engine-c: denser BT_RESEARCH lab/dish/instrument silhouettes
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ed96144ee5
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5f63b079fe
2 changed files with 40 additions and 12 deletions
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@ -1175,11 +1175,13 @@ SDL_Texture *sprites_make_bld(SDL_Renderer *r, BuildingType t, Faction f) {
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fill_rect(s, W/2 - 2, 6, 4, 2, 90, 100, 110, 255); /* roof vent */
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break;
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case BT_RESEARCH:
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/* dense lab: pad, hull, windows, dish mast, annex, instruments (KKND) */
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/* denser lab: pad, hull, windows, dish mast, annex, instruments (KKND) */
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fill_rect(s, 3, H - 8, W - 6, 6, ok, og, ob, 255); /* pad */
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fill_rect(s, 4, H - 7, W - 8, 4, 55, 50, 40, 255);
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fill_rect(s, 5, H - 6, 2, 2, 35, 32, 28, 255); /* pad bolt L */
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fill_rect(s, W - 7, H - 6, 2, 2, 35, 32, 28, 255); /* pad bolt R */
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fill_rect(s, 7, H - 5, 2, 1, 45, 40, 32, 255); /* pad plate L */
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fill_rect(s, W - 9, H - 5, 2, 1, 45, 40, 32, 255); /* pad plate R */
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/* main hull + upper band + rivets */
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fill_rect(s, 5, 12, W - 10, H - 18, ok, og, ob, 255);
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fill_rect(s, 7, 14, W - 14, H - 22, base.r, base.g, base.b, 255);
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@ -1188,8 +1190,10 @@ SDL_Texture *sprites_make_bld(SDL_Renderer *r, BuildingType t, Faction f) {
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fill_rect(s, W - 12, 15, 2, 2, 90, 85, 70, 255);
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fill_rect(s, 8, H - 20, 2, 2, 90, 85, 70, 255);
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fill_rect(s, W - 12, H - 20, 2, 2, 90, 85, 70, 255);
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fill_rect(s, W/2 - 1, 15, 2, 2, 90, 85, 70, 255); /* mid rivet */
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line(s, 7, 26, W - 8, 26, 70, 65, 55, 255); /* hull seam */
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/* glowing lab windows (2 rows + mullions + glow) */
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fill_rect(s, 7, 27, W - 14, 1, 50, 48, 42, 255); /* seam shadow */
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/* glowing lab windows (2 rows + mullions + glow + frames) */
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fill_rect(s, 10, H/2 - 6, 8, 5, 180, 230, 255, 255);
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fill_rect(s, 22, H/2 - 6, 8, 5, 160, 220, 250, 255);
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fill_rect(s, 34, H/2 - 6, 8, 5, 180, 230, 255, 255);
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@ -1199,6 +1203,9 @@ SDL_Texture *sprites_make_bld(SDL_Renderer *r, BuildingType t, Faction f) {
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fill_rect(s, 12, H/2 - 4, 4, 2, 240, 250, 255, 255);
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fill_rect(s, 24, H/2 - 4, 4, 2, 230, 245, 255, 255);
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fill_rect(s, 36, H/2 - 4, 4, 2, 240, 250, 255, 255);
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fill_rect(s, 12, H/2 + 4, 4, 1, 220, 240, 255, 255); /* lower glow */
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fill_rect(s, 24, H/2 + 4, 4, 1, 210, 235, 255, 255);
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fill_rect(s, 36, H/2 + 4, 4, 1, 220, 240, 255, 255);
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line(s, 14, H/2 - 6, 14, H/2 - 1, 90, 140, 180, 255);
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line(s, 26, H/2 - 6, 26, H/2 - 1, 90, 140, 180, 255);
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line(s, 38, H/2 - 6, 38, H/2 - 1, 90, 140, 180, 255);
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@ -1207,7 +1214,9 @@ SDL_Texture *sprites_make_bld(SDL_Renderer *r, BuildingType t, Faction f) {
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fill_rect(s, W/2 - 4, H - 21, 8, 10, 40, 38, 45, 255);
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fill_rect(s, W/2 - 4, H - 21, 8, 2, 200, 160, 40, 255);
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fill_rect(s, W/2 - 1, H - 16, 2, 3, 180, 170, 90, 255); /* handle */
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/* primary dish on tall mast + braces */
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fill_rect(s, W/2 - 3, H - 12, 6, 1, 200, 160, 40, 255); /* door stripe */
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/* primary dish on tall mast + braces + mount */
