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authorjacopo grandi <jak.sk8@hotmail.it>2021-02-25 16:29:19 +0100
committerjacopo grandi <jak.sk8@hotmail.it>2021-02-25 16:29:19 +0100
commite8bc1eab9a45b8893701e3acbd008fe259c53a4c (patch)
treeeac29a2ee78245122b48dd8ec4fdfd6581d97f98
parent83c2ceb9cbe890ec50399b6e4908218477a3088f (diff)
before was messy, now is MACRO(MACRO(MACRO(MACRO(clean))))
-rw-r--r--build/army/balance 1000 the second.txtbin21560 -> 0 bytes
-rw-r--r--build/army/balance 1000.txtbin21560 -> 0 bytes
-rw-r--r--build/army/balance melee maul.txtbin21560 -> 0 bytes
-rw-r--r--build/army/best army ever.txtbin21560 -> 0 bytes
-rw-r--r--build/army/lotsa dudes.txtbin21560 -> 0 bytes
-rw-r--r--build/army/new army.txt (renamed from build/army/balance 1000 melee.txt)bin21560 -> 25656 bytes
-rw-r--r--build/army/range test.txtbin21560 -> 0 bytes
-rw-r--r--build/army/worst.txtbin21560 -> 0 bytes
-rw-r--r--build/content/armor.txt44
-rw-r--r--build/content/templates/default.txt2
-rw-r--r--build/test.exebin823970 -> 809746 bytes
-rw-r--r--gst/gst.c21
-rw-r--r--gst/gst.h4
-rw-r--r--gst/info.c151
-rw-r--r--gst/info.h12
-rw-r--r--gst/units.c53
-rw-r--r--gst/units.h13
-rw-r--r--hud/hud.c83
-rw-r--r--hud/hud_views.c282
19 files changed, 313 insertions, 352 deletions
diff --git a/build/army/balance 1000 the second.txt b/build/army/balance 1000 the second.txt
deleted file mode 100644
index ef02fec..0000000
--- a/build/army/balance 1000 the second.txt
+++ /dev/null
Binary files differ
diff --git a/build/army/balance 1000.txt b/build/army/balance 1000.txt
deleted file mode 100644
index cecec84..0000000
--- a/build/army/balance 1000.txt
+++ /dev/null
Binary files differ
diff --git a/build/army/balance melee maul.txt b/build/army/balance melee maul.txt
deleted file mode 100644
index a3ababa..0000000
--- a/build/army/balance melee maul.txt
+++ /dev/null
Binary files differ
diff --git a/build/army/best army ever.txt b/build/army/best army ever.txt
deleted file mode 100644
index 5898346..0000000
--- a/build/army/best army ever.txt
+++ /dev/null
Binary files differ
diff --git a/build/army/lotsa dudes.txt b/build/army/lotsa dudes.txt
deleted file mode 100644
index 6314165..0000000
--- a/build/army/lotsa dudes.txt
+++ /dev/null
Binary files differ
diff --git a/build/army/balance 1000 melee.txt b/build/army/new army.txt
index 727e08a..e05c988 100644
--- a/build/army/balance 1000 melee.txt
+++ b/build/army/new army.txt
Binary files differ
diff --git a/build/army/range test.txt b/build/army/range test.txt
deleted file mode 100644
index 949cda9..0000000
--- a/build/army/range test.txt
+++ /dev/null
Binary files differ
diff --git a/build/army/worst.txt b/build/army/worst.txt
deleted file mode 100644
index aac287a..0000000
--- a/build/army/worst.txt
+++ /dev/null
Binary files differ
diff --git a/build/content/armor.txt b/build/content/armor.txt
index de31e24..c4f5486 100644
--- a/build/content/armor.txt
+++ b/build/content/armor.txt
@@ -6,12 +6,12 @@
7.5,
5.0
],
- "base_pierce": [
+ "base_armor_pierce": [
5.0,
6.25,
7.5
],
- "base_spread": [
+ "base_armor_spread": [
8.0,
10.0,
12.0
@@ -24,17 +24,17 @@
12.0,
8.0
],
- "base_pierce": [
+ "base_armor_pierce": [
7.0,
8.75,
10.5
],
- "base_spread": [
+ "base_armor_spread": [
10.0,
12.5,
15.0
],
- "base_impact": [
+ "base_armor_impact": [
5.0,
6.25,
7.5
@@ -47,7 +47,7 @@
6.0,
4.0
],
- "base_laser": [
+ "base_armor_laser": [
10.0,
12.5,
15.0
@@ -60,7 +60,7 @@
7.5,
5.0
],
- "base_fusion": [
+ "base_armor_fusion": [
8.0,
10.0,
12.0
@@ -73,12 +73,12 @@
3.0,
2.0
],
- "base_spread": [
+ "base_armor_spread": [
5.0,
6.25,
7.5
],
- "base_impact": [
+ "base_armor_impact": [
8.0,
10.0,
12.0
@@ -91,7 +91,7 @@
11.25,
7.5
],
- "base_explosive": [
+ "base_armor_explosive": [
12.0,
15.0,
18.0
@@ -104,27 +104,27 @@
3.75,
2.5
],
- "base_pierce": [
+ "base_armor_pierce": [
3.0,
3.75,
4.5
],
- "base_spread": [
+ "base_armor_spread": [
3.0,
3.75,
4.5
],
- "base_fusion": [
+ "base_armor_fusion": [
3.0,
3.75,
4.5
],
- "base_explosive": [
+ "base_armor_explosive": [
3.0,
3.75,
4.5
],
- "base_laser": [
+ "base_armor_laser": [
3.0,
3.75,
4.5
@@ -137,17 +137,17 @@
4.5,
3.0
],
- "base_pierce": [
+ "base_armor_pierce": [
6.0,
7.5,
9.0
],
- "base_spread": [
+ "base_armor_spread": [
4.0,
5.0,
6.0
],
- "base_impact": [
+ "base_armor_impact": [
3.0,
3.75,
4.5
@@ -160,7 +160,7 @@
1.5,
1.0
],
- "base_pierce": [
+ "base_armor_pierce": [
4.0,
5.0,
6.0
@@ -173,12 +173,12 @@
6.75,
4.5
],
- "base_pierce": [
+ "base_armor_pierce": [
10.0,
12.5,
15.0
],
- "base_spread": [
+ "base_armor_spread": [
8.0,
10.0,
12.0
@@ -191,7 +191,7 @@
15.0,
10.0
],
- "base_explosive": [
+ "base_armor_explosive": [
25.0,
31.25,
37.5
diff --git a/build/content/templates/default.txt b/build/content/templates/default.txt
index 88db0c8..775e7d3 100644
--- a/build/content/templates/default.txt
+++ b/build/content/templates/default.txt
@@ -84,7 +84,7 @@
"chassis": "5",
"brain": "3",
"battery": "0",
- "weapons": [ 10, 10, -1, -1, -1, -1, -1, -1 ],
+ "weapons": [ 10, 1, -1, -1, -1, -1, -1, -1 ],
"armor": [ 0, 0, 8, -1, -1, -1, -1, -1 ],
"augs": [ -1, -1, -1, -1, -1, -1, -1, -1 ],
"levels": [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ]
