#include "simple2d.h" void DrawRadar(WorldObjects *in_World,Object *PlayerObject,int nWorld) { ObjectList::iterator it1; glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glDisable(GL_TEXTURE_2D); glPushMatrix(); glTranslatef(10, -8, -3); glColor4f(0.5, 0.5, 1, 0.5); glBegin(GL_QUADS); glVertex2f(-2, -2); glVertex2f(2, -2); glVertex2f(2, 2); glVertex2f(-2, 2); glEnd(); glTranslatef(0, 0, 1); glPointSize(3); glBegin(GL_POINTS); vec2 PCord,TCord; if(PlayerObject!=NULL) for(it1=in_World->GetSub(nWorld)->GetSO()->begin(); it1!=in_World->GetSub(nWorld)->GetSO()->end(); it1++) { if(it1->in->GetType()!=O_Tim&&it1->in->GetType()!=O_Nul) { PCord=((AI*)it1->in)->GetCord()*0.01; TCord=((AI*)PlayerObject)->GetCord()*0.01; PCord-=TCord; if(PCord.x<2&&PCord.y<2&&PCord.x>-2&&PCord.y>-2) { if(it1->in==PlayerObject) glColor4f(0, 0, 1, 1); else if(it1->in->GetType()==O_Pul ||it1->in->GetType()==O_Roc) glColor4f(0, 1, 0, 1); else glColor4f(1, 0, 0, 1); glVertex2f(PCord.x, PCord.y); } } } glEnd(); glPopMatrix(); glEnable(GL_TEXTURE_2D); glDisable( GL_BLEND ); }