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fill_rect(s, W/2 + 2, 18, 9, 3, ok, og, ob, 255); /* mast base */
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fill_rect(s, W/2 + 4, 2, 5, 18, ok, og, ob, 255);
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fill_rect(s, W/2 + 5, 3, 3, 16, 110, 100, 75, 255);
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line(s, W/2 + 2, 14, W/2 + 5, 8, 80, 75, 55, 255);
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@ -1225,11 +1234,12 @@ SDL_Texture *sprites_make_bld(SDL_Renderer *r, BuildingType t, Faction f) {
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disc(s, 9, 8, 3, 190, 160, 70, 255);
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disc(s, 9, 8, 1, 255, 240, 160, 255);
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line(s, 12, 10, W/2 + 4, 14, 90, 85, 60, 255); /* coax */
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/* roof vents / AC + floodlight */
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/* roof vents / AC + floodlight + grille */
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fill_rect(s, 16, 8, 6, 4, ok, og, ob, 255);
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fill_rect(s, 17, 9, 4, 2, 120, 115, 95, 255);
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fill_rect(s, 24, 7, 5, 3, 70, 68, 60, 255);
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fill_rect(s, 25, 6, 3, 2, 90, 88, 78, 255);
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fill_rect(s, 18, 10, 2, 1, 40, 38, 35, 255); /* vent slot */
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fill_rect(s, W - 14, 4, 2, 2, 220, 200, 80, 255); /* floodlight */
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fill_rect(s, W - 13, 3, 1, 3, 90, 85, 70, 255);
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/* side antenna array */
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@ -1239,17 +1249,20 @@ SDL_Texture *sprites_make_bld(SDL_Renderer *r, BuildingType t, Faction f) {
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disc(s, 11, 5, 2, 255, 240, 120, 255);
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disc(s, 19, 3, 2, 255, 230, 100, 255);
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disc(s, 15, 4, 1, 255, 220, 90, 255);
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/* side annex / sample bay */
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/* side annex / sample bay + shelf */
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fill_rect(s, W - 16, H - 28, 12, 14, ok, og, ob, 255);
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fill_rect(s, W - 15, H - 27, 10, 12, dark.r, dark.g, dark.b, 255);
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fill_rect(s, W - 13, H - 25, 6, 4, 140, 200, 255, 255); /* annex window */
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fill_rect(s, W - 12, H - 24, 2, 2, 230, 245, 255, 255);
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fill_rect(s, W - 14, H - 18, 8, 2, 200, 160, 40, 255); /* hazard */
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/* cooling pipes along hull */
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fill_rect(s, W - 14, H - 20, 8, 1, 90, 85, 70, 255); /* shelf */
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/* cooling pipes along hull + clamps */
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line(s, 6, 20, 6, H - 14, 100, 140, 180, 255);
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line(s, W - 8, 20, W - 8, H - 14, 100, 140, 180, 255);
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fill_rect(s, 5, H/2, 3, 3, 80, 110, 140, 255); /* valve L */
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fill_rect(s, W - 9, H/2 + 4, 3, 3, 80, 110, 140, 255);
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fill_rect(s, 5, H/2 + 8, 3, 2, 70, 100, 130, 255); /* clamp L */
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fill_rect(s, W - 9, H/2 - 2, 3, 2, 70, 100, 130, 255); /* clamp R */
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/* instrument bank / console strip denser */
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fill_rect(s, 10, H - 16, W - 30, 7, dark.r, dark.g, dark.b, 255);
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fill_rect(s, 12, H - 14, 3, 3, 80, 220, 120, 255);
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@ -1257,6 +1270,7 @@ SDL_Texture *sprites_make_bld(SDL_Renderer *r, BuildingType t, Faction f) {
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fill_rect(s, 22, H - 14, 3, 3, 255, 180, 80, 255);
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fill_rect(s, 27, H - 14, 3, 3, 200, 100, 255, 255);
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fill_rect(s, 32, H - 14, 3, 3, 255, 80, 120, 255);
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fill_rect(s, 37, H - 14, 2, 2, 100, 255, 200, 255); /* extra LED */
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fill_rect(s, 12, H - 10, 22, 1, 60, 55, 50, 255); /* LED rail */
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break;
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default:
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