[Add] Targetting!!!

This commit is contained in:
Allanis 2013-02-06 22:21:00 +00:00
parent c2ec11a7c3
commit 09f6aea97e
14 changed files with 101 additions and 18 deletions

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<Ships>
<ship name="Ship">
<GFX>ship.png</GFX>
<GFX>ship</GFX>
<class>1</class>
<movement>
<thrust>400</thrust>
@ -27,7 +27,7 @@
</outfits>
</ship>
<ship name="Test">
<GFX>ship1.png</GFX>
<GFX>ship1</GFX>
<class>1</class>
<movement>
<thrust>180</thrust>

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@ -26,6 +26,8 @@
#define CONF_FILE "conf"
#define MINIMUM_FPS 0.5
#define FONT_SIZE 10
extern const char* keybindNames[]; // Keybindings.
static int quit = 0; // Primary loop.
@ -80,6 +82,7 @@ int main(int argc, char** argv) {
input_setKeybind("left", KEYBIND_KEYBOARD, SDLK_a, 0);
input_setKeybind("right", KEYBIND_KEYBOARD, SDLK_d, 0);
input_setKeybind("primary", KEYBIND_KEYBOARD, SDLK_SPACE, 0);
input_setKeybind("target", KEYBIND_KEYBOARD, SDLK_TAB, 0);
input_setKeybind("mapzoomin", KEYBIND_KEYBOARD, SDLK_UP, 0);
input_setKeybind("mapzoomout", KEYBIND_KEYBOARD, SDLK_DOWN, 0);
@ -237,7 +240,7 @@ int main(int argc, char** argv) {
if(ai_init())
WARN("Error initializing AI");
gl_fontInit(NULL, NULL, 16);
gl_fontInit(NULL, NULL, FONT_SIZE); // Init default font size.
gui_init(); // Init the GUI crap.
// Data loading.

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@ -25,6 +25,17 @@ static void pilot_update(Pilot* pilot, const double dt);
void pilot_render(Pilot* pilot);
static void pilot_free(Pilot* p);
// Get the next pilot based on player_id.
unsigned int pilot_getNext(unsigned int id) {
int i, n;
for(i = 0, n = pilots/2; n > 0; n /= 2)
i += (pilot_stack[i+n]->id > id) ? 0 : n;
if(i == pilots-1) return 0;
return pilot_stack[i+1]->id;
}
// Pull a pilot out of the pilot_stack based on id.
Pilot* get_pilot(unsigned int id) {
// Regular search.

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@ -7,6 +7,7 @@
// Aproximation for pilot size.
#define PILOT_SIZE_APROX 0.8
#define PILOT_DISABLED 0.2 // Based on armor percentage.
// Creation flags.
#define PILOT_PLAYER 1 // Pilot is a player.
@ -46,6 +47,7 @@ typedef struct Pilot {
// Grabing pilot crap.
extern Pilot* player; // The player.
Pilot* get_pilot(unsigned int id);
unsigned int pilot_getNext(unsigned int id);
// MISC.
void pilot_shoot(Pilot* p, int secondary);

