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/*
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Copyright (c) 2023 MCL Software
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”),
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to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "missions.h"
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#include "effects.h"
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#include "kbdinput.h"
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Mission* missions;
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Uint8 currentMission = 0;
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static int missionInProgress = 0;
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static char* missionTextDisplayed[900];
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static int placesFromLeft = 0;
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static char* text[200];
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bool checkForMissionComplete(Uint8 mission)
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{
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bool flag = 0;
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int occurences = 0;
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for(int i = 0; i < strlen(missions[mission].requirements); i++)
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{
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for(int j = 0; j < sizeof player.objectsStolen; j++)
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{
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if(player.objectsStolen[j] == missions[mission].requirements[i])
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{
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flag = 1;
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}
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}
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}
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return flag;
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}
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void initMissions()
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{
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missions = malloc(sizeof(Mission) * 6);
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missions[0].desc = "Steal a soap dispenser";
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missions[0].requirements = "S";
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missions[0].requiredTools = 0;
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missions[1].desc = "Steal a soap dispenser and a hand dryer.";
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missions[1].requirements = "S&";
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missions[1].requiredTools = 0;
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missions[2].desc = "Steal two hand dryers";
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missions[2].requirements = "&&";
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missions[2].requiredTools = 1;
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missions[3].desc = "Steal a fire alarm strobe light";
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missions[3].requirements = "~";
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missions[3].requiredTools = 1;
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missions[4].desc = "Steal a fire alarm pull station* and two strobe lights\n\n*Removing the pull station will likely set off the fire alarm system!";
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missions[4].requirements = "T~~";
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missions[4].requiredTools = 1;
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missions[5].desc = "Steal a drinking fountain";
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missions[5].requirements = "F";
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missions[5].requiredTools = 2;
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}
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bool drawMissionScreen()
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{
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if(missionInProgress)
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{
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if(placesFromLeft != -1)
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{
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strncpy(missionTextDisplayed, text, placesFromLeft);
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placesFromLeft = ISOL_TypingEffect(strlen(text));
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}
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_RenderFillRect(renderer, &(SDL_Rect){0, SCREEN_HEIGHT / 4, SCREEN_WIDTH, SCREEN_HEIGHT - SCREEN_HEIGHT / 2});
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FC_SetDefaultColor(font, (SDL_Color){255, 255, 255, 255});
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FC_DrawAlign(font, renderer, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 3, FC_ALIGN_CENTER, "%s", missionTextDisplayed);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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if(placesFromLeft == -1 && keysHeldDown[40])
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{
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placesFromLeft = 0;
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missionInProgress = 0;
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memset(missionTextDisplayed, 0, strlen(missionTextDisplayed)); // Clear the string to prevent future issues
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player.canMove = true;
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return 1;
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}
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}
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else
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{
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player.canMove = false;
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sprintf(text, "MISSION #%i\n%s\nTools required: %s\nPress ENTER to proceed. ", currentMission + 1, missions[currentMission].desc, missions[currentMission].requiredTools == 0 ? "None" : missions[currentMission].requiredTools == 1 ? "Screwdriver" : "Screwdriver and wrench");
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missionInProgress = 1;
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}
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return 0;
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}
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bool drawMissionComplete()
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{
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_RenderFillRect(renderer, &(SDL_Rect){0, SCREEN_HEIGHT / 4, SCREEN_WIDTH, SCREEN_HEIGHT - SCREEN_HEIGHT / 2});
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FC_SetDefaultColor(font, (SDL_Color){0, 255, 40, 255});
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FC_DrawAlign(font, renderer, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, FC_ALIGN_CENTER, "Mission #%i complete!\nPress ENTER to acknowledge.", currentMission + 1);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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if(keysHeldDown[40])
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{
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memset(player.objectsStolen, 0, strlen(player.objectsStolen));
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player.leftCampus = false;
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currentMission += 1;
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return 1;
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}
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return 0;
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}
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/*
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missions[0] = {"S", "Steal a soap dispenser", 0};
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missions[1] = {"SS", "Steal a soap dispenser and a ", 0};
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missions[2] = {"&&", "Steal two hand dryers", 1};
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missions[3] = {"~", "Steal a fire alarm strobe light", 1};
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missions[4] = {"T~~", "Steal a fire alarm pull station* and two strobe lights\n\n*Removing the pull station will likely set off the fire alarm system!", 1};
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missions[5] = {"F", "Steal a drinking fountain", 2};*/
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