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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 /gst/gst.c
parent83c2ceb9cbe890ec50399b6e4908218477a3088f (diff)
before was messy, now is MACRO(MACRO(MACRO(MACRO(clean))))
Diffstat (limited to 'gst/gst.c')
-rw-r--r--gst/gst.c21
1 files changed, 14 insertions, 7 deletions
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 };