Make missiles more powerful. Save name of last mission star system.
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2d5b346230
commit
c506ad32cf
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@ -17,7 +17,7 @@
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{
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{
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"type" : "BT_MISSILE",
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"type" : "BT_MISSILE",
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"damage" : 25,
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"damage" : 75,
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"textureName" : "gfx/bullets/missile.png",
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"textureName" : "gfx/bullets/missile.png",
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"sound" : "SND_MISSILE",
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"sound" : "SND_MISSILE",
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"flags" : "BF_ENGINE+BF_EXPLODES"
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"flags" : "BF_ENGINE+BF_EXPLODES"
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@ -78,10 +78,7 @@ void initGalacticMap(void)
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arrowTexture = getTexture("gfx/galaxy/arrow.png");
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arrowTexture = getTexture("gfx/galaxy/arrow.png");
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if (!selectedStarSystem)
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selectedStarSystem = getStarSystem(game.selectedStarSystem);
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{
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selectedStarSystem = game.starSystemHead.next;
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}
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updateStarSystemDescriptions();
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updateStarSystemDescriptions();
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@ -428,7 +425,11 @@ static void selectStarSystem(void)
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missionListStart = 0;
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missionListStart = 0;
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selectedMissionIndex = 0;
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selectedMissionIndex = 0;
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viewingSystem = selectedStarSystem->totalMissions > 0;
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if (selectedStarSystem->totalMissions > 0)
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{
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viewingSystem = 1;
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STRNCPY(game.selectedStarSystem, selectedStarSystem->name, MAX_NAME_LENGTH);
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}
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}
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}
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static void drawStarSystemDetail(void)
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static void drawStarSystemDetail(void)
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@ -65,6 +65,7 @@ extern void blitRotated(SDL_Texture *texture, int x, int y, int angle);
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extern void initStatsDisplay(void);
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extern void initStatsDisplay(void);
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extern void handleStatsKB(void);
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extern void handleStatsKB(void);
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extern void updateStarSystemMissions(void);
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extern void updateStarSystemMissions(void);
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extern StarSystem *getStarSystem(char *name);
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extern App app;
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extern App app;
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extern Colors colors;
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extern Colors colors;
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@ -25,6 +25,8 @@ void initGame(void)
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memset(&game, 0, sizeof(Game));
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memset(&game, 0, sizeof(Game));
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game.starSystemTail = &game.starSystemHead;
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game.starSystemTail = &game.starSystemHead;
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STRNCPY(game.selectedStarSystem, "Sol", MAX_NAME_LENGTH);
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}
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}
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void resetGame(void)
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void resetGame(void)
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@ -47,6 +49,8 @@ void resetGame(void)
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}
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}
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}
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}
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}
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}
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STRNCPY(game.selectedStarSystem, "Sol", MAX_NAME_LENGTH);
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}
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}
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void destroyGame(void)
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void destroyGame(void)
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@ -239,6 +239,7 @@ typedef struct {
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typedef struct {
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typedef struct {
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StarSystem starSystemHead, *starSystemTail;
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StarSystem starSystemHead, *starSystemTail;
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Mission *currentMission;
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Mission *currentMission;
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char selectedStarSystem[MAX_NAME_LENGTH];
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unsigned int stats[STAT_MAX];
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unsigned int stats[STAT_MAX];
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} Game;
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} Game;
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@ -27,17 +27,19 @@ static void loadChallenges(Mission *mission, cJSON *challengesCJSON);
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void loadGame(void)
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void loadGame(void)
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{
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{
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cJSON *root, *game;
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cJSON *root, *gameJSON;
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char *text;
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char *text;
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text = readFile(getSaveFilePath("game.save"));
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text = readFile(getSaveFilePath("game.save"));
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root = cJSON_Parse(text);
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root = cJSON_Parse(text);
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game = cJSON_GetObjectItem(root, "game");
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gameJSON = cJSON_GetObjectItem(root, "game");
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loadStarSystems(cJSON_GetObjectItem(game, "starSystems"));
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STRNCPY(game.selectedStarSystem, cJSON_GetObjectItem(gameJSON, "selectedStarSystem")->valuestring, MAX_NAME_LENGTH);
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loadStats(cJSON_GetObjectItem(game, "stats"));
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loadStarSystems(cJSON_GetObjectItem(gameJSON, "starSystems"));
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loadStats(cJSON_GetObjectItem(gameJSON, "stats"));
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cJSON_Delete(root);
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cJSON_Delete(root);
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free(text);
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free(text);
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@ -36,6 +36,8 @@ void saveGame(void)
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gameJSON = cJSON_CreateObject();
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gameJSON = cJSON_CreateObject();
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cJSON_AddItemToObject(root, "game", gameJSON);
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cJSON_AddItemToObject(root, "game", gameJSON);
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cJSON_AddStringToObject(gameJSON, "selectedStarSystem", game.selectedStarSystem);
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saveStarSystems(gameJSON);
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saveStarSystems(gameJSON);
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saveStats(gameJSON);
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saveStats(gameJSON);
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