[Add] Targetting!!!
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c2ec11a7c3
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09f6aea97e
@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<Ships>
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<ship name="Ship">
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<GFX>ship.png</GFX>
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<GFX>ship</GFX>
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<class>1</class>
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<movement>
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<thrust>400</thrust>
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@ -27,7 +27,7 @@
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</outfits>
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</ship>
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<ship name="Test">
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<GFX>ship1.png</GFX>
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<GFX>ship1</GFX>
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<class>1</class>
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<movement>
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<thrust>180</thrust>
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BIN
gfx/gui/pilot.png
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BIN
gfx/gui/pilot.png
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Binary file not shown.
After Width: | Height: | Size: 181 B |
BIN
gfx/gui/planet.png
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BIN
gfx/gui/planet.png
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After Width: | Height: | Size: 326 B |
BIN
gfx/ship/ship1_target.png
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BIN
gfx/ship/ship1_target.png
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After Width: | Height: | Size: 12 KiB |
BIN
gfx/ship/ship1_target.xcf
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BIN
gfx/ship/ship1_target.xcf
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BIN
gfx/ship/ship_target.png
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BIN
gfx/ship/ship_target.png
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After Width: | Height: | Size: 12 KiB |
BIN
gfx/ship/ship_target.xcf
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BIN
gfx/ship/ship_target.xcf
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@ -26,6 +26,8 @@
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#define CONF_FILE "conf"
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#define MINIMUM_FPS 0.5
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#define FONT_SIZE 10
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extern const char* keybindNames[]; // Keybindings.
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static int quit = 0; // Primary loop.
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@ -80,6 +82,7 @@ int main(int argc, char** argv) {
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input_setKeybind("left", KEYBIND_KEYBOARD, SDLK_a, 0);
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input_setKeybind("right", KEYBIND_KEYBOARD, SDLK_d, 0);
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input_setKeybind("primary", KEYBIND_KEYBOARD, SDLK_SPACE, 0);
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input_setKeybind("target", KEYBIND_KEYBOARD, SDLK_TAB, 0);
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input_setKeybind("mapzoomin", KEYBIND_KEYBOARD, SDLK_UP, 0);
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input_setKeybind("mapzoomout", KEYBIND_KEYBOARD, SDLK_DOWN, 0);
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@ -237,7 +240,7 @@ int main(int argc, char** argv) {
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if(ai_init())
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WARN("Error initializing AI");
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gl_fontInit(NULL, NULL, 16);
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gl_fontInit(NULL, NULL, FONT_SIZE); // Init default font size.
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gui_init(); // Init the GUI crap.
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// Data loading.
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11
src/pilot.c
11
src/pilot.c
@ -25,6 +25,17 @@ static void pilot_update(Pilot* pilot, const double dt);
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void pilot_render(Pilot* pilot);
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static void pilot_free(Pilot* p);
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// Get the next pilot based on player_id.
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unsigned int pilot_getNext(unsigned int id) {
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int i, n;
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for(i = 0, n = pilots/2; n > 0; n /= 2)
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i += (pilot_stack[i+n]->id > id) ? 0 : n;
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if(i == pilots-1) return 0;
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return pilot_stack[i+1]->id;
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}
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// Pull a pilot out of the pilot_stack based on id.
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Pilot* get_pilot(unsigned int id) {
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// Regular search.
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@ -7,6 +7,7 @@
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// Aproximation for pilot size.
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#define PILOT_SIZE_APROX 0.8
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#define PILOT_DISABLED 0.2 // Based on armor percentage.
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// Creation flags.
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#define PILOT_PLAYER 1 // Pilot is a player.
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@ -46,6 +47,7 @@ typedef struct Pilot {
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// Grabing pilot crap.
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extern Pilot* player; // The player.
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Pilot* get_pilot(unsigned int id);
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unsigned int pilot_getNext(unsigned int id);
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// MISC.
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void pilot_shoot(Pilot* p, int secondary);
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75
src/player.c
75
src/player.c
@ -7,6 +7,10 @@
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#define POW2(x) ((x)*(x))
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#define GFX_GUI_FRAME "../gfx/gui/frame.png"
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#define GFX_GUI_TARG_PILOT "../gfx/gui/pilot.png"
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#define GFX_GUI_TARG_PLANET "../gfx/gui/planet.png"
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#define KEY_PRESS 1.
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#define KEY_RELEASE -1.
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@ -19,7 +23,7 @@ typedef struct {
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} Keybind;
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static Keybind** player_input; // Contains the players keybindings.
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// Name of each keybinding.
