse->y = starSystem->y;
pulse->life = 255;
if (!starSystem->isSol)
switch (starSystem->type)
{
case SS_NORMAL:
pulse->r = 255;
}
else
{
break;
case SS_SOL:
pulse->g = 255;
break;
case SS_PANDORAN:
pulse->b = 255;
break;
}
pulseTail->next = pulse;
@ -462,13 +468,19 @@ static void drawGalaxy(void)
if (aa != -1)
{
if (!starSystem->isSol)
switch (starSystem->type)
{
case SS_NORMAL:
SDL_SetTextureColorMod(arrowTexture, 255, 0, 0);
}
else
{
break;
case SS_SOL:
SDL_SetTextureColorMod(arrowTexture, 0, 255, 0);
break;
case SS_PANDORAN:
SDL_SetTextureColorMod(arrowTexture, 0, 0, 255);
break;
}
blitRotated(arrowTexture, ax, ay, aa);
@ -593,7 +605,7 @@ static void drawStarSystemDetail(void)
drawText(525, SCREEN_HEIGHT - 95, 18, TA_LEFT, colors.yellow, _("Note: this is an Epic Mission."));
}
startMissionButton->enabled = (!game.currentMission->completed || selectedStarSystem->isSol);
startMissionButton->enabled = (!game.currentMission->completed || selectedStarSystem->type == SS_SOL);
drawWidgets("starSystem");
}

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@ -58,9 +58,11 @@ static StarSystem *loadStarSystem(cJSON *starSystemJSON)
starSystem->y = cJSON_GetObjectItem(starSystemJSON, "y")->valueint;
starSystem->fallsToPandorans = getJSONValue(starSystemJSON, "fallsToPandorans", 0);
starSystem->type = (starSystem->side != SIDE_PANDORAN) ? SS_NORMAL : SS_PANDORAN;
if (strcmp(starSystem->name, "Sol") == 0)
{
starSystem->isSol = 1;
starSystem->type = SS_SOL;
}
starSystem->missionHead.completed = 1;
@ -148,7 +150,7 @@ void updateStarSystemMissions(void)
}
}
if (!starSystem->isSol)
if (starSystem->type == SS_NORMAL)
{
game.totalMissions += starSystem->totalMissions;
game.completedMissions += starSystem->completedMissions;
@ -161,7 +163,7 @@ void updateStarSystemMissions(void)
for (mission = starSystem->missionHead.next ; mission != NULL ; mission = mission->next)
{
mission->available = starSystem->isSol || isMissionAvailable(mission, prev);
mission->available = starSystem->type == SS_SOL || isMissionAvailable(mission, prev);
if (mission->available)
{
@ -171,7 +173,7 @@ void updateStarSystemMissions(void)
prev = mission;
}
if (!starSystem->isSol)
if (starSystem->type == SS_NORMAL)
{
game.availableMissions += starSystem->availableMissions;
}

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@ -103,7 +103,7 @@ static void calculatePercentComplete(void)
for (starSystem = game.starSystemHead.next ; starSystem != NULL ; starSystem = starSystem->next)
{
if (!starSystem->isSol)
if (starSystem->type == SS_NORMAL)
{
completed += starSystem->completedMissions;
total += starSystem->totalMissions;

View File

@ -297,7 +297,7 @@ struct StarSystem {
int totalMissions;
int availableMissions;
int fallsToPandorans;
int isSol;
int type;
Mission missionHead;
StarSystem *next;
};