280 lines
8.3 KiB
C
280 lines
8.3 KiB
C
/*Troy Rosin*/
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <mydebug.h>
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#include <game.h>
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#include <input.h>
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#include <deck.h>
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#include <main.h>
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#include <battle.h>
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#define BOARDER_THICKNESS 10
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//do not let dx or dy be anything less than 2
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#define DX 5
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#define DY 5
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#define DRAW_TIMEOUT 10
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SDL_Rect mouse_rect;
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SDL_Rect bot_rect, hand_rect;
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int check_col(int i);
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int selected_card;
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int dragging;
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void start_battle(){
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int i, cardoff_x, cardoff_y;
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int mx, my;
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state = BATTLE;
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selected_card = -1;
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dragging = 0;
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PRINT_M(STARTING GAME LOOP);
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SDL_Texture *grid = IMG_LoadTexture(renderer, "assets/battle_grid.png");
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SDL_Texture *card = IMG_LoadTexture(renderer, "assets/default_card.png");
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SDL_Texture *selected = IMG_LoadTexture(renderer, "assets/selected_card.png");
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SDL_Texture *enemy_grid = IMG_LoadTexture(renderer, "assets/enemy_grid.png");
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SDL_Texture *friendly_grid = IMG_LoadTexture(renderer, "assets/friendly_grid.png");
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SDL_Texture *friendly_far = IMG_LoadTexture(renderer, "assets/friendly_far.png");
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SDL_Texture *selected_grid = IMG_LoadTexture(renderer, "assets/selected_grid.png");
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mouse_rect.x = 0;
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mouse_rect.y = 0;
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mouse_rect.w = 5;
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mouse_rect.h = 5;
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bot_rect.w = DEF_WINDOW_WIDTH - 2 * BOARDER_THICKNESS;
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bot_rect.x = BOARDER_THICKNESS;
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bot_rect.h = DEF_WINDOW_HEIGHT >> 3;
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bot_rect.y = DEF_WINDOW_HEIGHT - BOARDER_THICKNESS - bot_rect.h;
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hand_rect.w = bot_rect.w >> 1;
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hand_rect.x = DEF_WINDOW_WIDTH >> 2;
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hand_rect.y = bot_rect.y - BOARDER_THICKNESS;
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hand_rect.h = bot_rect.h;
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mouse_pos.x = mouse_pos.y = 0;
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if(!grid || !card || !selected)
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{
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printf("IMG_LOAD err: %s\n", IMG_GetError());
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}
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Uint64 lastdraw = SDL_GetTicks64() + DRAW_TIMEOUT;
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HAND hand;
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hand.handsize = 7;
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for(i=0; i<7; i++){
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hand.cards[i] = card;
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hand.card_rects[i].w = CARD_SIZE;
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hand.card_rects[i].h = CARD_SIZE;
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}
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battle_rows[0] = enemy_backrow;
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battle_rows[1] = enemy_frontrow;
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battle_rows[2] = friendly_frontrow;
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battle_rows[3] = friendly_midrow;
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battle_rows[4] = friendly_backrow;
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battle_rows[5] = friendly_farrow;
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//battle grid setup
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//enemy setup
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int grid_w, grid_h;
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int side_buffer = DEF_WINDOW_WIDTH / (BATTLE_COLS + 2);
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enemy_frontrow[0].x = enemy_backrow[0].x = side_buffer;
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enemy_frontrow[0].w = grid_w = enemy_backrow[0].w = side_buffer;
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enemy_backrow[0].y = GRID_SPACING;
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enemy_frontrow[0].h = grid_h = enemy_backrow[0].h = side_buffer - (side_buffer >> 2 );
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enemy_frontrow[0].y = (GRID_SPACING * 2) + grid_h;
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for(i = 1; i < BATTLE_COLS; i++)
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{
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enemy_frontrow[i].x = enemy_backrow[i].x = enemy_backrow[i-1].x + grid_w + GRID_SPACING;
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enemy_frontrow[i].w = enemy_backrow[i].w = grid_w;
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enemy_backrow[i].y = GRID_SPACING;
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enemy_frontrow[i].h = enemy_backrow[i].h = grid_h;
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enemy_frontrow[i].y = enemy_frontrow[0].y;
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}
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//friendly side setup
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for(i=0; i < BATTLE_COLS; i++)
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{
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friendly_farrow[i].x = friendly_backrow[i].x = friendly_midrow[i].x =
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friendly_frontrow[i].x = enemy_frontrow[i].x;
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friendly_farrow[i].w = friendly_backrow[i].w = friendly_midrow[i].w =
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friendly_frontrow[i].w = grid_w;
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friendly_backrow[i].h = friendly_midrow[i].h =
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friendly_frontrow[i].h = grid_h;
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friendly_farrow[i].h = grid_h >> 1;
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friendly_frontrow[i].y = enemy_frontrow[i].y + grid_h + (GRID_SPACING * 3);
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friendly_midrow[i].y = friendly_frontrow[i].y + grid_h + GRID_SPACING;
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friendly_backrow[i].y = friendly_midrow[i].y + grid_h + GRID_SPACING;
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friendly_farrow[i].y = friendly_backrow[i].y + grid_h + GRID_SPACING;
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}
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int check = 1;
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int inside = 0;
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while(running)
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{
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handle_event(&event);
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SDL_GetMouseState(&mx, &my);
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mouse_pos.x = mouse_rect.x = mx;
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mouse_pos.y = mouse_rect.y = my;
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//handle resizing hand box
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inside = SDL_PointInRect(&mouse_pos, &hand_rect);
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if(SDL_GetTicks64() > lastdraw)
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{
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lastdraw = SDL_GetTicks() + DRAW_TIMEOUT;
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if(inside)
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{
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if(hand_rect.w < (DEF_WINDOW_WIDTH >> 1) + (DEF_WINDOW_WIDTH >> 3) )
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{ //growing
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hand_rect.x -= DX>>1;
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hand_rect.w += DX;
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hand_rect.y -= DY;
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hand_rect.h += DY;
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}
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}else if(hand_rect.w > bot_rect.w >> 1){
