tbftss/src/battle/hud.c

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/*
Copyright (C) 2015 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "hud.h"
static void drawHealthShieldBar(int current, int max, int x, int y, int r, int g, int b);
static void drawPlayerTargeter(void);
static void drawNumFighters(void);
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static void drawHealthBars(void);
static void drawWeaponInfo(void);
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static void drawObjectives(void);
static void drawTargetDistance(void);
static void drawMissionTargetDistance(void);
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static void drawHudMessages(void);
static HudMessage hudMessageHead;
static HudMessage *hudMessageTail;
static SDL_Texture *targetPointer;
static SDL_Texture *targetCircle;
static SDL_Texture *smallFighter;
static int numMessages;
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static int healthWarning;
static char *gunName[] = {"", "Particle Cannon", "Plasma Cannon", "Laser Cannon", "Mag Cannon"};
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void initHud(void)
{
healthWarning = 0;
memset(&hudMessageHead, 0, sizeof(HudMessage));
hudMessageTail = &hudMessageHead;
targetPointer = getTexture("gfx/hud/targetPointer.png");
targetCircle = getTexture("gfx/hud/targetCircle.png");
smallFighter = getTexture("gfx/hud/smallFighter.png");
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}
void doHud(void)
{
HudMessage *hudMessage, *prev;
healthWarning++;
healthWarning %= FPS;
numMessages = 0;
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prev = &hudMessageHead;
for (hudMessage = hudMessageHead.next ; hudMessage != NULL ; hudMessage = hudMessage->next)
{
hudMessage->life--;
numMessages++;
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if (hudMessage->life <= 0)
{
if (hudMessage == hudMessageTail)
{
hudMessageTail = prev;
}
prev->next = hudMessage->next;
free(hudMessage);
hudMessage = prev;
numMessages--;
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}
prev = hudMessage;
}
}
void addHudMessage(SDL_Color c, char *format, ...)
{
va_list args;
HudMessage *hudMessage = malloc(sizeof(HudMessage));
memset(hudMessage, 0, sizeof(HudMessage));
hudMessageTail->next = hudMessage;
hudMessageTail = hudMessage;
va_start(args, format);
vsprintf(hudMessageTail->message, format, args);
va_end(args);
hudMessage->color = c;
hudMessage->life = FPS * 5;
numMessages++;
while (numMessages > MAX_HUD_MESSAGES)
{
hudMessage = hudMessageHead.next;
hudMessageHead.next = hudMessage->next;
free(hudMessage);
numMessages--;
}
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}
void drawHud(void)
{
if (player != NULL)
{
drawHealthBars();
drawWeaponInfo();
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drawNumFighters();
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drawObjectives();
drawRadar();
}
drawHudMessages();
}
static void drawHealthBars(void)
{
float p;
int r, g, b;
drawPlayerTargeter();
r = g = b = 0;
p = player->health;
p /= player->maxHealth;
if (p <= 0.25)
{
r = 255;
}
else if (p <= 0.5)
{
r = 255;
g = 255;
}
else
{
g = 200;
}
drawHealthShieldBar(player->health, player->maxHealth, 10, 10, r, g, b);
drawHealthShieldBar(player->shield, player->maxShield, 10, 30, 0, 200, 255);
if (player->target)
{
drawHealthShieldBar(player->target->health, player->target->maxHealth, SCREEN_WIDTH - 260, 10, 0, 200, 0);
drawHealthShieldBar(player->target->shield, player->target->maxShield, SCREEN_WIDTH - 260, 30, 0, 200, 255);
drawTargetDistance();
}
if (battle.missionTarget)
{
drawMissionTargetDistance();
}
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}
static void drawHealthShieldBar(int current, int max, int x, int y, int r, int g, int b)
{
SDL_Rect rect;
float percent = 0;