diff --git a/build/test.exe b/build/test.exe
index 554180a..1b56cdf 100644
--- a/build/test.exe
+++ b/build/test.exe
Binary files differ
diff --git a/gst/gst.c b/gst/gst.c
index 9ded823..456c1fc 100644
--- a/gst/gst.c
+++ b/gst/gst.c
@@ -39,7 +39,13 @@ void gst_lastpos (gamestate *gst) {
}
}
-void gst_tobattle (gamestate *gst) {
+void gst_compute_stats (gamestate *gst, infos *info) {
+ for (int i=0; i<gst->ar.uslen; i++) {
+ stats_unit_compute(info, &gst->ar.us[i].info, gst->ustats +i);
+ }
+}
+
+void gst_tobattle (gamestate *gst, infos *info) {
if (gst->playernum == 1) {
//info_load_army(gst->army_bp+1, "army");
gst->army_bp[1] = gst->army_bp[0];
@@ -70,6 +76,7 @@ void gst_tobattle (gamestate *gst) {
gst->ar.us[gst->ar.uslen].owner = i;
}
}
+ gst_compute_stats(gst, info);
gst_lastpos(gst);
gst->starttime = FLT_MAX;
gst->turn = 0;
@@ -153,11 +160,11 @@ void gst_process (gamestate *gst, infos *info, fxs *fx, float t) {
gst->turn ++;
map *m; army *ar;
gst_get_maparmy(gst, &m, &ar);
- int move = army_move(info, ar, m);
+ int move = army_move(info, ar, m, gst->ustats);
a_dmg dmgs[1024*8];
- int fire = army_fire(info, ar, m, dmgs);
- army_upkeep(info, ar, m);
+ int fire = army_fire(info, ar, m, dmgs, gst->ustats);
+ army_upkeep(info, ar, m, gst->ustats);
if (move == 0 && fire == 0) {
gst->turn_until_finish--;
} else { gst->turn_until_finish = 5; }
@@ -194,7 +201,7 @@ void gst_render (SDL_Renderer *rend, SDL_Texture *txsprites, txtd *textd,
amt = (amt / gst->turnspeed) + 1;
if (amt > 1) amt = 1; if (amt < 0) amt = 0; // clamping away fuzzyness
- // render enemies
+ // render units
for (int i=0; i<ar->uslen; i++) {
if (ar->us[i].hp <= 0) continue;
float present_x = ar->us[i].pos[0];
@@ -210,8 +217,8 @@ void gst_render (SDL_Renderer *rend, SDL_Texture *txsprites, txtd *textd,
SDL_Rect dstRect = { (int)x-posx, (int)y-posy, ts, ts };
SDL_RenderCopy(rend, txsprites, &srcRect, &dstRect);
- float amt = ar->us[i].hp
- / info_unit_get_health(info, &ar->us[i].info);
+ stats_unit base; stats_unit_compute(info, &ar->us[i].info, &base);
+ float amt = ar->us[i].hp / base.frame.hp;
SDL_Rect hprect = {
(int)x-posx, (int)y-posy+ts-5,
ts*amt, 6 };
diff --git a/gst/gst.h b/gst/gst.h
index ad0a685..6d9519e 100644
--- a/gst/gst.h
+++ b/gst/gst.h
@@ -19,6 +19,8 @@ typedef struct {
map map_battle;
army ar;
float ar_lastpos[MAXUNITS][2];
+ stats_unit ustats[MAXUNITS];
+
int state;
float cam[2];
float starttime;
@@ -33,7 +35,7 @@ void gst_init (gamestate *gst);
void gst_destroy (gamestate *gst);
void gst_get_maparmy(gamestate *gst, map **m, army **ar);
-void gst_tobattle (gamestate *gst);
+void gst_tobattle (gamestate *gst, infos *info);
void gst_toeditor (gamestate *gst);
void gst_process (gamestate *gst, infos *info, fxs *fx, float t);
diff --git a/gst/info.c b/gst/info.c
index eb5738a..721863b 100644
--- a/gst/info.c
+++ b/gst/info.c
@@ -775,6 +775,7 @@ void info_parse_json (infos *info, char *json, char *obj) {
void stats_weapon_init (stats_weapon *weap) {
LOOP(7) weap->damage[z] = 0;
weap->cooldown = 0;
+ weap->range = 0;
weap->aoe = 0;
weap->knockback = 0;
weap->damage_battery = 0;
@@ -811,46 +812,83 @@ void stats_comp_init (stats_comp *comp) {
}
-#define PRINT_STRUCT(obj, attr, type) { \
+#define PRINT_STRUCT(obj, text, attr, type) { \
if (obj->attr != 0) {\
- printf(" "#attr": %"#type"\n", obj->attr); \
+ sprintf(arr[i], "%s: %"#type, text, obj->attr); \
+ i ++;\
}\
}
-void stats_frame_printf (stats_frame *frame) {
- PRINT_STRUCT(frame, hp, f);
- PRINT_STRUCT(frame, weight, f);
- PRINT_STRUCT(frame, weight_max, f);
- PRINT_STRUCT(frame, slot_weapon, d);
- PRINT_STRUCT(frame, slot_armor, d);
- PRINT_STRUCT(frame, slot_aug, d);
- PRINT_STRUCT(frame, speed, f);
- PRINT_STRUCT(frame, upkeep, f);
- PRINT_STRUCT(frame, capacity, f);
- PRINT_STRUCT(frame, recharge, f);
- LOOP(7) PRINT_STRUCT(frame, armor[z], f);
-}
-
-void stats_weapon_printf (stats_weapon *weap) {
- LOOP(7) PRINT_STRUCT(weap, damage[z], f);
- PRINT_STRUCT(weap, cooldown, f);
- PRINT_STRUCT(weap, aoe, f);
- PRINT_STRUCT(weap, knockback, f);
- PRINT_STRUCT(weap, damage_battery, f);
- PRINT_STRUCT(weap, stun, f);
- PRINT_STRUCT(weap, charge_per_shot, f);
- LOOP(7) PRINT_STRUCT(weap, armor_reduce[z], f);
-}
-
-void stats_comp_printf (stats_comp *comp) {
+void printf_arr (char arr[][64], int n) {
+ for (int i=0; i<n; i++) printf("%s\n", arr[i]);
+}
+
+int stats_frame_sprintf (infos *info, stats_frame *frame, char arr[][64]) {
+ int i = 0;
+ PRINT_STRUCT(frame, "hp", hp, .2f);
+ PRINT_STRUCT(frame, "weight", weight, .0f);
+ PRINT_STRUCT(frame, "weight max", weight_max, .0f);
+ PRINT_STRUCT(frame, "weapon slots", slot_weapon, d);
+ PRINT_STRUCT(frame, "armor slots", slot_armor, d);
+ PRINT_STRUCT(frame, "augment slots", slot_aug, d);
+ PRINT_STRUCT(frame, "speed", speed, .2f);
+ PRINT_STRUCT(frame, "upkeep", upkeep, .2f);
+ PRINT_STRUCT(frame, "capacity", capacity, .0f);
+ PRINT_STRUCT(frame, "recharge", recharge, .1f);
+ LOOP(7) {
+ char str[64]; sprintf(str, "%s armor", info->damage_types[i]);
+ PRINT_STRUCT(frame, str, armor[z], f);
+ }
+ return i;
+}
+
+int stats_weapon_sprintf (infos *info, stats_weapon *weap, char arr[][64]) {