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const char* keybindNames[] = { "accel", "left", "right", "primary",
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const char* keybindNames[] = { "accel", "left", "right", "primary", "target",
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"mapzoomin", "mapzoomout" };
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// Player stuff.
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@ -27,6 +31,7 @@ Pilot* player = NULL; // extern in pilot.h
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static double player_turn = 0.; // Turn velocity from input.
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static double player_acc = 0.; // Accel velocity from input.
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static int player_primary = 0; // Player is shooting primary weapon.
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static unsigned int player_target = 0; // Targetted pilot.
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// Pilot stuff for GUI.
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extern Pilot** pilot_stack;
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@ -62,6 +67,7 @@ typedef struct {
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#define RADAR_RES_MAX 100.
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#define RADAR_RES_MIN 10.
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#define RADAR_RES_INTERVAL 10.
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#define RADAR_RES_DEFAULT 40.
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typedef struct {
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double w,h;
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@ -70,12 +76,14 @@ typedef struct {
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typedef struct {
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// graphics.
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gl_texture* gfx_frame;
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gl_texture* gfx_targetPilot, *gfx_targetPlanet;
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Radar radar;
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Rect shield, armor, energy;
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// Positions.
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Vec2 pos_frame;
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Vec2 pos_radar;
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Vec2 pos_shield, pos_armor, pos_energy;
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Vec2 pos_target, pos_target_health;
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} GUI;
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GUI gui; // Le Gui!
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@ -87,6 +95,26 @@ extern void pilot_render(Pilot* pilot); // Extern is in Pilot.*
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// Render the player.
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void player_render(void) {
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int i;
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double x, y, sx, sy;
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Pilot* p;
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Vec2 v;
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if(player_target) {
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p = get_pilot(player_target);
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vect_csetmin(&v, VX(p->solid->pos) - p->ship->gfx_space->sw * PILOT_SIZE_APROX/2.,
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VY(p->solid->pos) + p->ship->gfx_space->sh * PILOT_SIZE_APROX/2.);
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gl_blitSprite(gui.gfx_targetPilot, &v, 0, 0);
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VX(v) += p->ship->gfx_space->sw * PILOT_SIZE_APROX;
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gl_blitSprite(gui.gfx_targetPilot, &v, 1, 0);
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VY(v) -= p->ship->gfx_space->sh * PILOT_SIZE_APROX;
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gl_blitSprite(gui.gfx_targetPilot, &v, 1, 1);
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VX(v) -= p->ship->gfx_space->sw * PILOT_SIZE_APROX;
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gl_blitSprite(gui.gfx_targetPilot, &v, 0, 1);
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}
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// Render the player.
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pilot_render(player);
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// GUI!
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@ -111,9 +139,6 @@ void player_render(void) {
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glVertex2d( -1., 0. );
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glVertex2d( -2., 0. );
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int i;
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double x, y, sx, sy;
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Pilot* p;
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switch(gui.radar.shape) {
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case RADAR_RECT:
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glColor4d(COLOR(cRadar_weap));
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@ -188,19 +213,36 @@ void player_render(void) {
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glVertex2d(x+sx, y-sy);
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glVertex2d(x, y-sy);
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glEnd();
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// Target.
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if(player_target) {
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gl_blitStatic(p->ship->gfx_target, &gui.pos_target);
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if(p->armor < p->armor_max * PILOT_DISABLED)
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// Disable the pilot.
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gl_print(NULL, &gui.pos_target_health, "Disabled");
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else if(p->shield > p->shield_max / 100.)
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// On shields.
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gl_print(NULL, &gui.pos_target_health, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.);
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else
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// On armor.
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gl_print(NULL, &gui.pos_target_health, "%s: %.0f%%", "Armor", p->armor/p->armor_max*100.);
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}
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}
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// Init GUI.
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int gui_init(void) {
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// -- Frame.
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gui.gfx_frame = gl_newImage("../gfx/gui/frame.png");
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// -- Targeting.
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gui.gfx_targetPilot = gl_newSprite(GFX_GUI_TARG_PILOT, 2, 2);
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gui.gfx_targetPlanet = gl_newSprite(GFX_GUI_TARG_PLANET, 2, 2);
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// -- Frame.
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gui.gfx_frame = gl_newImage(GFX_GUI_FRAME);
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vect_csetmin(&gui.pos_frame,
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gl_screen.w - gui.gfx_frame->w, // x.
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gl_screen.h - gui.gfx_frame->h); // y.
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gui_xoff = -gui.gfx_frame->w/2.; // Offset is only horizontal and on the right side.
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// -- Radar.
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gui.radar.res = 10.;
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// -- Radar.
