Implemented camera, to aid fighter switching. Added prompts for switching fighters, when current one is destroyed.
This commit is contained in:
parent
4f47cd0bc6
commit
443723f6b7
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@ -36,6 +36,7 @@ static void options(void);
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static void returnFromOptions(void);
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static int show;
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static float ssx, ssy;
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void initBattle(void)
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{
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@ -86,11 +87,11 @@ static void logic(void)
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if (show == SHOW_BATTLE)
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{
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if (!battle.epic || (battle.epic && player != NULL))
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if (!battle.epic || (battle.epic && !battle.playerSelect))
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{
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doBattle();
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}
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else if (battle.epic && player == NULL)
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else if (battle.epic && battle.playerSelect)
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{
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doPlayerSelect();
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}
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@ -102,27 +103,26 @@ static void logic(void)
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static void doBattle(void)
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{
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scrollBackground(-battle.ssx * 0.1, -battle.ssy * 0.1);
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if (player != NULL)
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{
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battle.camera.x = player->x - (SCREEN_WIDTH / 2);
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battle.camera.y = player->y - (SCREEN_HEIGHT / 2);
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ssx = player->dx;
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ssy = player->dy;
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}
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else
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{
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ssx = ssy = 0;
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}
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scrollBackground(-ssx * 0.1, -ssy * 0.1);
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doHud();
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doObjectives();
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if (player != NULL)
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{
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battle.ssx = player->dx;
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battle.ssy = player->dy;
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}
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else
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{
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battle.ssx *= 0.99;
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battle.ssy *= 0.99;
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}
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battle.planet.x -= (battle.ssx * 0.25);
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battle.planet.y -= (battle.ssy * 0.25);
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doStars(battle.ssx, battle.ssy);
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doStars(ssx, ssy);
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doBullets();
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@ -164,7 +164,7 @@ static void draw(void)
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drawStars();
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blit(battle.planetTexture, battle.planet.x, battle.planet.y, 1);
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blit(battle.planetTexture, battle.planet.x - battle.camera.x, battle.planet.y - battle.camera.y, 1);
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drawBullets();
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@ -64,9 +64,6 @@ void doBullets(void)
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b->x += b->dx;
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b->y += b->dy;
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b->x -= battle.ssx;
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b->y -= battle.ssy;
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if (b->type == BT_MISSILE)
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{
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addMissileEngineEffect(b);
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@ -148,7 +145,7 @@ void drawBullets(void)
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for (b = battle.bulletHead.next ; b != NULL ; b = b->next)
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{
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blitRotated(b->texture, b->x, b->y, b->angle);
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blitRotated(b->texture, b->x - battle.camera.x, b->y - battle.camera.y, b->angle);
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}
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}
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@ -32,9 +32,6 @@ void doEffects(void)
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e->x += e->dx;
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e->y += e->dy;
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e->x -= battle.ssx;
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e->y -= battle.ssy;
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e->health--;
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if (e->health <= 0)
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@ -72,12 +69,12 @@ void drawEffects(void)
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switch (e->type)
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{
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case EFFECT_LINE:
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SDL_RenderDrawLine(app.renderer, e->x, e->y, e->x + (e->dx * 3), e->y + (e->dy * 3));
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SDL_RenderDrawLine(app.renderer, e->x - battle.camera.x, e->y - battle.camera.y, e->x + (e->dx * 3) - battle.camera.x, e->y + (e->dy * 3) - battle.camera.y);
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break;
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case EFFECT_TEXTURE:
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SDL_SetTextureColorMod(e->texture, e->r, e->g, e->b);
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blitScaled(e->texture, e->x, e->y, e->size, e->size);
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blitScaled(e->texture, e->x - battle.camera.x, e->y - battle.camera.y, e->size, e->size);
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break;
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case EFFECT_HALO:
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@ -47,13 +47,6 @@ void doEntities(void)
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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/* must always be shifted, even if not active */
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if (e != player)
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{
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e->x -= battle.ssx;
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e->y -= battle.ssy;
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}
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if (e->active)
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{
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self = e;
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@ -112,6 +105,8 @@ void doEntities(void)
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if (e == player)
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{
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player = NULL;
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battle.playerSelect = battle.epic;
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}
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prev->next = e->next;
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@ -159,7 +154,7 @@ void drawEntities(void)
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static void drawEntity(Entity *e)
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{
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blitRotated(e->texture, e->x, e->y, e->angle);
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blitRotated(e->texture, e->x - battle.camera.x, e->y - battle.camera.y, e->angle);
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}
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void activateEntities(char *name)
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@ -113,6 +113,8 @@ static void loadFighterDef(char *filename)
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}
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}
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f->selectedGunType = f->guns[0].type;
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if (cJSON_GetObjectItem(root, "missiles"))
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{
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node = cJSON_GetObjectItem(root, "missiles");
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@ -298,7 +298,6 @@ static void separate(void)