+ int i = 0;
+ LOOP(7) {
+ char str[64]; sprintf(str, "%s damage", info->damage_types[i]);
+ PRINT_STRUCT(weap, str, damage[z], .1f);
+ }
+ PRINT_STRUCT(weap, "cooldown", cooldown, .2f);
+ PRINT_STRUCT(weap, "aoe", aoe, .0f);
+ PRINT_STRUCT(weap, "range", range, .0f);
+ PRINT_STRUCT(weap, "knockback", knockback, .0f);
+ PRINT_STRUCT(weap, "drain charge", damage_battery, .1f);
+ PRINT_STRUCT(weap, "stun", stun, .0f);
+ PRINT_STRUCT(weap, "charge per shot", charge_per_shot, .2f);
+ LOOP(7) {
+ char str[64]; sprintf(str, "%s armor reduce", info->damage_types[i]);
+ PRINT_STRUCT(weap, str, armor_reduce[z], .1f);
+ }
+ return i;
+}
+
+void stats_comp_printf (infos *info, stats_comp *comp) {
printf("name: %s\n", comp->name);
printf("description: %s\n", comp->description);
+ char arr[32][64];
LOOP(MAXLEVEL) {
printf(" level %d ->\n", z);
- stats_frame_printf(comp->base +z);
- stats_frame_printf(comp->perc +z);
- stats_weapon_printf(comp->base_weapon +z);
- stats_weapon_printf(comp->perc_weapon +z);
+ { int n = stats_frame_sprintf(info, comp->base +z, arr);
+ printf_arr(arr, n);
+ }
+ { int n = stats_frame_sprintf(info, comp->perc +z, arr);
+ printf_arr(arr, n);
+ }
+ { int n = stats_weapon_sprintf(info, comp->base_weapon +z, arr);
+ printf_arr(arr, n);
+ }
+ { int n = stats_weapon_sprintf(info, comp->perc_weapon +z, arr);
+ printf_arr(arr, n);
+ }
+ }
+}
+
+void stats_unit_printf (infos *info, stats_unit *u) {
+ char arr[32][64];
+ { int n = stats_frame_sprintf (info, &u->frame, arr); printf_arr(arr, n); }
+ LOOP(8) {
+ int n = stats_weapon_sprintf(info, u->weapon +z, arr);
+ printf_arr(arr, n);
}
}
@@ -881,6 +919,7 @@ void stats_frame_sum (stats_frame *a, stats_frame *b) {
void stats_weapon_sum (stats_weapon *a, stats_weapon *b) {
LOOP(7) a->damage[z] += b->damage[z];
a->cooldown += b->cooldown;
+ a->range += b->range;
a->aoe += b->aoe;
a->knockback += b->knockback;
a->damage_battery += b->damage_battery;
@@ -928,6 +967,7 @@ void stats_frame_mul (stats_frame *a, stats_frame *b) {
void stats_weapon_mul (stats_weapon *a, stats_weapon *b) {
LOOP(7) a->damage[z] *= PERC_NORM(b->damage[z]);
a->cooldown *= PERC_NORM(b->cooldown);
+ a->range *= PERC_NORM(b->range);
a->aoe *= PERC_NORM(b->aoe);
a->knockback *= PERC_NORM(b->knockback);
a->damage_battery *= PERC_NORM(b->damage_battery);
@@ -965,19 +1005,6 @@ void stats_unit_compute (infos *info, info_unit *u, stats_unit *base) {
stats_unit_comp_sum(base, &perc, comp, lvl);
};
- int wn = 0;
- for (int i=0; i<8; i++) {
- if (u->weapons[i] != -1) {
- stats_comp *comp = &info->stats[STATS_WEAPONS][u->weapons[i]];
- int lvl = u->levels[LEVEL_WEAPONS+i];
- stats_frame_sum (&base->frame, &comp->base[lvl]);
- stats_frame_sum (&perc.frame, &comp->perc[lvl]);
- stats_weapon_sum (&base->weapon[wn], &comp->base_weapon[lvl]);
- stats_weapon_sum (&perc.weapon[wn], &comp->perc_weapon[lvl]);
- wn ++;
- }
- }
-
for (int i=0; i<8; i++) {
if (u->armor[i] != -1) {
stats_comp *comp = &info->stats[STATS_ARMOR][u->armor[i]];
@@ -994,14 +1021,35 @@ void stats_unit_compute (infos *info, info_unit *u, stats_unit *base) {
}
}
+ int wn = 0;
+ for (int i=0; i<8; i++) {
+ if (u->weapons[i] != -1 && i<base->frame.slot_weapon) {
+ stats_comp *comp = &info->stats[STATS_WEAPONS][u->weapons[i]];
+ int lvl = u->levels[LEVEL_WEAPONS+i];
+ stats_frame_sum (&base->frame, &comp->base[lvl]);
+ stats_frame_sum (&perc.frame, &comp->perc[lvl]);
+ stats_weapon_sum (&base->weapon[wn], &comp->base_weapon[lvl]);
+ stats_weapon_sum (&perc.weapon[wn], &comp->perc_weapon[lvl]);
+ wn ++;
+ }
+ }
+ base->weaponlen = wn;
+
stats_unit_apply_perc(base, &perc);
}
-void stats_unit_printf (stats_unit *u) {
- stats_frame_printf (&u->frame);
- LOOP(8) stats_weapon_printf(u->weapon +z);
+float stats_compute_damage (stats_weapon *weapon, stats_frame *frame,
+ float *red)
+{
+ /* TODO: red */
+ float damage = 0;
+ for (int i=0; i<7; i++) {
+ damage += weapon->damage[i] * (1- frame->armor[i]*0.01);
+ }
+ return damage;
}
+
#define MATCH(frame, attr, type) {\
if (strcmp(key, #frame"_"#attr) == 0) {\
int rt = json_parse_subtokens(json, t, r, i+1); \
@@ -1072,6 +1120,7 @@ void stats_comp_parse (char *json, stats_comp *comp, jsmntok_t *t, int r,
}
MATCH(base_weapon, cooldown, 'f');
+ MATCH(base_weapon, range, 'f');
MATCH(base_weapon, aoe, 'f');
MATCH(base_weapon, knockback, 'f');
MATCH(base_weapon, damage_battery, 'f');
@@ -1087,6 +1136,7 @@ void stats_comp_parse (char *json, stats_comp *comp, jsmntok_t *t, int r,
}
MATCH(perc_weapon, cooldown, 'f');
+ MATCH(perc_weapon, range, 'f');
MATCH(perc_weapon, aoe, 'f');
MATCH(perc_weapon, knockback, 'f');
MATCH(perc_weapon, damage_battery, 'f');
@@ -1118,7 +1168,7 @@ void info_stats_parse (infos *info, char *json, int stats_type) {
info->statslen[stats_type] ++;
i += rt-1;
- //stats_comp_printf(comp);
+ //stats_comp_printf(info, comp);
}
}
}
@@ -1170,13 +1220,14 @@ void info_load (infos *info) {
info->statslen[i] = 0;
info_read_file(json, files[i], size);
info_stats_parse(info, json, i);
+ printf("info->statslen[%d]: %d\n", i, info->statslen[i]);
} else { printf("error: out of memory in allocating for stats"); }
}
info_unit *u = info->templates+0;
