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controls.c
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controls.c
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/* @file controls.c
* @brief I hate user interfaces
*/
#include "controls.h"
#include "state.h"
#include "grid_objs.h"
#include "text.h"
#include "level.h"
#include "noob.h"
typedef struct sel_t {
ttype_t type;
unsigned short cost;
unsigned char unlocked;
unsigned char upgrades;
struct sel_t *dep;
} sel_t;
static int tower_cost = 300;
#define UPG_UP 1
#define UPG_DIAG 2
#define UPG_LEFT 4
#define SEL_BOX_SIZE 20
#define SEL_BOX_MITER 9
#define SEL_MITER 15
#define BUF_SIZE 256
#define in_sel_box(x,y) ((x) < SEL_X && (y) > SEL_Y)
#define in_main_area(x,y) (((x) > SEL_X + SEL_BUFFER || (y) < SEL_Y - \
SEL_BUFFER) && (y) < LEVEL_BAR - BOT_BAR_BUFFER)
/* @brief the tower selector */
static sel_t sel_arr[4][4] = {
{
{ TT_BASIC, 0 , 1, UPG_UP | UPG_DIAG | UPG_LEFT, NULL },
{ TT_APCR, 700 , 0, UPG_LEFT, &sel_arr[0][0] },
{ TT_APFSDS, 2000, 0, UPG_LEFT, &sel_arr[0][1] },
{ TT_DU, 9000, 0, 0, &sel_arr[0][2] }
},
{
{ TT_PLASMA, 700 , 0, UPG_UP | UPG_DIAG, &sel_arr[0][0] },
{ TT_HE, 700 , 0, UPG_LEFT | UPG_DIAG, &sel_arr[0][0] },
{ TT_HEAT, 2000, 0, 0, &sel_arr[1][1] },
{ TT_NONE, 0 , 0, 0, NULL }
},
{
{ TT_PULSE, 2000, 0, UPG_UP, &sel_arr[1][0] },
{ TT_LTNG, 3000, 0, 0, &sel_arr[1][0] },
{ TT_AREA, 8000, 0, 0, &sel_arr[1][1] },
{ TT_NONE, 0 , 0, 0, NULL }
},
{
{ TT_CW, 25000, 0, 0, &sel_arr[2][0] },
{ TT_NONE, 0 , 0, 0, NULL },
{ TT_NONE, 0 , 0, 0, NULL },
{ TT_NONE, 0 , 0, 0, NULL }
}
};
static void scores_draw(state_t *state)
{
char buf[BUF_SIZE];
glColor3f(0.9, 0.9, 0.9);
snprintf(buf, sizeof(buf), "%10d spawned", state->total_noobs);
text_draw(buf, 664, 550);
glColor3f(0.1, 1.0, 0.1);
snprintf(buf, sizeof(buf), "%10d kills", state->kills);
text_draw(buf, 664, 576);
glColor3f(1.0, 0.1, 0.1);
snprintf(buf, sizeof(buf), "%10d leaks", state->leaks);
text_draw(buf, 664, 602);
}
static void draw_prelight_grid(int x, int y, int ax, int ay)
{
/* this whole stencil dance is to draw that fancy lit grid */
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glPushMatrix();
glTranslatef(x, y, 0);
glCallList(DISPLAY_LIST_OCCLUDE);
glPopMatrix();
glStencilFunc(GL_EQUAL, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glPushMatrix();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTranslatef(ax, ay, 0);
glCallList(DISPLAY_LIST_GRID);
glPopMatrix();
glStencilFunc(GL_ALWAYS, 1, 1);
glPushMatrix();
glTranslatef(x, y, 0);
glCallList(DISPLAY_LIST_OCCLUDE);
glPopMatrix();
}
static void draw_main(int x, int y, state_t *state)
{