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void drawFighter(Entity *e)
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{
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SDL_Rect r;
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SDL_Texture *shieldHitTexture = getTexture("gfx/battle/shieldHit.png");
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SDL_SetTextureColorMod(e->texture, 255, 255, 255);
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@ -313,38 +312,13 @@ void drawFighter(Entity *e)
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SDL_SetTextureColorMod(e->texture, 255 - e->systemHit, 255, 255);
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}
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blitRotated(e->texture, e->x, e->y, e->angle);
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blitRotated(e->texture, e->x - battle.camera.x, e->y - battle.camera.y, e->angle);
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if (e->shieldHit > 0)
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{
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SDL_SetTextureBlendMode(shieldHitTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureAlphaMod(shieldHitTexture, e->shieldHit);
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blit(shieldHitTexture, e->x, e->y, 1);
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}
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if (player != NULL)
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{
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if (e == player->target)
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{
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r.x = e->x - 32;
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r.y = e->y - 32;
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r.w = 64;
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r.h = 64;
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SDL_SetRenderDrawColor(app.renderer, 255, 64, 0, 255);
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SDL_RenderDrawRect(app.renderer, &r);
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}
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if (e == battle.missionTarget)
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{
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r.x = e->x - 28;
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r.y = e->y - 28;
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r.w = 56;
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r.h = 56;
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SDL_SetRenderDrawColor(app.renderer, 64, 255, 0, 255);
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SDL_RenderDrawRect(app.renderer, &r);
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}
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blit(shieldHitTexture, e->x - battle.camera.x, e->y - battle.camera.y, 1);
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}
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}
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@ -451,7 +425,7 @@ static void spinDie(void)
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addSmallFighterExplosion();
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}
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if (self->health <= -FPS)
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if (self->health <= -(FPS * 1.5))
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{
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self->alive = ALIVE_DEAD;
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addFighterExplosion();
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@ -472,7 +446,7 @@ static void straightDie(void)
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addSmallFighterExplosion();
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}
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if (self->health <= -FPS)
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if (self->health <= -(FPS * 1.5))
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{
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self->alive = ALIVE_DEAD;
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addFighterExplosion();
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@ -29,6 +29,8 @@ static void drawObjectives(void);
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static void drawTargetDistance(void);
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static void drawMissionTargetDistance(void);
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static void drawHudMessages(void);
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static void drawPlayerSelect(void);
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static void drawTargetsRects(void);
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static HudMessage hudMessageHead;
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static HudMessage *hudMessageTail;
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@ -120,16 +122,30 @@ void drawHud(void)
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{
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drawHealthBars();
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drawPlayerTargeter();
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drawTargetsRects();
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drawWeaponInfo();
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drawNumFighters();
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drawObjectives();
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if (battle.missionTarget)
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{
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drawMissionTargetDistance();
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}
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drawRadar();
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}
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drawHudMessages();
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if (battle.playerSelect)
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{
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drawPlayerSelect();
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}
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}
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static void drawHealthBars(void)
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@ -137,8 +153,6 @@ static void drawHealthBars(void)
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float p;
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int r, g, b;
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drawPlayerTargeter();
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r = g = b = 0;
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p = player->health;
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p /= player->maxHealth;
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@ -166,11 +180,6 @@ static void drawHealthBars(void)
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drawHealthShieldBar(player->target->shield, player->target->maxShield, SCREEN_WIDTH - 260, 30, 0, 200, 255);
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drawTargetDistance();
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}
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if (battle.missionTarget)
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{
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drawMissionTargetDistance();
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}
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}
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static void drawHealthShieldBar(int current, int max, int x, int y, int r, int g, int b)
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@ -231,7 +240,7 @@ static void drawPlayerTargeter(void)
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SDL_SetTextureColorMod(targetCircle, 0, 255, 0);
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}
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blit(targetCircle, player->x, player->y, 1);
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blit(targetCircle, player->x - battle.camera.x, player->y - battle.camera.y, 1);
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}
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if (player->target)
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@ -245,7 +254,7 @@ static void drawPlayerTargeter(void)
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SDL_SetTextureColorMod(targetPointer, 255, 0, 0);
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blitRotated(targetPointer, x, y, angle);
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blitRotated(targetPointer, x - battle.camera.x, y - battle.camera.y, angle);
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}
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if (battle.missionTarget)
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@ -263,6 +272,33 @@ static void drawPlayerTargeter(void)
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}
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}
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static void drawTargetsRects(void)
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{
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SDL_Rect r;
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if (player->target)
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{
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r.x = player->target->x - 32 - battle.camera.x;
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r.y = player->target->y - 32 - battle.camera.y;
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r.w = 64;
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r.h = 64;
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SDL_SetRenderDrawColor(app.renderer, 255, 64, 0, 255);
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SDL_RenderDrawRect(app.renderer, &r);
