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https://github.com/AquariaOSE/Aquaria.git
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delete unused files + add missing headers to cmake
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3 changed files with 53 additions and 309 deletions
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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@ -1,286 +0,0 @@
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "AutoMap.h"
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#include "DSQ.h"
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#include "Game.h"
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#include "Avatar.h"
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#define AUTOMAP_GRIDTILE 512
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AutoMap::AutoMap() : RenderObject(), ActionMapper()
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{
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followCamera = 1;
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scale = Vector(0.4, 0.4);
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position = Vector(400,300);
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alpha = 0;
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vis = false;
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blip = Vector(1,1);
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blip.interpolateTo(Vector(4,4), 0.75, -1, 1, 1);
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initedGrid = false;
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setTexture("particles/glow");
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paintColor = Vector(1,1,1);
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autoMapMode = 0;
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addAction(MakeFunctionEvent(AutoMap, lmb), ActionMapper::MOUSE_BUTTON_LEFT);
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shadowTex = 0;
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}
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void AutoMap::destroy()
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{
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RenderObject::destroy();
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if (shadowTex)
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{
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shadowTex->destroy();
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delete shadowTex;
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shadowTex = 0;
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}
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}
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bool AutoMap::isOn()
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{
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return vis;
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}
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void AutoMap::toggle(bool on)
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{
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const float t = 0.2;
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if (on)
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{
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autoMapMode = 0;
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dsq->game->togglePause(true);
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dsq->fade(1, t);
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dsq->main(t);
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core->overrideStartLayer = LR_AFTER_EFFECTS;
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core->overrideEndLayer = LR_MAX;
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vis = true;
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alpha = 1;
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dsq->fade(0, t);
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dsq->main(t);
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}
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else
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{
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dsq->fade(1, t);
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dsq->main(t);
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core->overrideStartLayer = 0;
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core->overrideEndLayer = 0;
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vis = false;
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alpha.interpolateTo(0, 0.5);
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alpha = 0;
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dsq->game->togglePause(false);
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dsq->fade(0, t);
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dsq->main(t);
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}
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}
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void AutoMap::setGridFromWorld(Vector worldPos, int gridValue)
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{
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int gx = worldPos.x / AUTOMAP_GRIDTILE;
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int gy = worldPos.y / AUTOMAP_GRIDTILE;
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if (gx<0 || gy<0 || gx >= MAX_AUTOMAP_GRID || gy >= MAX_AUTOMAP_GRID)
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{
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std::ostringstream os;
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os << "AutoMap::setGridFromWorld - exceeded grid size";
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os << "(" << gx <<", " << gy << ")";
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debugLog(os.str());
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return;
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}
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grid[gx][gy] = gridValue;
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}
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void AutoMap::initGrid()
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{
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for (int x=0;x<MAX_AUTOMAP_GRID;x++)
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{
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for (int y=0;y<MAX_AUTOMAP_GRID;y++)
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{
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grid[x][y] = 1;
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}
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}
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initedGrid = true;
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}
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void AutoMap::paint(const Vector &pos)
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{
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Quad *q = new Quad("particles/WhiteGlow", pos);
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q->setLife(1);
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q->setDecayRate(0.5);
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q->color = paintColor;
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q->followCamera = 1;
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q->setWidthHeight(8,8);
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dsq->game->addRenderObject(q, this->layer);
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}
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void AutoMap::onUpdate(float dt)
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{
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RenderObject::onUpdate(dt);
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if (!initedGrid)
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{
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initGrid();
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}
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if (dsq->game->avatar)
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{
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setGridFromWorld(dsq->game->avatar->position, 0);
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}
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if (vis && alpha.x == 1)
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{
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const float maxScale=1.25, minScale=0.5;
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blip.update(dt);
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float spd = 0.5;
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if (core->mouse.scrollWheelChange < 0)
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{
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scale -= Vector(spd*0.05f,spd*0.05f);
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}
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else if (core->mouse.scrollWheelChange > 0)
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{
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scale += Vector(spd*0.05f,spd*0.05f);
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}
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if (scale.x < minScale)
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scale = Vector(minScale, minScale);
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if (scale.x > maxScale)
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scale = Vector(maxScale, maxScale);
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if (core->mouse.buttons.middle)
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{
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offset += core->mouse.change*scale;
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}
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}
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}
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void AutoMap::lmb()
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{
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if (autoMapMode == 0)
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autoMapMode = 1;
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else
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autoMapMode = 0;
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}
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void AutoMap::onRender()
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{
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if (alpha.x == 0) return;
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glBindTexture(GL_TEXTURE_2D, 0);
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RenderObject::lastTextureApplied = 0;
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float alphaValue = alpha.x;
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int ysz = dsq->game->cameraMax.y/TILE_SIZE;
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int xsz = dsq->game->cameraMax.x/TILE_SIZE;
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TileVector t(Vector(dsq->game->cameraMax.x/2, dsq->game->cameraMax.y/2));