if (max > 0)
{
percent = current;
percent /= max;
}
rect.x = x;
rect.y = y;
rect.w = 250;
rect.h = 12;
SDL_SetRenderDrawColor(app.renderer, r / 2, g / 2, b / 2, 255);
SDL_RenderFillRect(app.renderer, &rect);
SDL_SetRenderDrawColor(app.renderer, 255, 255, 255, 255);
SDL_RenderDrawRect(app.renderer, &rect);
if (current > 0)
{
rect.x += 2;
rect.y += 2;
rect.w -= 4;
rect.h -= 4;
rect.w *= percent;
SDL_SetRenderDrawColor(app.renderer, r, g, b, 255);
SDL_RenderFillRect(app.renderer, &rect);
}
}
static void drawWeaponInfo(void)
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{
drawText(10, 50, 14, TA_LEFT, colors.white, gunName[player->selectedGunType]);
drawText(260, 50, 14, TA_RIGHT, colors.white, "Missiles (%d)", player->missiles.ammo);
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}
static void drawPlayerTargeter(void)
{
float angle;
int x, y;
if (player->target || battle.missionTarget)
{
if (player->target)
{
SDL_SetTextureColorMod(targetCircle, 255, 0, 0);
}
else
{
SDL_SetTextureColorMod(targetCircle, 0, 255, 0);
}
blit(targetCircle, player->x, player->y, 1);
}
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if (player->target)
{
angle = getAngle(player->x, player->y, player->target->x, player->target->y);
x = player->x;
y = player->y;
x += sin(TO_RAIDANS(angle)) * 45;
y += -cos(TO_RAIDANS(angle)) * 45;
SDL_SetTextureColorMod(targetPointer, 255, 0, 0);
blitRotated(targetPointer, x, y, angle);
}
if (battle.missionTarget)
{
angle = getAngle(player->x, player->y, battle.missionTarget->x, battle.missionTarget->y);
x = player->x;
y = player->y;
x += sin(TO_RAIDANS(angle)) * 45;
y += -cos(TO_RAIDANS(angle)) * 45;
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SDL_SetTextureColorMod(targetPointer, 0, 255, 0);
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blitRotated(targetPointer, x, y, angle);
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}
}
static void drawNumFighters(void)
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{
/* Allies */
SDL_SetTextureColorMod(smallFighter, 150, 200, 255);
blit(smallFighter, 400, 15, 0);
drawText(425, 11, 14, TA_LEFT, colors.white, "(%d)", battle.numAllies);
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/* Enemies */
SDL_SetTextureColorMod(smallFighter, 255, 100, 100);
blit(smallFighter, SCREEN_WIDTH - 410, 15, 0);
drawText(SCREEN_WIDTH - 420, 11, 14, TA_RIGHT, colors.white, "(%d)", battle.numEnemies);
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}
static void drawObjectives(void)
{
drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, "%d / %d", battle.numObjectivesComplete, battle.numObjectivesTotal);
}
static void drawTargetDistance(void)
{
float distance;
if (player->target != NULL)
{
distance = getDistance(player->x, player->y, player->target->x, player->target->y);
distance /= 50;
distance = (int)distance;
distance /= 10;
drawText(SCREEN_WIDTH - 15, 50, 14, TA_RIGHT, colors.red, "Target: %.2fkm", distance);
}
}
static void drawMissionTargetDistance(void)
{
float distance;
if (battle.missionTarget != NULL)
{
distance = getDistance(player->x, player->y, battle.missionTarget->x, battle.missionTarget->y);
distance /= 50;
distance = (int)distance;
distance /= 10;
drawText(SCREEN_WIDTH - 15, 75, 14, TA_RIGHT, colors.green, "Objective: %.2fkm", distance);
}
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}
static void drawHudMessages(void)
{
HudMessage *hudMessage;
int y = SCREEN_HEIGHT - 25;
for (hudMessage = hudMessageHead.next ; hudMessage != NULL ; hudMessage = hudMessage->next)
{
drawText(10, y, 14, TA_LEFT, hudMessage->color, hudMessage->message);
y -= 25;
}
}
void resetHud(void)
{
HudMessage *hudMessage;
while (hudMessageHead.next)
{
hudMessage = hudMessageHead.next;
hudMessageHead.next = hudMessage->next;
free(hudMessage);
}
}