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@ -7,6 +7,10 @@
#define POW2(x) ((x)*(x))
#define GFX_GUI_FRAME "../gfx/gui/frame.png"
#define GFX_GUI_TARG_PILOT "../gfx/gui/pilot.png"
#define GFX_GUI_TARG_PLANET "../gfx/gui/planet.png"
#define KEY_PRESS 1.
#define KEY_RELEASE -1.
@ -19,7 +23,7 @@ typedef struct {
} Keybind;
static Keybind** player_input; // Contains the players keybindings.
// Name of each keybinding.
const char* keybindNames[] = { "accel", "left", "right", "primary",
const char* keybindNames[] = { "accel", "left", "right", "primary", "target",
"mapzoomin", "mapzoomout" };
// Player stuff.
@ -27,6 +31,7 @@ Pilot* player = NULL; // extern in pilot.h
static double player_turn = 0.; // Turn velocity from input.
static double player_acc = 0.; // Accel velocity from input.
static int player_primary = 0; // Player is shooting primary weapon.
static unsigned int player_target = 0; // Targetted pilot.
// Pilot stuff for GUI.
extern Pilot** pilot_stack;
@ -62,6 +67,7 @@ typedef struct {
#define RADAR_RES_MAX 100.
#define RADAR_RES_MIN 10.
#define RADAR_RES_INTERVAL 10.
#define RADAR_RES_DEFAULT 40.
typedef struct {
double w,h;
@ -70,12 +76,14 @@ typedef struct {
typedef struct {
// graphics.
gl_texture* gfx_frame;
gl_texture* gfx_targetPilot, *gfx_targetPlanet;
Radar radar;
Rect shield, armor, energy;
// Positions.
Vec2 pos_frame;
Vec2 pos_radar;
Vec2 pos_shield, pos_armor, pos_energy;
Vec2 pos_target, pos_target_health;
} GUI;
GUI gui; // Le Gui!
@ -87,6 +95,26 @@ extern void pilot_render(Pilot* pilot); // Extern is in Pilot.*
// Render the player.
void player_render(void) {
int i;
double x, y, sx, sy;
Pilot* p;
Vec2 v;
if(player_target) {
p = get_pilot(player_target);
vect_csetmin(&v, VX(p->solid->pos) - p->ship->gfx_space->sw * PILOT_SIZE_APROX/2.,
VY(p->solid->pos) + p->ship->gfx_space->sh * PILOT_SIZE_APROX/2.);
gl_blitSprite(gui.gfx_targetPilot, &v, 0, 0);
VX(v) += p->ship->gfx_space->sw * PILOT_SIZE_APROX;
gl_blitSprite(gui.gfx_targetPilot, &v, 1, 0);
VY(v) -= p->ship->gfx_space->sh * PILOT_SIZE_APROX;
gl_blitSprite(gui.gfx_targetPilot, &v, 1, 1);
VX(v) -= p->ship->gfx_space->sw * PILOT_SIZE_APROX;
gl_blitSprite(gui.gfx_targetPilot, &v, 0, 1);
}
// Render the player.
pilot_render(player);
// GUI!
@ -111,9 +139,6 @@ void player_render(void) {
glVertex2d( -1., 0. );
glVertex2d( -2., 0. );
int i;
double x, y, sx, sy;
Pilot* p;
switch(gui.radar.shape) {
case RADAR_RECT:
glColor4d(COLOR(cRadar_weap));
@ -188,19 +213,36 @@ void player_render(void) {
glVertex2d(x+sx, y-sy);
glVertex2d(x, y-sy);
glEnd();
// Target.
if(player_target) {
gl_blitStatic(p->ship->gfx_target, &gui.pos_target);
if(p->armor < p->armor_max * PILOT_DISABLED)
// Disable the pilot.
gl_print(NULL, &gui.pos_target_health, "Disabled");
else if(p->shield > p->shield_max / 100.)
// On shields.
gl_print(NULL, &gui.pos_target_health, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.);
else
// On armor.
gl_print(NULL, &gui.pos_target_health, "%s: %.0f%%", "Armor", p->armor/p->armor_max*100.);
}
}
// Init GUI.
int gui_init(void) {
// -- Frame.
gui.gfx_frame = gl_newImage("../gfx/gui/frame.png");
// -- Targeting.
gui.gfx_targetPilot = gl_newSprite(GFX_GUI_TARG_PILOT, 2, 2);
gui.gfx_targetPlanet = gl_newSprite(GFX_GUI_TARG_PLANET, 2, 2);
// -- Frame.
gui.gfx_frame = gl_newImage(GFX_GUI_FRAME);
vect_csetmin(&gui.pos_frame,
gl_screen.w - gui.gfx_frame->w, // x.
gl_screen.h - gui.gfx_frame->h); // y.
gui_xoff = -gui.gfx_frame->w/2.; // Offset is only horizontal and on the right side.
// -- Radar.
gui.radar.res = 10.;
// -- Radar.
gui.radar.res = RADAR_RES_DEFAULT;
gui.radar.w = 128.;
gui.radar.h = 128.;
gui.radar.shape = RADAR_RECT; //RADAR_CIRCLE;
@ -208,7 +250,7 @@ int gui_init(void) {
VX(gui.pos_frame) + 11, // x
VY(gui.pos_frame) + gui.gfx_frame->h - 10); // y.
// -- Bars.
// -- Bars.
gui.shield.w = gui.armor.w = gui.energy.w = 128;
gui.shield.h = gui.armor.h = gui.energy.h = 10;
vect_csetmin(&gui.pos_shield,
@ -223,6 +265,16 @@ int gui_init(void) {
VX(gui.pos_frame) + 10, // x
VY(gui.pos_frame) + gui.gfx_frame->h - 236); // y.
// Target.
vect_csetmin(&gui.pos_target,
VX(gui.pos_frame) + 10,
VY(gui.pos_frame) + gui.gfx_frame->h - 256 - SHIP_TARGET_H);
vect_csetmin(&gui.pos_target_health,
VX(gui.pos_frame) + 10 + 10,
VY(gui.pos_frame) + gui.gfx_frame->h - 256 - SHIP_TARGET_H + 10);
return 0;
}
@ -305,9 +357,12 @@ static void input_key(int keynum, double value, int abs) {
}
// Shoot primary weapon. BOOM BOOM.
else if(strcmp(player_input[keynum]->name, "primary")==0) {
if(value==KEY_PRESS) player_primary = 1;
if(value == KEY_PRESS) player_primary = 1;
else if(value == KEY_RELEASE) player_primary = 0;
}
else if(strcmp(player_input[keynum]->name, "target")==0) {
if(value == KEY_PRESS) player_target = pilot_getNext(player_target);
}
else if(strcmp(player_input[keynum]->name, "mapzoomin")==0) {
if(value == KEY_PRESS && gui.radar.res < RADAR_RES_MAX)
gui.radar.res += RADAR_RES_INTERVAL;