int ax = (x / GRID_SIZE) * GRID_SIZE,
ay = (y / GRID_SIZE) * GRID_SIZE;
float range = 0.0;
grid_type g;
if(ax > GRID_X * GRID_SIZE || ay > GRID_Y * GRID_SIZE)
return;
if(state->selected != TT_NONE)
draw_prelight_grid(x, y, ax, ay);
g = grid[ay/GRID_SIZE][ax/GRID_SIZE].g;
glPushMatrix();
glTranslatef(ax + GRID_SIZE/2, ay + GRID_SIZE/2, 0.0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
if(g == GRID_TYPE_TOWER)
range = sqrtf(grid[ay/GRID_SIZE][ax/GRID_SIZE].t.range);
if(state->selected != TT_NONE) {
if(g != GRID_TYPE_NONE) {
glColor3f(1.0, 0.0, 0.0);
glCallList(DISPLAY_LIST_X);
}
else {
range = tt_data[state->selected].tower.range;
glColor3fv(tt_data[state->selected].color);
glCallList(DISPLAY_LIST_TOWER);
glColor3f(1.0, 1.0, 1.0);
glCallList(DISPLAY_LIST_TOWER_BASE + state->selected);
}
}
else {
glColor3f(1.0, 1.0, 1.0);
}
/* draw range circle */
if(range != 0.0) {
glScalef(range, range, 1.0);
glColor3f(1.0, 0.2, 0.2);
glBegin(GL_LINE_STRIP);
glCallList(DISPLAY_LIST_CIRCLE);
glEnd();
}
glPopMatrix();
}
/* @brief draw one selector button */
static void sel_draw_one(sel_t *cur, int i, int j, ttype_t selected)
{
int x = (i + 1) * BTN_SIZE;
int y = YRES - (j + 1) * BTN_SIZE;
if(cur->type == TT_NONE)
return;
/* draw if active or can be upgraded next */
if(cur->unlocked || cur->dep->unlocked) {
glPushMatrix();
glTranslatef(x - TOWER_SIZE/2, y + TOWER_SIZE/2, 0);
if(cur->type == selected) {
glColor4f(1.0, 1.0, 1.0, 0.2);
glBegin(GL_POLYGON);
glVertex2f( SEL_BOX_SIZE, SEL_BOX_SIZE - SEL_BOX_MITER);
glVertex2f( SEL_BOX_SIZE - SEL_BOX_MITER, SEL_BOX_SIZE);
glVertex2f(-SEL_BOX_SIZE, SEL_BOX_SIZE);
glVertex2f(-SEL_BOX_SIZE, -SEL_BOX_SIZE + SEL_BOX_MITER);
glVertex2f(-SEL_BOX_SIZE + SEL_BOX_MITER, -SEL_BOX_SIZE);
glVertex2f( SEL_BOX_SIZE, -SEL_BOX_SIZE);
glVertex2f( SEL_BOX_SIZE, -SEL_BOX_SIZE);
glEnd();
}
if(cur->unlocked) {
glColor3fv(tt_data[cur->type].color);
glCallList(DISPLAY_LIST_TOWER);
}
glColor3f(1.0, 1.0, 1.0);
glCallList(DISPLAY_LIST_TOWER_BASE + cur->type);
glPopMatrix();
}
/* draw the upgrade lines */
if(cur->unlocked) {
glBegin(GL_LINES);
if(cur->upgrades & UPG_LEFT) {
glVertex2f(x, y + TOWER_SIZE/2);
glColor3fv(tt_data[sel_arr[j][i+1].type].color);
glVertex2f(x + BTN_OFFSET, y + TOWER_SIZE/2);
}
if(cur->upgrades & UPG_UP) {
glColor3fv(tt_data[cur->type].color);
glVertex2f(x - TOWER_SIZE/2, y);
glColor3fv(tt_data[sel_arr[j+1][i].type].color);
glVertex2f(x - TOWER_SIZE/2, y - BTN_OFFSET);
}
if(cur->upgrades & UPG_DIAG) {
glColor3fv(tt_data[cur->type].color);
glVertex2f(x, y);
glColor3fv(tt_data[sel_arr[j+1][i+1].type].color);
glVertex2f(x + BTN_OFFSET, y - BTN_OFFSET);
}
glEnd();
}
}
