tbftss/src/battle/radar.c

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/*
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Copyright (C) 2015-2016 Parallel Realities
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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 "radar.h"
static SDL_Texture *radarTexture;
static SDL_Texture *radarWarningTexture;
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static int radarRanges[] = {20, 40, 60};
void initRadar(void)
{
radarTexture = getTexture("gfx/hud/radar.png");
radarWarningTexture = getTexture("gfx/hud/radarWarning.png");
}
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void drawRadar(void)
{
SDL_Rect r;
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Entity *e;
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blit(radarTexture, SCREEN_WIDTH - 85, SCREEN_HEIGHT - 85, 1);
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drawText(SCREEN_WIDTH - 160, SCREEN_HEIGHT - 30, 14, TA_RIGHT, colors.white, "%dx", battle.radarRange + 1);
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r.w = r.h = 3;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
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if (e->active && getDistance(e->x, e->y, player->x, player->y) / radarRanges[battle.radarRange] < 70)
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{
r.x = SCREEN_WIDTH - 85;
r.y = SCREEN_HEIGHT - 85;
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r.x -= (player->x - e->x) / radarRanges[battle.radarRange];
r.y -= (player->y - e->y) / radarRanges[battle.radarRange];
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r.x--;
r.y--;
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switch (e->side)
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{
case SIDE_ALLIES:
SDL_SetRenderDrawColor(app.renderer, 0, 255, 0, 255);
break;
case SIDE_PIRATE:
case SIDE_PANDORAN:
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case SIDE_REBEL:
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SDL_SetRenderDrawColor(app.renderer, 255, 0, 0, 255);
break;
case SIDE_NONE:
SDL_SetRenderDrawColor(app.renderer, 255, 255, 255, 255);
break;
}
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if (e == player->target)
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{
SDL_SetRenderDrawColor(app.renderer, 255, 255, 0, 255);
}
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if (e == battle.missionTarget)
{
SDL_SetRenderDrawColor(app.renderer, 255, 255, 255, 255);
}
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SDL_RenderFillRect(app.renderer, &r);
}
}
}
void drawRadarRangeWarning(void)
{
int x, y, leaving;
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x = (int)player->x / (SCREEN_WIDTH / 2);
y = (int)player->y / (SCREEN_HEIGHT / 2);
leaving = 0;
if (x <= 2 && player->dx < 0)
{
blitRotated(radarWarningTexture, SCREEN_WIDTH - 85, SCREEN_HEIGHT - 85, 270);
leaving = 1;
}
if (y <= 3 && player->dy < 0)
{
blitRotated(radarWarningTexture, SCREEN_WIDTH - 85, SCREEN_HEIGHT - 85, 0);
leaving = 1;
}
if (x >= BATTLE_AREA_CELLS - 2 && player->dx > 0)
{
blitRotated(radarWarningTexture, SCREEN_WIDTH - 85, SCREEN_HEIGHT - 85, 90);
leaving = 1;
}
if (y >= BATTLE_AREA_CELLS - 3 && player->dy > 0)
{
blitRotated(radarWarningTexture, SCREEN_WIDTH - 85, SCREEN_HEIGHT - 85, 180);
leaving = 1;
}
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if (leaving && battle.stats[STAT_TIME] % FPS < 40)
{
drawText(SCREEN_WIDTH / 2, SCREEN_HEIGHT - 30, 14, TA_CENTER, colors.white, "Caution: Leaving battle area - turn around.");
}
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}