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//shrinking
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hand_rect.x += DX>>1;
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hand_rect.w -= DX;
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hand_rect.y += DY;
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hand_rect.h -= DY;
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if(!dragging){ selected_card = -1; }
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}
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}
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int useable_hand_space = hand_rect.w - (BOARDER_THICKNESS << 1) - CARD_W;
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int spacing;
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if(hand.handsize == 1)
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{
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spacing = useable_hand_space;
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}else
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{
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spacing = useable_hand_space / (hand.handsize - 1);
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}
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check = 1;
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if(selected_card == -1) { check = 1;}
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else if(SDL_PointInRect(&mouse_pos, &(hand.card_rects[selected_card]))){ check = 0;}
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else { selected_card = -1; }
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for(i = 0; i < hand.handsize; i++)
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{
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hand.card_rects[i].x = hand_rect.x + BOARDER_THICKNESS + ( spacing * i);
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hand.card_rects[i].y = hand_rect.y + BOARDER_THICKNESS;
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if(check && SDL_PointInRect(&mouse_pos, &(hand.card_rects[i])))
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{
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selected_card = i;
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}
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}
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//handle dragging cards
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if(dragging)
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{
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if(dragging == GRAB_OLD)
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{
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hand.card_rects[selected_card].x = mouse_pos.x - cardoff_x;
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hand.card_rects[selected_card].y = mouse_pos.y - cardoff_y;
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}
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else if(dragging == GRAB_NEW)
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{
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if(selected_card != -1)
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{
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cardoff_x = mouse_pos.x - hand.card_rects[selected_card].x;
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cardoff_y = mouse_pos.y - hand.card_rects[selected_card].y;
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dragging = GRAB_OLD;
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} else
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{
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dragging = NOT_DRAG;
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}
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}
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else if(dragging == LETGO && selected_card != -1){
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dragging = NOT_DRAG;
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if(!inside)
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{
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hand.handsize--;
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for(i = selected_card; i < hand.handsize; i++)
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{
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hand.cards[i] = hand.cards[i+1];
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}
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selected_card = -1;
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hand.cards[hand.handsize + 1] = NULL;
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}
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}
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}
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SDL_RenderClear(renderer);
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//background this isnt a grid anymore
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SDL_RenderCopy(renderer, grid, NULL, NULL);
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//render battle grid
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check = 1;
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int sel_row = 0;
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for(i = 0; i < BATTLE_COLS; i++)
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{
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SDL_RenderCopy(renderer, enemy_grid, NULL, &(enemy_backrow[i]));
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SDL_RenderCopy(renderer, enemy_grid, NULL, &(enemy_frontrow[i]));
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SDL_RenderCopy(renderer, friendly_grid, NULL, &(friendly_frontrow[i]));
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SDL_RenderCopy(renderer, friendly_grid, NULL, &(friendly_midrow[i]));
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SDL_RenderCopy(renderer, friendly_grid, NULL, &(friendly_backrow[i]));
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SDL_RenderCopy(renderer, friendly_far, NULL, &(friendly_farrow[i]));
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if(check && (sel_row = check_col(i)))
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{
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check = 0;
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SDL_RenderCopy(renderer, selected_grid, NULL, &(battle_rows[sel_row-1][i]));
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}
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}
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//bottom box for ui shit
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SDL_SetRenderDrawColor(renderer, 0,0,0,255);
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SDL_RenderFillRect(renderer, &bot_rect);
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//box for hand of cards
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SDL_SetRenderDrawColor(renderer, 64,64,64,255);
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SDL_RenderFillRect(renderer, &hand_rect);
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//mouse follower box
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SDL_SetRenderDrawColor(renderer, 0,255,0,255);
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SDL_RenderFillRect(renderer, &mouse_rect);
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//render cards
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for(int i = 0; i < hand.handsize; i++)
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{
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if(selected_card != i)
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{
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SDL_RenderCopy(renderer, hand.cards[i], NULL, &(hand.card_rects[i]));
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}
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}
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//render selected card last
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if(selected_card != -1)
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{
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if(!dragging){ hand.card_rects[selected_card].y -= BOARDER_THICKNESS; }
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SDL_RenderCopy(renderer, hand.cards[selected_card], NULL,
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&(hand.card_rects[selected_card]));
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SDL_RenderCopy(renderer, selected, NULL,
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&(hand.card_rects[selected_card]));
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}
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SDL_RenderPresent(renderer);
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}
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return;
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}
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//bad but im lazy lol fix in future
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int check_col(int i){
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int ret = SDL_PointInRect(&mouse_pos, &(enemy_backrow[i])) * 1;
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ret |= SDL_PointInRect(&mouse_pos, &(enemy_frontrow[i])) * 2;
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ret |= SDL_PointInRect(&mouse_pos, &(friendly_frontrow[i])) * 3;
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ret |= SDL_PointInRect(&mouse_pos, &(friendly_midrow[i])) * 4;
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ret |= SDL_PointInRect(&mouse_pos, &(friendly_backrow[i])) * 5;
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ret |= SDL_PointInRect(&mouse_pos, &(friendly_farrow[i])) * 6;
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return ret;
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}
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