stats_unit base;
stats_unit_compute(info, u, &base);
- stats_unit_printf(&base);
+ stats_unit_printf(info, &base);
}
diff --git a/gst/info.h b/gst/info.h
index e37397c..1e22ea6 100644
--- a/gst/info.h
+++ b/gst/info.h
@@ -24,6 +24,7 @@
typedef struct {
float damage[7];
float cooldown;
+ float range;
float aoe;
float knockback;
float damage_battery;
@@ -152,8 +153,8 @@ typedef struct {
info_brain brains[32];
int brainslen;
- stats_comp *stats[5];
- int statslen[5];
+ stats_comp *stats[6];
+ int statslen[6];
} infos;
void info_unit_init (info_unit *u);
@@ -173,6 +174,13 @@ float info_unit_get_maxrange(infos *info, info_unit *u);
float info_unit_get_armor(infos *info, info_unit *u, int d);
float info_unit_get_cost(infos *info, info_unit *u);
+int stats_frame_sprintf (infos *info, stats_frame *frame, char arr[][64]);
+int stats_weapon_sprintf (infos *info, stats_weapon *weap, char arr[][64]);
+void stats_unit_compute (infos *info, info_unit *u, stats_unit *base);
+
+float stats_compute_damage (stats_weapon *weapon, stats_frame *frame,
+ float *red);
+
void info_load (infos *info);
void info_save_templates (infos *info, char *filename);
diff --git a/gst/units.c b/gst/units.c
index b699e26..785230e 100644
--- a/gst/units.c
+++ b/gst/units.c
@@ -31,14 +31,16 @@ void army_destory(army *ar) {
void unit_init (infos *info, army *ar, map *m,
int x, int y, info_unit *iu, int owner, unit *u)
{
+ stats_unit base; stats_unit_compute(info, iu, &base);
u->pos[0] = x*m->ts; u->pos[1] = y*m->ts;
u->gridpos[0] = x; u->gridpos[1] = y;
u->info = *iu;
u->owner = owner;
- u->hp = info_unit_get_health(info, iu);
+ u->hp = base.frame.hp;
u->move_points = 0;
- u->charge = info_unit_get_capacity(info, iu);
+ u->charge = base.frame.capacity;
for (int i=0; i<8; u->cooldown[i] = 1, i++);
+ for (int i=0; i<7; u->reduced_armor[i] = 0, i++);
}
void army_spawn (army *ar, map *m, unit u) {
@@ -102,7 +104,7 @@ void unit_search (infos *info, army *ar, map *m, unit *u,
typedef struct { unit *u; int *dir; int done; } mcom;
-int army_move_step (infos *info, army *ar, map *m) {
+int army_move_step (infos *info, army *ar, map *m, stats_unit *ustats) {
int dirs[4][2] = { {1, 0},{0, 1},{-1,0},{0,-1} };
mcom mcs[ar->uslen];
int mclen = 0;
@@ -116,7 +118,11 @@ int army_move_step (infos *info, army *ar, map *m) {
if (u->charge <= 0) continue;
// search target inside max range
unit *t[32];
- float maxrange = info_unit_get_maxrange(info, &u->info);
+ float maxrange = 0;
+ for (int w=0; w<ustats[i].weaponlen; w++) {
+ float range = ustats[i].weapon[w].range;
+ if (maxrange < range) maxrange = range;
+ }
unit_search(info, ar, m, u, t, maxrange);
// stop if found
if (t[0] != NULL) { continue; }
@@ -173,22 +179,24 @@ int army_move_step (infos *info, army *ar, map *m) {
else return 1;
}
-int army_move (infos *info, army *ar, map *m) {
+int army_move (infos *info, army *ar, map *m, stats_unit *ustats) {
for (int i=0; i<ar->uslen; i++) {
- ar->us[i].move_points += info_unit_get_speed(info, &ar->us[i].info);
+ ar->us[i].move_points += ustats[i].frame.speed;
}
- int iter = 0, finished = army_move_step(info, ar, m);
+ int iter = 0, finished = army_move_step(info, ar, m, ustats);
for (; iter<5 && !finished; iter++) {
- finished = army_move_step(info, ar, m);
+ finished = army_move_step(info, ar, m, ustats);
}
return iter;
}
-int army_fire (infos *info, army *ar, map *m, a_dmg dmgs[]) {
+int army_fire (infos *info, army *ar, map *m, a_dmg dmgs[],
+ stats_unit *ustats)
+{
for (int i=0; i<ar->uslen; i++) {
unit *u = ar->us+i;
int lw = u->info.levels[LEVEL_CHASSIS];
- for (int j=0; j<info->chassis[u->info.chassis].slot_weapon[lw]; j++) {
+ for (int j=0; j<ustats[i].weaponlen; j++) {
u->cooldown[j] += 1;
}
}
@@ -199,19 +207,26 @@ int army_fire (infos *info, army *ar, map *m, a_dmg dmgs[]) {
if (u->hp <= 0) continue;
if (u->charge <= 0) continue;
int lw = u->info.levels[LEVEL_CHASSIS];
- for (int j=0; j<info->chassis[u->info.chassis].slot_weapon[lw]; j++) {
- if (u->info.weapons[j] == -1) continue;
+ for (int j=0; j<ustats[i].weaponlen; j++) {
if (u->cooldown[j] <= 0) continue;
- float range = info_unit_get_range(info, &u->info, j);
+ float range = ustats[i].weapon[j].range;
unit_search(info, ar, m, u, t, range);
if (t[0]!=NULL) {
dmgs[dmgslen].u = u;
dmgs[dmgslen].t = t[0];
- dmgs[dmgslen].dam = info_unit_get_damage_target(
- info, &u->info, j, &t[0]->info);
+
+ int t_i = 0;
+ for (int k=0; k<ar->uslen; k++) {
+ if (ar->us+k == t[0]) { t_i = k; break; }
+ }
+ float dam = stats_compute_damage(
+ &ustats[i].weapon[j],
+ &ustats[t_i].frame, u->reduced_armor);
+
+ dmgs[dmgslen].dam = dam;
dmgslen++;
- u->cooldown[j] -= info_unit_get_cooldown(info, &u->info, j);
- u->charge -= info_unit_get_charge_per_shot(info, &u->info, j);
+ u->cooldown[j] -= ustats[i].weapon[j].cooldown;
+ u->charge -= ustats[i].weapon[j].charge_per_shot;
if (u->charge < 0) u->charge = 0;
}
}
@@ -225,12 +240,12 @@ int army_fire (infos *info, army *ar, map *m, a_dmg dmgs[]) {
return dmgslen;
}
-void army_upkeep (infos *info, army *ar, map *m) {
+void army_upkeep (infos *info, army *ar, map *m, stats_unit *ustats) {
// battery drain or recharge
for (int i=0; i<ar->uslen; i++) {