/* @brief draw the selectors and the box around them */
static void sel_draw(state_t *state)
{
int i, j;
glColor3f(0.05, 0.05, 0.05);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_POLYGON);
glVertex2f(0, SEL_Y - BTN_OFFSET + SEL_MITER);
glVertex2f(SEL_MITER, SEL_Y - BTN_OFFSET);
glVertex2f(SEL_X + BTN_OFFSET, SEL_Y - BTN_OFFSET);
glVertex2f(SEL_X + BTN_OFFSET, YRES - SEL_MITER);
glVertex2f(SEL_X + BTN_OFFSET - SEL_MITER, YRES);
glVertex2f(0, YRES);
glEnd();
for(i = 0; i < 4; i++)
for(j = 0; j < 4; j++)
sel_draw_one(&sel_arr[j][i], i, j, state->selected);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
static void sel_click(int x, int y, state_t *state)
{
sel_t *cur = &sel_arr[y][x];
if(cur->unlocked)
state->selected = cur->type;
else if(cur->dep && cur->dep->unlocked && state->gil >= cur->cost) {
state->gil -= cur->cost;
cur->unlocked = 1;
}
return;
}
static void bar_draw(int x, int y, state_t *state)
{
char buf[BUF_SIZE];
glColor3f(0.1, 0.1, 0.1);
glBegin(GL_QUADS);
glVertex2f(0, BOT_BAR);
glVertex2f(XRES, BOT_BAR);
glVertex2f(XRES, YRES);
glVertex2f(0, YRES);
glEnd();
buf[0] = '\0';
glColor3f(0.9, 0.9, 0.9);
if(in_main_area(x, y)) {
if(state->selected != TT_NONE)
snprintf(buf, sizeof(buf), "Click to place %s tower (cost: %d)",
tt_data[state->selected].dscr, tower_cost);
else if(grid[y/GRID_SIZE][x/GRID_SIZE].g == GRID_TYPE_TOWER)
strcpy(buf, "Click to increase power supplied, "
"right click to decrease");
else
strcpy(buf, "Select a tower type from the lower left");
}
else if(in_sel_box(x, y)) {
int sy = YRES - y;
if(x % BTN_SIZE > BTN_OFFSET && sy % BTN_SIZE > BTN_OFFSET) {
sel_t *sel = &sel_arr[sy / BTN_SIZE][x / BTN_SIZE];
if(sel->unlocked)
snprintf(buf, sizeof(buf), "Click to select %s tower",
tt_data[sel->type].dscr);
else if(sel->dep && sel->dep->unlocked)
snprintf(buf, sizeof(buf), "Click to unlock %s tower (cost: %d)",
tt_data[sel->type].dscr, sel->cost);
}
}
text_draw(buf, 184, 550);
snprintf(buf, sizeof(buf), "Power used: %d/%d", state->power_used,
state->max_power);
text_draw(buf, 184, 576);
snprintf(buf, sizeof(buf), "Gil: %d", state->gil);
text_draw(buf, 184, 602);
}
static void wave_draw_one(wave_t *wave, int dx)
{
char buf[BUF_SIZE];
snprintf(buf, sizeof(buf), "%dx", wave->noobs);
if(wave->hp > NOOB_DEFAULT_HP * 50)
glColor3f(1.0, 0.2, 0.2);
text_draw(buf, dx + 5, BOT_BAR - 13);
glPushMatrix();
glTranslatef(dx, LEVEL_BAR, 0);
if(wave->shield > wave->hp)
glColor3f(0.5, 0.5, 1.0);
else
glColor3f(0.9, 0.9, 0.9);
glCallList(DISPLAY_LIST_WAVE);
glTranslatef(57, 5, 0);
if(wave->armor_type & ARMOR_COMPOSITE) {
glCallList(DISPLAY_LIST_COMP);
glTranslatef(-12, 0, 0);
}
if(wave->armor_type & ARMOR_REFLECTIVE)
