draw and give tooltips for more map features
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@@ -62,7 +62,7 @@ location town_force_loc;
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bool shop_button_active[12];
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rectangle map_title_rect = {3,50,15,300};
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rectangle map_bar_rect = {15,50,27,300};
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rectangle map_tooltip_rect = {270,50,307,350};
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rectangle map_tooltip_rect = {270,50,307,300};
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void force_town_enter(short which_town,location where_start) {
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town_force = which_town;
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@@ -1510,37 +1510,56 @@ void draw_map(bool need_refresh, std::string tooltip_text) {
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if(canMap) {
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rect_draw_some_item(map_gworld().getTexture(),the_rect,mini_map(),area_to_draw_on);
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auto mark_loc = [view_rect, &draw_rect, area_to_draw_on](location where, sf::Color inner, sf::Color outer) -> void {
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if((is_explored(where.x,where.y)) &&
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((where.x >= view_rect.left) && (where.x < view_rect.right)
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&& where.y >= view_rect.top && where.y < view_rect.bottom)){
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draw_rect.left = area_to_draw_on.left + 6 * (where.x - view_rect.left);
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draw_rect.top = area_to_draw_on.top + 6 * (where.y - view_rect.top);
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draw_rect.right = draw_rect.left + 6;
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draw_rect.bottom = draw_rect.top + 6;
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fill_rect(mini_map(), draw_rect, inner);
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frame_circle(mini_map(), draw_rect, outer);
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}
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};
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// Now place PCs and monsters
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if(draw_pcs) {
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if((is_town()) && (univ.party.status[ePartyStatus::DETECT_LIFE] > 0))
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for(short i = 0; i < univ.town.monst.size(); i++)
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if(univ.town.monst[i].is_alive()) {
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where = univ.town.monst[i].cur_loc;
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if((is_explored(where.x,where.y)) &&
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((where.x >= view_rect.left) && (where.x < view_rect.right)
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&& where.y >= view_rect.top && where.y < view_rect.bottom)){
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draw_rect.left = area_to_draw_on.left + 6 * (where.x - view_rect.left);
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draw_rect.top = area_to_draw_on.top + 6 * (where.y - view_rect.top);
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draw_rect.right = draw_rect.left + 6;
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draw_rect.bottom = draw_rect.top + 6;
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fill_rect(mini_map(), draw_rect, Colours::GREEN);
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frame_circle(mini_map(), draw_rect, Colours::BLUE);
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}
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mark_loc(where, Colours::GREEN, Colours::BLUE);
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}
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if((overall_mode != MODE_SHOPPING) && (overall_mode != MODE_TALKING)) {
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where = (is_town()) ? univ.party.town_loc : global_to_local(univ.party.out_loc);
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draw_rect.left = area_to_draw_on.left + 6 * (where.x - view_rect.left);
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draw_rect.top = area_to_draw_on.top + 6 * (where.y - view_rect.top);
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draw_rect.right = draw_rect.left + 6;
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draw_rect.bottom = draw_rect.top + 6;
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fill_rect(mini_map(), draw_rect, Colours::RED);
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frame_circle(mini_map(), draw_rect, sf::Color::Black);
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mark_loc(where, Colours::RED, Colours::BLACK);
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}
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}
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// Draw signs
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const std::vector<sign_loc_t>& sign_locs = is_out() ? univ.out->sign_locs : univ.town->sign_locs;
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for(sign_loc_t sign : sign_locs){
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mark_loc(sign, Colours::TRANSPARENT, Colours::YELLOW);
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}
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// Draw town entrances
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if(is_out()){
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const std::vector<spec_loc_t>& city_locs = univ.out->city_locs;
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for(spec_loc_t city : city_locs){
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mark_loc(city, Colours::TRANSPARENT, Colours::GREEN);
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}
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}
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// Draw vehicles
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for(auto& boat : univ.party.boats) {
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if(!vehicle_is_here(boat)) continue;
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mark_loc(boat.loc, Colours::MAROON, Colours::BLACK);
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}
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for(auto& horse : univ.party.horses) {
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if(!vehicle_is_here(horse)) continue;
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mark_loc(horse.loc, Colours::MAROON, Colours::BLACK);
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}
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}
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win_draw_string(mini_map(), map_tooltip_rect,tooltip_text,eTextMode::WRAP,style);
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