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gui.radar.res = RADAR_RES_DEFAULT;
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gui.radar.w = 128.;
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gui.radar.h = 128.;
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gui.radar.shape = RADAR_RECT; //RADAR_CIRCLE;
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@ -208,7 +250,7 @@ int gui_init(void) {
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VX(gui.pos_frame) + 11, // x
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VY(gui.pos_frame) + gui.gfx_frame->h - 10); // y.
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// -- Bars.
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// -- Bars.
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gui.shield.w = gui.armor.w = gui.energy.w = 128;
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gui.shield.h = gui.armor.h = gui.energy.h = 10;
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vect_csetmin(&gui.pos_shield,
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@ -223,6 +265,16 @@ int gui_init(void) {
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VX(gui.pos_frame) + 10, // x
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VY(gui.pos_frame) + gui.gfx_frame->h - 236); // y.
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// Target.
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vect_csetmin(&gui.pos_target,
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VX(gui.pos_frame) + 10,
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VY(gui.pos_frame) + gui.gfx_frame->h - 256 - SHIP_TARGET_H);
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vect_csetmin(&gui.pos_target_health,
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VX(gui.pos_frame) + 10 + 10,
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VY(gui.pos_frame) + gui.gfx_frame->h - 256 - SHIP_TARGET_H + 10);
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return 0;
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}
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@ -305,9 +357,12 @@ static void input_key(int keynum, double value, int abs) {
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}
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// Shoot primary weapon. BOOM BOOM.
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else if(strcmp(player_input[keynum]->name, "primary")==0) {
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if(value==KEY_PRESS) player_primary = 1;
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if(value == KEY_PRESS) player_primary = 1;
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else if(value == KEY_RELEASE) player_primary = 0;
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}
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else if(strcmp(player_input[keynum]->name, "target")==0) {
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if(value == KEY_PRESS) player_target = pilot_getNext(player_target);
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}
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else if(strcmp(player_input[keynum]->name, "mapzoomin")==0) {
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if(value == KEY_PRESS && gui.radar.res < RADAR_RES_MAX)
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gui.radar.res += RADAR_RES_INTERVAL;
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16
src/ship.c
16
src/ship.c
@ -12,8 +12,10 @@
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#define XML_ID "Ships" // XML section identifier.
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#define XML_SHIP "ship"
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#define SHIP_DATA "../dat/ship.xml"
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#define SHIP_GFX "../gfx/ship/"
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#define SHIP_DATA "../dat/ship.xml"
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#define SHIP_GFX "../gfx/ship/"
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#define SHIP_EXT ".png"
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#define SHIP_TARGET "_target"
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static Ship* ship_stack = NULL;
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static int ships = 0;
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@ -47,9 +49,14 @@ static Ship* ship_parse(xmlNodePtr parent) {
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while((node = node->next)) { // Load all the data.
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if(strcmp((char*)node->name, "GFX")==0) {
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snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX),
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SHIP_GFX"%s", (char*)node->children->content);
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snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX)+sizeof(SHIP_EXT),
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SHIP_GFX"%s"SHIP_EXT, (char*)node->children->content);
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tmp->gfx_space = gl_newSprite(str, 6, 6);
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// Target.
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snprintf(str, strlen((char*)node->children->content)+sizeof(SHIP_GFX)+sizeof(SHIP_TARGET)+sizeof(SHIP_EXT),
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SHIP_GFX"%s"SHIP_TARGET SHIP_EXT, (char*)node->children->content);
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tmp->gfx_target = gl_newImage(str);
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}
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else if(strcmp((char*)node->name, "class")==0)
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tmp->class = atoi((char*)node->children->content);
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@ -192,6 +199,7 @@ void ships_free(void) {
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free(sot);
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}
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gl_freeTexture((ship_stack+i)->gfx_space);
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gl_freeTexture((ship_stack+i)->gfx_target);
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}
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free(ship_stack);
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ship_stack = NULL;
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@ -3,6 +3,10 @@
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#include "outfit.h"
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#include "opengl.h"
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// Target gfx dimensions.
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#define SHIP_TARGET_W 128
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#define SHIP_TARGET_H 96
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enum ship_class {
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SHIP_CLASS_NULL,
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SHIP_CLASS_CIV_LIGHT,
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@ -154,7 +154,7 @@ static Planet* planet_get(const char* name) {
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if(strcmp((char*)cur->name, "text")==0) {
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snprintf(str, strlen((char*)cur->content)+sizeof(PLANET_GFX),
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PLANET_GFX"%s", (char*)cur->content);
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tmp->gfx_space = gl_newSprite(str, 1, 1);
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tmp->gfx_space = gl_newImage(str);
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}
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}
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else if(strcmp((char*)node->name, "pos")==0) {
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