Add (back) fog of war to the other radar modes. Stop radar from changing size when
changing mode. Closes ticket:1372 git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@9058 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
ada555a8d0
commit
7b63597be1
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@ -2678,8 +2678,6 @@ void kf_ToggleRadarTerrain(void)
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assert(false);
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break;
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}
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resetRadarRedraw();
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}
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42
src/radar.c
42
src/radar.c
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@ -289,31 +289,30 @@ static PIELIGHT appliedRadarColour(RADAR_DRAW_MODE radarDrawMode, MAPTILE *WTile
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{
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PIELIGHT WScr = WZCOL_BLACK; // squelch warning
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// draw radar terrain on/off feature
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if ((getRevealStatus() || radarDrawMode == RADAR_MODE_TERRAIN_SEEN) && !TEST_TILE_VISIBLE(selectedPlayer, WTile))
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{
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return WZCOL_RADAR_BACKGROUND;
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}
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switch(radarDrawMode)
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{
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case RADAR_MODE_TERRAIN:
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case RADAR_MODE_TERRAIN_SEEN:
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{
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if ((getRevealStatus() || radarDrawMode == RADAR_MODE_TERRAIN_SEEN) && !TEST_TILE_VISIBLE(selectedPlayer, WTile))
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{
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WScr = WZCOL_RADAR_BACKGROUND;
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}
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else
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{
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// draw radar terrain on/off feature
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PIELIGHT col = tileColours[TileNumber_tile(WTile->texture)];
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// draw radar terrain on/off feature
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PIELIGHT col = tileColours[TileNumber_tile(WTile->texture)];
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col.byte.r = sqrtf(col.byte.r * WTile->illumination);
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col.byte.b = sqrtf(col.byte.b * WTile->illumination);
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col.byte.g = sqrtf(col.byte.g * WTile->illumination);
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if (!hasSensorOnTile(WTile, selectedPlayer))
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{
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col.byte.r /= 2;
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col.byte.b /= 2;
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col.byte.g /= 2;
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}
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WScr = col;
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col.byte.r = sqrtf(col.byte.r * WTile->illumination);
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col.byte.b = sqrtf(col.byte.b * WTile->illumination);
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col.byte.g = sqrtf(col.byte.g * WTile->illumination);
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if (!hasSensorOnTile(WTile, selectedPlayer))
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{
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col.byte.r /= 2;
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col.byte.b /= 2;
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col.byte.g /= 2;
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}
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WScr = col;
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}
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break;
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case RADAR_MODE_COMBINED:
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@ -324,12 +323,17 @@ static PIELIGHT appliedRadarColour(RADAR_DRAW_MODE radarDrawMode, MAPTILE *WTile
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col.byte.r = sqrtf(col.byte.r * (WTile->illumination + WTile->height) / 2);
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col.byte.b = sqrtf(col.byte.b * (WTile->illumination + WTile->height) / 2);
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col.byte.g = sqrtf(col.byte.g * (WTile->illumination + WTile->height) / 2);
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if (!hasSensorOnTile(WTile, selectedPlayer))
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{
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col.byte.r /= 2;
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col.byte.b /= 2;
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col.byte.g /= 2;
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}
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WScr = col;
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}
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break;
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case RADAR_MODE_HEIGHT_MAP:
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{
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// draw radar terrain on/off feature
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WScr.byte.r = WScr.byte.g = WScr.byte.b = WTile->height;
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}
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break;
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