unit *u = ar->us+i;
if (u->hp <= 0) continue;
- u->charge -= info_unit_get_upkeep(info, &u->info);
+ u->charge -= ustats[i].frame.upkeep;
if (u->charge < 0) u->charge = 0;
}
} \ No newline at end of file
diff --git a/gst/units.h b/gst/units.h
index c7cc575..2b401e9 100644
--- a/gst/units.h
+++ b/gst/units.h
@@ -15,6 +15,8 @@ typedef struct unit_ {
float move_points;
float cooldown[8];
float charge;
+ float reduced_armor[7];
+ float stun;
} unit;
typedef struct army_ {
@@ -32,14 +34,15 @@ void unit_init (infos *info, army *ar, map *m,
int x, int y, info_unit *iu, int owner, unit *u);
void unit_remove (army *ar, map *m, unit *u);
-void army_grid_init(army *ar);
+void army_grid_init (army *ar);
void army_init (army *ar, map *m);
-void army_destory(army *ar);
+void army_destory (army *ar);
void army_spawn (army *ar, map *m, unit u);
-int army_move (infos *info, army *ar, map *m);
+int army_move (infos *info, army *ar, map *m, stats_unit *ustats);
typedef struct { unit *u, *t; float dam; } a_dmg;
-int army_fire (infos *info, army *ar, map *m, a_dmg dmgs[]);
-void army_upkeep (infos *info, army *ar, map *m);
+int army_fire (infos *info, army *ar, map *m, a_dmg dmgs[],
+ stats_unit *ustats);
+void army_upkeep (infos *info, army *ar, map *m, stats_unit *ustats);
#endif \ No newline at end of file
diff --git a/hud/hud.c b/hud/hud.c
index 62263c7..0e8b4d6 100644
--- a/hud/hud.c
+++ b/hud/hud.c
@@ -144,45 +144,41 @@ int hud_fnu_check (info_unit *u, infos *info) {
if (u->chassis == -1) return 1;
if (u->battery == -1) return 2;
if (u->brain == -1) return 3;
- float curweight = info_unit_get_weight(info, u);
int chassis_lvl = u->levels[LEVEL_CHASSIS];
- float maxweight = info->chassis[u->chassis].weight_max[chassis_lvl];
- if (curweight > maxweight) { return 4; }
+
+ stats_unit base;
+ stats_unit_compute(info, u, &base);
+ if (base.frame.weight > base.frame.weight_max) { return 4; }
return 0;
}
void hud_map_sel (info_unit *u, infos *info, int sel, int ind,
int8_t **n, int *bound, int size[])
{
+ *bound = info->statslen[sel];
if (sel == 0) {
*n = &u->chassis;
- *bound = info->chassislen;
size[0] = 300; size[1] = 300;
}
if (sel == 1) {
- *n = &u->battery;
- *bound = info->batterieslen;
+ *n = &u->brain;
size[0] = 145; size[1] = 145;
}
if (sel == 2) {
- *n = &u->armor[ind];
- *bound = info->armorslen;
- size[0] = 150; size[1] = 200;
+ *n = &u->battery;
+ size[0] = 145; size[1] = 145;
}
if (sel == 3) {
*n = &u->weapons[ind];
- *bound = info->weaponslen;
size[0] = 200; size[1] = 170;
}
if (sel == 4) {
- *n = &u->augs[ind];
- *bound = info->augslen;
+ *n = &u->armor[ind];
size[0] = 150; size[1] = 200;
}
if (sel == 5) {
- *n = &u->brain;
- *bound = info->brainslen;
- size[0] = 145; size[1] = 145;
+ *n = &u->augs[ind];
+ size[0] = 150; size[1] = 200;
}
}
@@ -324,7 +320,7 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
int lvl = hud_mouse_level(mousepos, possb, sizesb);
if (lvl != -1) h->fnu.uinfo.levels[LEVEL_BATTERY] = lvl;
else {
- h->fnu.sel = 1; h->state = 2;
+ h->fnu.sel = 2; h->state = 2;
hud_open_sel(gs, h, t, info, &h->fnu.rect_battery);
}
}
@@ -334,15 +330,16 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
int lvl = hud_mouse_level(mousepos, possbr, sizesbr);
if (lvl != -1) h->fnu.uinfo.levels[LEVEL_BRAIN] = lvl;
else {
- h->fnu.sel = 5; h->state = 2;
+ h->fnu.sel = 1; h->state = 2;
hud_open_sel(gs, h, t, info, &h->fnu.rect_brain);
}
}
if (h->fnu.uinfo.chassis != -1) {
int lc = h->fnu.uinfo.levels[LEVEL_CHASSIS];
- for (int i=0;
- i<info->chassis[h->fnu.uinfo.chassis].slot_armor[lc]; i++)
- {
+ stats_comp *comp =
+ info->stats[STATS_CHASSIS] +h->fnu.uinfo.chassis;
+
+ for (int i=0; i<comp->base[lc].slot_armor; i++) {
float possa[2] = {
h->fnu.rect_armor[i].x, h->fnu.rect_armor[i].y };
float sizesa[2] = {
@@ -351,14 +348,12 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
int lvl = hud_mouse_level(mousepos, possa, sizesa);
if (lvl != -1) h->fnu.uinfo.levels[LEVEL_ARMOR+i] = lvl;
else {
- h->fnu.sel = 2; h->fnu.ind = i; h->state = 2;
+ h->fnu.sel = 4; h->fnu.ind = i; h->state = 2;
hud_open_sel(gs, h, t, info, &h->fnu.rect_armor[i]);
}
}
}
- for (int i=0;
- i<info->chassis[h->fnu.uinfo.chassis].slot_weapon[lc]; i++)
- {
+ for (int i=0; i<comp->base[lc].slot_weapon; i++) {
float possa[2] = {
h->fnu.rect_weapons[i].x, h->fnu.rect_weapons[i].y };
float sizesa[2] = {
@@ -372,9 +367,7 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
}
}
}
- for (int i=0;
- i<info->chassis[h->fnu.uinfo.chassis].slot_aug[lc]; i++)
- {
+ for (int i=0; i<comp->base[lc].slot_armor; i++) {
float possa[2] = {
h->fnu.rect_augs[i].x, h->fnu.rect_augs[i].y };
float sizesa[2] = {
@@ -383,7 +376,7 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
int lvl = hud_mouse_level(mousepos, possa, sizesa);
if (lvl != -1) h->fnu.uinfo.levels[LEVEL_AUGS+i] = lvl;
else {
- h->fnu.sel = 4; h->fnu.ind = i; h->state = 2;
+ h->fnu.sel = 5; h->fnu.ind = i; h->state = 2;
hud_open_sel(gs, h, t, info, &h->fnu.rect_augs[i]);
}
}
@@ -437,7 +430,7 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
memcpy(h->ob.oppo, buffer+arlen, 32);
memcpy(gst->army_bp[1].name, buffer+arlen+32, 32);
gst->playernum = 2;
