Always show the arrow as red in Classic difficulty.

This commit is contained in:
Julie Marchant 2019-05-26 19:41:31 -04:00
parent 7a066e08a0
commit 87253b7212
2 changed files with 24 additions and 13 deletions

View File

@ -54,11 +54,6 @@ as possible. However, there are several minor differences in addition to
the changes to graphics, sound, and dialog. Here you can fine a list of the changes to graphics, sound, and dialog. Here you can fine a list of
notable differences. notable differences.
* The arrow pointing toward the current target is colored green if the
target is an ally, whereas version 1.1 always showed a red arrow.
The arrow is also positioned lower than in version 1.1 and does not
disappear when radio messages are broadcast.
* Life bars for named characters are labeled with the respective * Life bars for named characters are labeled with the respective
character's name instead of "Target". character's name instead of "Target".

View File

@ -1720,25 +1720,41 @@ static void game_doArrow(int i)
if (aliens[i].x + aliens[i].image[0]->w < 0) if (aliens[i].x + aliens[i].image[0]->w < 0)
{ {
if (aliens[i].y + aliens[i].image[0]->h < 0) if (aliens[i].y + aliens[i].image[0]->h < 0)
arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_NORTHWEST : SP_ARROW_NORTHWEST; arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
(aliens[i].flags & FL_FRIEND)) ?
SP_ARROW_FRIEND_NORTHWEST : SP_ARROW_NORTHWEST);
else if (aliens[i].y > screen->h) else if (aliens[i].y > screen->h)
arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_SOUTHWEST : SP_ARROW_SOUTHWEST; arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
(aliens[i].flags & FL_FRIEND)) ?
SP_ARROW_FRIEND_SOUTHWEST : SP_ARROW_SOUTHWEST);
else else
arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_WEST : SP_ARROW_WEST; arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
(aliens[i].flags & FL_FRIEND)) ?
SP_ARROW_FRIEND_WEST : SP_ARROW_WEST);
} }
else if (aliens[i].x > screen->w) else if (aliens[i].x > screen->w)
{ {
if (aliens[i].y + aliens[i].image[0]->h < 0) if (aliens[i].y + aliens[i].image[0]->h < 0)
arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_NORTHEAST : SP_ARROW_NORTHEAST; arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
(aliens[i].flags & FL_FRIEND)) ?
SP_ARROW_FRIEND_NORTHEAST : SP_ARROW_NORTHEAST);
else if (aliens[i].y > screen->h) else if (aliens[i].y > screen->h)
arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_SOUTHEAST : SP_ARROW_SOUTHEAST; arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
(aliens[i].flags & FL_FRIEND)) ?
SP_ARROW_FRIEND_SOUTHEAST : SP_ARROW_SOUTHEAST);
else else
arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_EAST : SP_ARROW_EAST; arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
(aliens[i].flags & FL_FRIEND)) ?
SP_ARROW_FRIEND_EAST : SP_ARROW_EAST);
} }
else if (aliens[i].y + aliens[i].image[0]->h < 0) else if (aliens[i].y + aliens[i].image[0]->h < 0)
arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_NORTH : SP_ARROW_NORTH; arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
(aliens[i].flags & FL_FRIEND)) ?
SP_ARROW_FRIEND_NORTH : SP_ARROW_NORTH);
else if (aliens[i].y > screen->h) else if (aliens[i].y > screen->h)
arrow = (aliens[i].flags & FL_FRIEND) ? SP_ARROW_FRIEND_SOUTH : SP_ARROW_SOUTH; arrow = (((game.difficulty != DIFFICULTY_ORIGINAL) &&
(aliens[i].flags & FL_FRIEND)) ?
SP_ARROW_FRIEND_SOUTH : SP_ARROW_SOUTH);
if (arrow != -1) if (arrow != -1)
{ {