Port radar clan and flash colours to PIELIGHT. Patch by Buginator in patch #948.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3522 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2008-01-20 22:14:51 +00:00
parent 69016895ca
commit d4d7ca2110
1 changed files with 55 additions and 18 deletions

View File

@ -64,11 +64,34 @@ RADAR_DRAW_MODE radarDrawMode = RADAR_MODE_DEFAULT;
// colours for each clan on the radar map. // colours for each clan on the radar map.
static UDWORD clanColours[MAX_PLAYERS] = { 81,243,231,1,182,187,207,195 };
static UDWORD flashColours[MAX_PLAYERS] = { 165,165,165,165,255,165,165,165 }; // everything flashes red when attacked except red - it goes white!
static PIELIGHT tileColours[MAX_TILES]; static PIELIGHT tileColours[MAX_TILES];
static UDWORD *radarBuffer; static UDWORD *radarBuffer;
static PIELIGHT clanColours[MAX_PLAYERS]=
{ // see frend2.png for team color order.
// [r,g,b,a]
{{0,81,0,200}}, // green Player 0
{{255,140,66,200}}, // orange Player 1
{{82,92,82,200}}, // grey Player 2
{{22,22,22,200}}, // black Player 3
{{200,0,0,200}}, // red Player 4
{{0,0,222,200}}, // blue Player 5
{{222,0,222,200}}, // pink Player 6
{{0,222,222,200}}, // cyan Player 7
};
static PIELIGHT flashColours[MAX_PLAYERS]=
{ //right now the flash color is all bright red
{{254,37,37,200}}, // Player 0
{{254,37,37,200}}, // Player 1
{{254,37,37,200}}, // Player 2
{{254,37,37,200}}, // Player 3
{{254,37,37,200}}, // Player 4 (notice, brighter red)
{{254,37,37,200}}, // Player 5
{{254,37,37,200}}, // Player 6
{{254,37,37,200}} // Player 7
};
static SDWORD RadarScrollX; static SDWORD RadarScrollX;
static SDWORD RadarScrollY; static SDWORD RadarScrollY;
static SDWORD RadarWidth; static SDWORD RadarWidth;
@ -550,7 +573,6 @@ static void DrawRadarObjects(UDWORD *screen,UDWORD Modulus,UWORD boxSizeH,UWORD
SDWORD OffsetY; SDWORD OffsetY;
PIELIGHT playerCol, col; PIELIGHT playerCol, col;
PIELIGHT flashCol; PIELIGHT flashCol;
PIELIGHT *palette = pie_GetGamePal();
SizeH = boxSizeH; SizeH = boxSizeH;
SizeV = boxSizeV; SizeV = boxSizeV;
@ -561,19 +583,26 @@ static void DrawRadarObjects(UDWORD *screen,UDWORD Modulus,UWORD boxSizeH,UWORD
/* Show droids on map - go through all players */ /* Show droids on map - go through all players */
for(clan = 0; clan < MAX_PLAYERS; clan++) for(clan = 0; clan < MAX_PLAYERS; clan++)
{ {
//see if have to draw enemy/ally color //see if have to draw enemy/ally color
if (bEnemyAllyRadarColor) { if (bEnemyAllyRadarColor)
if (clan == selectedPlayer) { {
if (clan == selectedPlayer)
{
playerCol = colRadarMe; playerCol = colRadarMe;
} else { }
else
{
playerCol = (aiCheckAlliances(selectedPlayer, clan) ? colRadarAlly : colRadarEnemy); playerCol = (aiCheckAlliances(selectedPlayer, clan) ? colRadarAlly : colRadarEnemy);
} }
} else {
//original 8-color mode
playerCol = palette[clanColours[getPlayerColour(clan)]];
} }
flashCol = palette[flashColours[getPlayerColour(clan)]]; else
{
//original 8-color mode
playerCol = clanColours[getPlayerColour(clan)];
}
flashCol = flashColours[getPlayerColour(clan)];
/* Go through all droids */ /* Go through all droids */
for(psDroid = apsDroidLists[clan]; psDroid != NULL; for(psDroid = apsDroidLists[clan]; psDroid != NULL;
@ -629,18 +658,26 @@ static void DrawRadarObjects(UDWORD *screen,UDWORD Modulus,UWORD boxSizeH,UWORD
for(clan = 0; clan < MAX_PLAYERS; clan++) for(clan = 0; clan < MAX_PLAYERS; clan++)
{ {
//see if have to draw enemy/ally color //see if have to draw enemy/ally color
if (bEnemyAllyRadarColor) { if (bEnemyAllyRadarColor)
if (clan == selectedPlayer) { {
if (clan == selectedPlayer)
{
playerCol = colRadarMe; playerCol = colRadarMe;
} else { }
else
{
playerCol = (aiCheckAlliances(selectedPlayer,clan) ? colRadarAlly: colRadarEnemy); playerCol = (aiCheckAlliances(selectedPlayer,clan) ? colRadarAlly: colRadarEnemy);
} }
} else { }
else
{
//original 8-color mode //original 8-color mode
playerCol = palette[clanColours[getPlayerColour(clan)]]; playerCol = clanColours[getPlayerColour(clan)];
} }
flashCol = palette[flashColours[getPlayerColour(clan)]];
/* Go through all structures */ flashCol = flashColours[getPlayerColour(clan)];
/* Go through all structures */
for(psStruct = apsStructLists[clan]; psStruct != NULL; for(psStruct = apsStructLists[clan]; psStruct != NULL;
psStruct = psStruct->psNext) psStruct = psStruct->psNext)
{ {