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int skip = 4;
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glLineWidth(skip);
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if (alphaValue > 0)
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{
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for (int y = 0; y < ysz; y += skip)
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{
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float f = float(y)/float(ysz);
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f = 0.8f-(f*0.5f);
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glColor4f(0.5f*f, 0.75f*f, 1*f, alphaValue);
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glBegin(GL_LINES);
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int rowStart = -1;
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int x = 0;
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for (x = 0; x < xsz; x++)
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{
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if (dsq->game->getGrid(TileVector(x,y))!=OT_BLACK)
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{
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if (rowStart == -1)
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{
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rowStart = x;
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}
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}
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else
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{
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if (rowStart != -1)
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{
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glVertex3f((rowStart-t.x), (y-t.y),0);
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glVertex3f((x-t.x), (y-t.y),0);
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rowStart = -1;
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}
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}
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}
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if (rowStart != -1)
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{
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glVertex3f((rowStart-t.x), (y-t.y),0);
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glVertex3f((x-t.x), (y-t.y),0);
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}
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glEnd();
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}
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}
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TileVector nt(dsq->game->avatar->position);
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glTranslatef(nt.x - t.x, nt.y - t.y,0);
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glColor4f(0.5,0.7,1, alphaValue);
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glPointSize(4);
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glBegin(GL_POINTS);
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glVertex2f(0,0);
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glEnd();
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glColor4f(0.5,0.75,1, alphaValue*0.5f);
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drawCircle(blip.x*16, 8);
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}
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@ -1,62 +1,112 @@
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# Main game source code for Aquaria, minus engine and other middleware...
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SET(AQUARIA_SRCS
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AnimationEditor.cpp
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AnimationEditor.h
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AquariaComboBox.cpp
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AquariaCompileConfig.h
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AquariaMenuItem.cpp
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AquariaMenuItem.h
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AquariaSaveSlot.cpp
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Avatar.cpp
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Avatar.h
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Beam.cpp
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Beam.h
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BitBlotLogo.cpp
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CollideEntity.cpp
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CollideEntity.h
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Continuity.cpp
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Continuity.h
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Credits.cpp
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CurrentRender.cpp
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custom-fields.h
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Damage.h
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DSQ.cpp
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DSQ.h
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Element.cpp
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Element.h
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Elements.h
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Emote.cpp
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Entity.cpp
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Entity.h
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FlockEntity.cpp
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FlockEntity.h
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Game.cpp
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GameStructs.cpp
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Game.h
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GameEnums.h
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GameplayVariables.cpp
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GameStructs.cpp
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GameStructs.h
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GasCloud.cpp
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GasCloud.h
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GridRender.cpp
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GridRender.h
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Hair.cpp
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Ingredient.cpp
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Hair.h
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InGameMenu.cpp
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InGameMenu.h
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Ingredient.cpp
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Ingredient.h
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Intro.cpp
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Intro.h
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Logo.cpp
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Logo.h
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Main.cpp
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ManaBall.cpp
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ManaBall.h
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MiniMapRender.cpp
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Mod.cpp
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ModSelector.cpp
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Mod.h
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ModDownloader.cpp
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ModDownloader.h
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ModSelector.cpp
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ModSelector.h
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Network.cpp
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Network.h
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NotEntities.h
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ParticleEditor.cpp
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Path.cpp
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Path.h
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PathFinding.cpp
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PathFinding.h
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PathRender.cpp
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RecipeMenuEntry.cpp
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RecipeMenuEntry.h
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SceneEditor.cpp
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SceneEditor.h
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SchoolFish.cpp
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SchoolFish.h
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Scriptable.cpp
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Scriptable.h
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ScriptedEntity.cpp
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ScriptedEntity.h
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ScriptInterface.cpp
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ScriptInterface.h
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Segmented.cpp
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Segmented.h
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SFXLoops.cpp
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Shot.cpp
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Shot.h
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Spore.cpp
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Spore.h
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States.cpp
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States.h
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StatsAndAchievements.cpp
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StatsAndAchievements.h
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SteamRender.cpp
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Strand.cpp
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StringBank_gen.h
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SubtitlePlayer.cpp
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SubtitlePlayer.h
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TileVector.h
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ToolTip.cpp
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ToolTip.h
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UserSettings.cpp
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UserSettings.h
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WaterSurfaceRender.cpp
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WaterSurfaceRender.h
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Web.cpp
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Web.h
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WorldMap.h
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WorldMapRender.cpp
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WorldMapTiles.cpp
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)
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