- gst_tobattle(gst);
+ gst_tobattle(gst, info);
gst->cam[0] = -gs->resx/2+gst->map_battle.sx*gst->map_battle.ts/2;
gst->cam[1] = -gs->resy/2+gst->map_battle.sy*gst->map_battle.ts/2;
h->state = 3;
@@ -458,7 +451,7 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
memcpy(h->ob.oppo, buffer+arlen, 32);
memcpy(gst->army_bp[1].name, buffer+arlen+32, 32);
gst->playernum = 2;
- gst_tobattle(gst);
+ gst_tobattle(gst, info);
gst->cam[0] = -gs->resx/2+gst->map_battle.sx*gst->map_battle.ts/2;
gst->cam[1] = -gs->resy/2+gst->map_battle.sy*gst->map_battle.ts/2;
h->state = 3;
@@ -560,6 +553,7 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
unit u;
unit_init(info, ar, m, x, y,
info->templates+h->og.temp_place, 0, &u);
+
army_spawn(ar, m, u);
}
} else {
@@ -605,12 +599,11 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
if (pt_rect(mousepos, posp, sizep)) {
if (h->og.start_battle_flag == 1) {
// start battle
- printf("ahia\n");
h->og.start_battle_flag = 0;
hud_edit_close(h, info);
info_load_army(gst->army_bp+1, h->og.army_list[i]);
gst->playernum = 2;
- gst_tobattle(gst);
+ gst_tobattle(gst, info);
gst->cam[0] = -gs->resx/2
+gst->map_battle.sx*gst->map_battle.ts/2;
gst->cam[1] = -gs->resy/2
@@ -619,7 +612,6 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
h->state = 3;
Mix_PlayChannel( -1, sounds[SOUND_SUCCESS], 0 );
} else {
- printf("lol\n");
int cur = h->og.army_listcur;
info_save_army(gst->army_bp+0, h->og.army_list[cur]);
h->og.army_listcur = i;
@@ -783,24 +775,24 @@ void hud_render_sel (hud_sel *sc, MKb *mkb, info_unit *u,
render_view_chassis(rend, t, x, y, info, i, lvl, sprites);
}
if (sel==1) {
- int lvl = u->levels[LEVEL_BATTERY];
- render_view_battery(rend, t, x, y, info, i, lvl);
+ int lvl = u->levels[LEVEL_BRAIN];
+ render_view_brain(rend, t, x, y, info, i, lvl);
}
if (sel==2) {
- int lvl = u->levels[LEVEL_ARMOR+ind];
- render_view_armor_detail(rend, t, x, y, info, i, lvl);
+ int lvl = u->levels[LEVEL_BATTERY];
+ render_view_battery(rend, t, x, y, info, i, lvl);
}
if (sel==3) {
int lvl = u->levels[LEVEL_WEAPONS+ind];
render_view_weapon_detail(rend, t, x, y, info, i, lvl);
}
if (sel==4) {
- int lvl = u->levels[LEVEL_AUGS+ind];
- render_view_aug_detail(rend, t, x, y, info, i, lvl);
+ int lvl = u->levels[LEVEL_ARMOR+ind];
+ render_view_armor_detail(rend, t, x, y, info, i, lvl);
}
if (sel==5) {
- int lvl = u->levels[LEVEL_BRAIN];
- render_view_brain(rend, t, x, y, info, i, lvl);
+ int lvl = u->levels[LEVEL_AUGS+ind];
+ render_view_aug_detail(rend, t, x, y, info, i, lvl);
}
}
SDL_RenderSetClipRect(rend, NULL);
@@ -832,7 +824,10 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
int lc = fnu->uinfo.levels[LEVEL_CHASSIS];
if (fnu->uinfo.chassis != -1) {
- for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_weapon[lc]; i++) {
+ stats_comp *comp =
+ info->stats[STATS_CHASSIS] +fnu->uinfo.chassis;
+
+ for (int i=0; i<comp->base[lc].slot_weapon; i++) {
SDL_SetRenderDrawColor(rend, 200, 100, 255, 255);
SDL_RenderFillRect(rend, fnu->rect_weapons+i);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
@@ -842,7 +837,7 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
fnu->rect_weapons[i].y, info, fnu->uinfo.weapons[i],
fnu->uinfo.levels[LEVEL_WEAPONS+i]);
}
- for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_armor[lc]; i++) {
+ for (int i=0; i<comp->base[lc].slot_armor; i++) {
SDL_SetRenderDrawColor(rend, 200, 200, 255, 255);
SDL_RenderFillRect(rend, fnu->rect_armor+i);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
@@ -852,7 +847,7 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
fnu->rect_armor[i].y, info, fnu->uinfo.armor[i],
fnu->uinfo.levels[LEVEL_ARMOR+i]);
}
- for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_aug[lc]; i++) {
+ for (int i=0; i<comp->base[lc].slot_aug; i++) {
SDL_SetRenderDrawColor(rend, 200, 200, 255, 255);
SDL_RenderFillRect(rend, fnu->rect_augs+i);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
diff --git a/hud/hud_views.c b/hud/hud_views.c
index c767e68..a669034 100644
--- a/hud/hud_views.c
+++ b/hud/hud_views.c
@@ -29,56 +29,62 @@
render_text_scaled(rend, ss, p, t, 1);\
}
+
+void render_view_comp (SDL_Renderer* rend, txtd *t, int px, int py,
+ infos *info, stats_comp *comp, int lvl)
+{
+ float pad = 0;
+ float h = 0;
+
+ char arr[32][64];
+ {
+ int n = stats_frame_sprintf(info, comp->base +lvl, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+ {
+ int n = stats_frame_sprintf(info, comp->perc +lvl, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+ {
+ int n = stats_weapon_sprintf(info, comp->base_weapon +lvl, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+ {
+ int n = stats_weapon_sprintf(info, comp->perc_weapon +lvl, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+}
+
+void render_view_stats_unit (SDL_Renderer* rend, txtd *t, int px, int py,
+ infos *info, stats_unit *u)
+{
+ float pad = 0;
+ float h = 0;
+
+ char arr[32][64];
+ {
+ int n = stats_frame_sprintf(info, &u->frame, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+ h += 10;
+ for (int i=0; i<u->weaponlen; i++) {
+ LABEL(px+pad, py+h, " WEAPON", 1); h += 15;
+ int n = stats_weapon_sprintf(info, u->weapon +i, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+}
