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