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@ -14,6 +14,8 @@
#define SHIP_DATA "../dat/ship.xml"
#define SHIP_GFX "../gfx/ship/"
#define SHIP_EXT ".png"
#define SHIP_TARGET "_target"
static Ship* ship_stack = NULL;
static int ships = 0;
@ -47,9 +49,14 @@ static Ship* ship_parse(xmlNodePtr parent) {
while((node = node->next)) { // Load all the data.
if(strcmp((char*)node->name, "GFX")==0) {
snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX),
SHIP_GFX"%s", (char*)node->children->content);
snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX)+sizeof(SHIP_EXT),
SHIP_GFX"%s"SHIP_EXT, (char*)node->children->content);
tmp->gfx_space = gl_newSprite(str, 6, 6);
// Target.
snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX)+sizeof(SHIP_TARGET)+sizeof(SHIP_EXT),
SHIP_GFX"%s"SHIP_TARGET SHIP_EXT, (char*)node->children->content);
tmp->gfx_target = gl_newImage(str);
}
else if(strcmp((char*)node->name, "class")==0)
tmp->class = atoi((char*)node->children->content);
@ -192,6 +199,7 @@ void ships_free(void) {
free(sot);
}
gl_freeTexture((ship_stack+i)->gfx_space);
gl_freeTexture((ship_stack+i)->gfx_target);
}
free(ship_stack);
ship_stack = NULL;

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@ -3,6 +3,10 @@
#include "outfit.h"
#include "opengl.h"
// Target gfx dimensions.
#define SHIP_TARGET_W 128
#define SHIP_TARGET_H 96
enum ship_class {
SHIP_CLASS_NULL,
SHIP_CLASS_CIV_LIGHT,

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@ -154,7 +154,7 @@ static Planet* planet_get(const char* name) {
if(strcmp((char*)cur->name, "text")==0) {
snprintf(str, strlen((char*)cur->content)+sizeof(PLANET_GFX),
PLANET_GFX"%s", (char*)cur->content);
tmp->gfx_space = gl_newSprite(str, 1, 1);
tmp->gfx_space = gl_newImage(str);
}
}
else if(strcmp((char*)node->name, "pos")==0) {