+
+
void render_view_stats (SDL_Renderer* rend, txtd *t, int px, int py,
infos *info, info_unit *tm)
{
float h = 10;
LABEL(px+10, py+h, "STATS", 2); h += 35;
+ LABEL(px+10, py+h, tm->name, 1); h += 15;
- { float val = info_unit_get_cost(info, tm);
- char s[64]; sprintf(s, "COST: %.2f", val);
- LABEL(px+10, py+h, s, 1);
- } h += 20;
-
- float calcweight = info_unit_get_weight(info, tm);
- float maxweight = info->chassis[tm->chassis].weight_max[
- tm->levels[LEVEL_CHASSIS]];
- float pw[2] = { px+10, py+h };
- char sw[64]; sprintf(sw, "WEIGHT: %.0f/%.0f",
- calcweight, maxweight);
- render_text_scaled(rend, sw, pw, t, 1);
- h += 15;
-
- float hp = info_unit_get_health(info, tm);
- float php[2] = { px+10, py+h };
- char shp[64]; sprintf(shp, "HP: %.2f", hp);
- render_text_scaled(rend, shp, php, t, 1);
- h += 15;
-
- float speed = info_unit_get_speed(info, tm);
- float pspeed[2] = { px+10, py+h };
- char sspeed[64]; sprintf(sspeed, "SPEED: %.2f", speed);
- render_text_scaled(rend, sspeed, pspeed, t, 1);
- h += 15;
-
- float dps = info_unit_get_dps(info, tm);
- float pdps[2] = { px+10, py+h };
- char sdps[64]; sprintf(sdps, "DAMAGE PER TURN: %.2f", dps);
- render_text_scaled(rend, sdps, pdps, t, 1);
- h += 20;
-
- float part[2] = { px+10, py+h };
- render_text_scaled(rend, "ARMOR:", part, t, 1);
- h += 15;
-
- for (int i=0; i<7; i++) {
- float ar = info_unit_get_armor(info, tm, i);
- float par[2] = { px+10, py+h };
- char sar[64]; sprintf(sar, "%s: %.1f%", info->damage_types[i], ar);
- render_text_scaled(rend, sar, par, t, 1);
- h += 15;
- }
- h += 5;
+ stats_unit base;
+ stats_unit_compute(info, tm, &base);
+ render_view_stats_unit(rend, t, px+10, py+h, info, &base);
}
@@ -112,21 +118,10 @@ void render_view_chassis (SDL_Renderer* rend, txtd *t, int px, int py,
info_chassis *ch = info->chassis+chassis;
int h = 10;
- LABEL(px+10, py+h, info->chassis[chassis].name, 1); h += 30;
-
- LABEL_F3(px+10, py+h, "MAX WEIGHT", 0, ch->weight_max, 1); h += 15;
- LABEL_F3(px+10, py+h, "HP", 0, ch->hp, 1); h += 15;
- LABEL_F3(px+10, py+h, "SPEED", 2, ch->speed, 1); h += 15;
- LABEL_F3(px+10, py+h, "UPKEEP", 2, ch->upkeep, 1); h += 20;
-
- LABEL_I3(px+10, py+h, "WEAPON SLOTS", ch->slot_weapon, 1); h += 15;
- LABEL_I3(px+10, py+h, "ARMOR SLOTS", ch->slot_armor, 1); h += 15;
- LABEL_I3(px+10, py+h, "AUGMENT SLOTS", ch->slot_aug, 1); h += 15;
-
- SDL_Rect srcRect = { chassis*32, 32, 32, 32 };
- SDL_Rect dstRect = { px+300-32-10, py+10, 32, 32 };
- SDL_RenderCopy(rend, sprites, &srcRect, &dstRect);
-
+ stats_comp *comp = info->stats[STATS_CHASSIS]+chassis;
+ LABEL(px+10, py+h, comp->name, 2); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
+
info_unit u; int8_t *_; int __; int size[2];
hud_map_sel(&u, info, 0, 0, &_, &__, size);
size[0] -= 5; size[1] -= 5;
@@ -143,16 +138,10 @@ void render_view_battery (SDL_Renderer* rend, txtd *t, int px, int py,
if (batt != -1) {
info_battery *battery = info->batteries+batt;
int h = 10;
- LABEL(px+10, py+h, info->batteries[batt].name, 1); h += 30;
- LABEL_F3(px+10, py+h, "MAX WEIGHT", 0, battery->weight, 1); h += 15;
- LABEL_F3(px+10, py+h, "CAPACITY", 0, battery->capacity, 1); h += 15;
-
- float prech[2] = { px+10, py+h }; char srech[64];
- if (info->batteries[batt].recharge[lvl] == 0) {
- strcpy(srech, "NOT RECHARGEABLE");
- } else { strcpy(srech, "RECHARGEABLE"); }
- render_text_scaled(rend, srech, prech, t, 1);
+ stats_comp *comp = info->stats[STATS_BATTERY]+batt;
+ LABEL(px+10, py+h, comp->name, 1); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
float size[2] = {145, 145}; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
@@ -170,26 +159,9 @@ void render_view_armor (SDL_Renderer* rend, txtd *t, int px, int py,
info_armor *arm = info->armors+armor;
int h = 10;
- LABEL(px+10, py+h, arm->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, arm->weight, 1); h += 20;
+ stats_comp *comp = info->stats[STATS_ARMOR]+armor;
+ LABEL(px+10, py+h, comp->name, 1); h += 20;
- /*char sa[64]; int j=0;
- char temp[16] = "red: ";
- strcpy(sa+j, temp);
- j += strlen(temp);
- for (int i=0; i<7; i++) {
- if (i<7-1) {
- sprintf(temp, "%.0f, ", info->armors[armor].armor[i][lvl]);
- } else {
- sprintf(temp, "%.0f", info->armors[armor].armor[i][lvl]);
- }
- strcpy(sa+j, temp);
- j += strlen(temp);
- }
- sa[j] = '\0';
- float pa[2] = { px+10, py+25 };
- render_text_scaled(rend, sa, pa, t, 1);
- */
float size[2] = { 150, 50 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
} else {
@@ -204,20 +176,11 @@ void render_view_armor_detail (SDL_Renderer* rend, txtd *t, int px, int py,
if (armor != -1) {
info_armor *arm = info->armors+armor;
int h = 10;
+
+ stats_comp *comp = info->stats[STATS_ARMOR]+armor;
+ LABEL(px+10, py+h, comp->name, 1); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
- LABEL(px+10, py+h, arm->name, 1); h += 30;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, arm->weight, 1); h += 20;
- LABEL(px+10, py+h, "DAMAGE REDUCTION", 1); h += 15;
-
- for (int i=0; i<7; i++) {
- float sum = 0; for(int j=0;j<MAXLEVEL;j++)
- sum+=fabs(arm->armor[i][j]);
- if (sum > 0) {
- LABEL_F3(px+10, py+h, info->damage_types[i],