glCallList(DISPLAY_LIST_REFLECT);
glPopMatrix();
}
static void levels_draw(state_t *state)
{
wave_t *wave = state->wave;
int dx = XRES - LEVEL_BAR_WIDTH -
(state->until_next * LEVEL_BAR_WIDTH) / (WAVE_DELAY * 1000);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(0.0, 0.0, 0.0);
glCallList(DISPLAY_LIST_CTRL);
glColor3f(1.0, 1.0, 1.0);
while(wave != NULL) {
wave_draw_one(wave, dx);
glColor3f(0.5, 0.5, 0.5);
wave = wave->next;
dx -= LEVEL_BAR_WIDTH;
if(dx < SEL_X - LEVEL_BAR_WIDTH)
break;
}
/* make the fade on the wave indicator */
glBegin(GL_QUAD_STRIP);
glColor4f(0.0, 0.0, 0.0, 0.0);
glVertex2f(SEL_X + SEL_BUFFER + 200, LEVEL_BAR - 5);
glVertex2f(SEL_X + SEL_BUFFER + 200, LEVEL_BAR + 25);
glColor4f(0.0, 0.0, 0.0, 1.0);
glVertex2f(SEL_X + SEL_BUFFER, LEVEL_BAR - 5);
glVertex2f(SEL_X + SEL_BUFFER, LEVEL_BAR + 25);
glVertex2f(0, LEVEL_BAR - 5);
glVertex2f(0, LEVEL_BAR + 25);
glEnd();
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
void controls_init(void)
{
int i, j;
/* initialize selectors */
for(i = 0; i < 4; i++)
for(j = 0; j < 4; j++)
sel_arr[i][j].unlocked = 0;
sel_arr[0][0].unlocked = 1;
}
void controls_draw(state_t *state)
{
int x, y;
SDL_GetMouseState(&x, &y);
if(in_main_area(x, y))
draw_main(x, y, state);
levels_draw(state);
scores_draw(state);
bar_draw(x, y, state);
sel_draw(state);
}
void controls_update(int dt, state_t *state)
{
int x, y, dp = 0, power;
Uint8 btn = SDL_GetMouseState(&x, &y);
tower_t *tower = &grid[y/GRID_SIZE][x/GRID_SIZE].t;
if(state->selected != TT_NONE)
return;
if(tower->g != GRID_TYPE_TOWER)
return;
power = tower->power;
if(btn & SDL_BUTTON(1))
dp = power + dt/2 > TOWER_MAX_PWR ? TOWER_MAX_PWR - power : dt/2;
else if(btn & SDL_BUTTON(3))
dp = power < dt/2 ? -power : -dt/2;
if(state->power_used + dp > state->max_power)
dp = state->max_power - state->power_used;
tower->power += dp;
state->power_used += dp;
}
void controls_click(SDL_MouseButtonEvent *ev, state_t *state)
{
if(ev->button == SDL_BUTTON_RIGHT) {
state->selected = TT_NONE;
}
else if(in_main_area(ev->x, ev->y)) {
int gx = ev->x/GRID_SIZE;
int gy = ev->y/GRID_SIZE;
if(ev->button == SDL_BUTTON_LEFT && state->selected != TT_NONE && state->gil >= tower_cost) {
int power = state->max_power - state->power_used;
power = power > 100 ? 100 : power;
tower_t *tower = tower_new(gx, gy, power, state->selected);
if(tower != NULL) {
state->gil -= tower_cost;
tower_cost += 200;
state->towers++;
state->power_used += tower->power;
}
}
}
else if(in_sel_box(ev->x, ev->y)) {
int x = ev->x;
int y = YRES - ev->y;
if(x % BTN_SIZE > BTN_OFFSET && y % BTN_SIZE > BTN_OFFSET)
sel_click(x / BTN_SIZE, y / BTN_SIZE, state);
}
}