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}
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if (battle.missionTarget)
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{
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r.x = battle.missionTarget->x - 28 - battle.camera.x;
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r.y = battle.missionTarget->y - 28 - battle.camera.y;
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r.w = 56;
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r.h = 56;
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SDL_SetRenderDrawColor(app.renderer, 64, 255, 0, 255);
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SDL_RenderDrawRect(app.renderer, &r);
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}
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}
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static void drawNumFighters(void)
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{
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/* Allies */
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@ -326,6 +362,20 @@ static void drawHudMessages(void)
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}
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}
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static void drawPlayerSelect(void)
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{
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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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SDL_SetTextureColorMod(targetCircle, 0, 200, 255);
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blit(targetCircle, player->x - battle.camera.x, player->y - battle.camera.y, 1);
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drawText(SCREEN_WIDTH / 2, 500, 28, TA_CENTER, colors.white, "SELECT NEW FIGHTER");
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}
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void resetHud(void)
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{
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HudMessage *hudMessage;
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@ -54,6 +54,9 @@ void initPlayer(void)
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}
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STRNCPY(player->name, "Player", MAX_NAME_LENGTH);
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player->action = NULL;
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player->defaultAction = NULL;
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}
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void doPlayer(void)
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@ -125,24 +128,21 @@ void doPlayer(void)
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player->angle = ((int)player->angle) % 360;
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player->x = SCREEN_WIDTH / 2;
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player->y = SCREEN_HEIGHT / 2;
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if (player->health <= 0 && battle.status == MS_IN_PROGRESS)
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{
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if (!battle.epic || (battle.epic && battle.numAllies <= 1))
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if (!battle.epic)
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{
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failIncompleteObjectives();
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battle.status = MS_FAILED;
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battle.missionFinishedTimer = FPS;
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}
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else if (player->health == -FPS)
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{
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initPlayerSelect();
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}
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}
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}
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else
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{
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initPlayerSelect();
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}
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}
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void initPlayerSelect(void)
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@ -161,9 +161,21 @@ void initPlayerSelect(void)
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}
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}
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selectedPlayerIndex = 0;
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memset(&app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
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if (selectedPlayerIndex > 0)
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{
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battle.playerSelect = 1;
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selectedPlayerIndex = 0;
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memset(&app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
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}
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else
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{
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battle.epic = 0;
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failIncompleteObjectives();
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battle.status = MS_FAILED;
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battle.missionFinishedTimer = FPS;
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}
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}
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void doPlayerSelect(void)
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@ -184,10 +196,11 @@ void doPlayerSelect(void)
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if (app.keyboard[SDL_SCANCODE_RETURN])
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{
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player = availablePlayerUnits[selectedPlayerIndex];
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battle.playerSelect = 0;
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player->action = NULL;
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player->defaultAction = NULL;
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initPlayer();
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app.keyboard[SDL_SCANCODE_RETURN] = 0;
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}
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}
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@ -198,8 +211,13 @@ static void selectNewPlayer(int dir)
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selectedPlayerIndex += dir;
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selectedPlayerIndex = mod(selectedPlayerIndex, MAX_SELECTABLE_PLAYERS);
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player = availablePlayerUnits[selectedPlayerIndex];
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}
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while (availablePlayerUnits[selectedPlayerIndex] == NULL);
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while (player == NULL);
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battle.camera.x = player->x - (SCREEN_WIDTH / 2);
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battle.camera.y = player->y - (SCREEN_HEIGHT / 2);
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}
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static void switchGuns(void)
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@ -189,7 +189,6 @@ static void loadPlayer(cJSON *node)
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side = lookup(cJSON_GetObjectItem(node, "side")->valuestring);
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player = spawnFighter(type, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, side);
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player->defaultAction = NULL;
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}
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static void loadFighters(cJSON *node)
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@ -51,8 +51,6 @@ void initTitle(void)
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app.delegate.draw = &draw;
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memset(&app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
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battle.ssx = battle.ssy = 0;
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destroyBattle();
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logo = getTexture("gfx/title/logo.png");
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@ -218,12 +218,12 @@ struct StarSystem {
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typedef struct {
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int entId;
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float ssx;
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float ssy;
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SDL_Point camera;
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int numAllies;
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int numEnemies;
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int status;
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int epic;
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int playerSelect;
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int missionFinishedTimer;
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int numObjectivesComplete, numObjectivesTotal;
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Entity *missionTarget;
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