- 1, arm->armor[i], 1);
- }
- h += 15;
- }
info_unit u; int8_t *_; int __; int size[2];
hud_map_sel(&u, info, 2, 0, &_, &__, size);
size[0] -= 5; size[1] -= 5;
@@ -234,17 +197,10 @@ void render_view_weapon (SDL_Renderer* rend, txtd *t, int px, int py,
if (weapon != -1) {
info_weapon *weap = info->weapons+weapon;
int h = 10;
-
- char dt[32];
- sprintf(dt, "DAMAGE TYPE: %s",
- info->damage_types[info->weapons[weapon].damage_type]);
-
- LABEL(px+10, py+h, weap->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, weap->weight, 1); h += 15;
- LABEL(px+10, py+h, dt, 1); h += 15;
- LABEL_F3(px+10, py+h, "DAMAGE", 0, weap->damage, 1); h += 15;
- LABEL_F3(px+10, py+h, "RANGE", 0, weap->range, 1); h += 15;
- LABEL_F3(px+10, py+h, "COOLDOWN", 0, weap->cooldown, 1); h += 15;
+
+ stats_comp *comp = info->stats[STATS_WEAPONS]+weapon;
+ LABEL(px+10, py+h, comp->name, 1); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
float size[2] = { 200, 110 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
@@ -261,32 +217,11 @@ void render_view_weapon_detail (SDL_Renderer* rend, txtd *t,
if (weapon != -1) {
info_weapon *weap = info->weapons+weapon;
int h = 10;
+
+ stats_comp *comp = info->stats[STATS_WEAPONS]+weapon;
+ LABEL(px+10, py+h, comp->name, 1); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
- char dt[32];
- sprintf(dt, "DAMAGE TYPE: %s",
- info->damage_types[info->weapons[weapon].damage_type]);
-
- LABEL(px+10, py+h, weap->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, weap->weight, 1); h += 15;
- LABEL(px+10, py+h, dt, 1); h += 15;
- LABEL_F3(px+10, py+h, "DAMAGE", 0, weap->damage, 1); h += 15;
- LABEL_F3(px+10, py+h, "RANGE", 0, weap->range, 1); h += 15;
- LABEL_F3(px+10, py+h, "COOLDOWN", 0, weap->cooldown, 1); h += 15;
- LABEL_F3(px+10, py+h, "UPKEEP", 0, weap->upkeep, 1); h += 15;
-
- float kb = 0; for(int i=0;i<MAXLEVEL;i++)
- kb += fabs(weap->knockback[i]);
- if (kb > 0) {
- LABEL_I3(px+10, py+h, "KNOCKBACK", weap->knockback, 1);
- h += 15;
- }
-
- float cps = 0; for(int i=0;i<MAXLEVEL;i++)
- cps += fabs(weap->charge_per_shot[i]);
- if (cps > 0) {
- LABEL_F3(px+10, py+h, "CHARGE PER SHOT",0,weap->charge_per_shot, 1);
- h += 15;
- }
info_unit u; int8_t *_; int __; int size[2];
hud_map_sel(&u, info, 3, 0, &_, &__, size);
size[0] -= 5; size[1] -= 5;
@@ -304,8 +239,8 @@ void render_view_aug (SDL_Renderer* rend, txtd *t, int px, int py,
info_aug *augm = info->augs+aug;
int h = 10;
- LABEL(px+10, py+h, augm->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, augm->weight, 1); h += 15;
+ stats_comp *comp = info->stats[STATS_AUGS]+aug;
+ LABEL(px+10, py+h, comp->name, 1); h += 20;
float size[2] = { 150, 50 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
@@ -322,67 +257,10 @@ void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py,
info_aug *augm = info->augs+aug;
int h = 10;
- LABEL(px+10, py+h, augm->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, augm->weight, 1); h += 15;
+ stats_comp *comp = info->stats[STATS_AUGS]+aug;
+ LABEL(px+10, py+h, comp->name, 1); h += 20;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
- float range = 0; for(int i=0;i<MAXLEVEL;i++)
- range += fabs(augm->add_range[i]);
- if (range > 0) {
- LABEL_F3(px+10, py+h, "RANGE", 0, augm->add_range, 1); h += 15;
- }
-
- float cooldown = 0; for(int i=0;i<MAXLEVEL;i++)
- cooldown += fabs(augm->add_cooldown[i]);
- if (cooldown != 0) {
- LABEL_F3(px+10, py+h, "COOLDOWN", 2, augm->add_cooldown, 1);
- h += 15;
- }
-
- float speed = 0; for(int i=0;i<MAXLEVEL;i++)
- speed += fabs(augm->add_speed[i]);
- if (speed != 0) {
- LABEL_F3(px+10, py+h, "SPEED", 2, augm->add_speed, 1); h += 15;
- }
-
- float hp = 0; for(int i=0;i<MAXLEVEL;i++)
- hp += fabs(augm->add_hp[i]);
- if (hp != 0) {
- LABEL_F3(px+10, py+h, "HP", 1, augm->add_hp, 1); h += 15;
- }
-
- h += 5;
-
- float sum = 0;
- for (int i=0; i<7; i++)
- for(int j=0;j<MAXLEVEL;j++)
- sum += fabs(augm->add_armor[i][j]);
- if (sum != 0) {
- for (int i=0; i<7; i++) {
- float suml = 0; for(int j=0;j<MAXLEVEL;j++)
- suml+=fabs(augm->add_armor[i][j]);
- if (suml > 0) {
- LABEL_F3(px+10, py+h, info->damage_types[i],
- 1, augm->add_armor[i], 1);
- h += 15;
- }
- }
- }
-
- sum = 0;
- for (int i=0; i<7; i++)
- for(int j=0;j<MAXLEVEL;j++)
- sum += fabs(augm->add_damage[i][j]);
- if (sum != 0) {
- for (int i=0; i<7; i++) {
- float suml = 0; for(int j=0;j<MAXLEVEL;j++)
- suml+=fabs(augm->add_damage[i][j]);
- if (suml > 0) {
- LABEL_F3(px+10, py+h, info->damage_types[i],
- 1, augm->add_damage[i], 1);
- h += 15;
- }
- }
- }
info_unit u; int8_t *_; int __; int size[2];
hud_map_sel(&u, info, 4, 0, &_, &__, size);
size[0] -= 5; size[1] -= 5;
@@ -398,9 +276,11 @@ void render_view_brain (SDL_Renderer* rend, txtd *t, int px, int py,
{
if (brain != -1) {
float pname[2] = { px+10, py+10 };
- char sname[64]; sprintf(sname, "%s",
- info->brains[brain].name);
- render_text_scaled(rend, sname, pname, t, 1);
+ int h = 10;
+
+ stats_comp *comp = info->stats[STATS_BRAIN]+brain;
+ LABEL(px+10, py+h, comp->name, 1); h += 20;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
float size[2] = { 145, 145 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);