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authorjacopo grandi <jak.sk8@hotmail.it>2021-03-05 18:00:29 +0100
committerjacopo grandi <jak.sk8@hotmail.it>2021-03-05 18:00:29 +0100
commite3350de3a2d90922c2b16e5b5e819f259adb3588 (patch)
treec254fe461107335543539030341abb894a150dd7 /hud/hud.c
parentd1af4269c4130d11d77f61f1a2ac8f3e249f72f2 (diff)
augs, armor and brain stats tweak, scroll stats view
Diffstat (limited to 'hud/hud.c')
-rw-r--r--hud/hud.c98
1 files changed, 81 insertions, 17 deletions
diff --git a/hud/hud.c b/hud/hud.c
index 40983a7..4a7f5a8 100644
--- a/hud/hud.c
+++ b/hud/hud.c
@@ -40,7 +40,7 @@ void init_sel_chassis (graphic_settings *gs, hud_sel *sc, txtd *t,
void init_form_new_unit (graphic_settings *gs, form_new_unit *fnu, txtd *t) {
int w = 290+200+300+20*2+10*4 + 30*3 + 200;
- int h = 145+300+20*2+10*1 +30*2 +10;
+ int h = 145+300+20*2+10*1 +30*2 + 10;
int x = gs->resx/2-w/2, y = gs->resy/2-h/2;
SDL_Rect_init(&fnu->rect_back, x, y, w, h);
@@ -60,7 +60,7 @@ void init_form_new_unit (graphic_settings *gs, form_new_unit *fnu, txtd *t) {
x+20+500+20+160+30*2, y+20+60*i +30, 150, 50);
}
- SDL_Rect_init(&fnu->rect_stats, x+w-20-200, y+20, 200, h-52 );
+ SDL_Rect_init(&fnu->rect_stats, x+w-20-200, y+20, 200, h-70 );
button bdone = { "save", 4, { x+5, y+h-4*2-10-5 } };
fnu->done = bdone;
@@ -68,6 +68,9 @@ void init_form_new_unit (graphic_settings *gs, form_new_unit *fnu, txtd *t) {
int width = get_text_width("randomize", t);
button brand = { "randomize", 4, { x+w-4*2-width-5, y+h-4*2-10-5 } };
fnu->randomize = brand;
+
+ SDL_Rect_init(&fnu->rect_gen_cost,
+ x+w-200-20, y+h-5-10-4*2, 200-width+4*2-5, 10+4*2);
}
void init_overlay_game (graphic_settings *gs, overlay_game *og, txtd *t) {
@@ -131,6 +134,8 @@ void hud_reset (graphic_settings *gs, hud *h, txtd *t) {
void hud_init (graphic_settings *gs, hud *h, txtd *t) {
h->fnu.sel = 0; h->fnu.ind = 0;
+ h->fnu.gen_cost_max = 3000;
+ h->fnu.nav_stats = 0;
h->sc.ref = &h->fnu.rect_chassis;
h->og.temp_place = -1;
info_unit_init(&h->fnu.uinfo);
@@ -261,6 +266,7 @@ void hud_open_fnu (hud *h, infos *info, info_unit *u, int i) {
h->fnu.uinfo = *u;
h->fnu.uinfo_ptr = u;
h->og.temp_modify = i;
+ h->fnu.nav_stats = 0;
hud_edit_close(h, info);
}
@@ -321,7 +327,8 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
Mix_PlayChannel( -1, sounds[SOUND_SUCCESS], 0 );
}
if (mouse_in_button(mousepos, t, &h->fnu.randomize)) {
- generate_unit(info, &h->fnu.uinfo, 10000);
+ generate_unit(info, &h->fnu.uinfo, h->fnu.gen_cost_max);
+ h->fnu.nav_stats = 0;
Mix_PlayChannel( -1, sounds[SOUND_SUCCESS], 0 );
}
float possc[2] = { h->fnu.rect_chassis.x, h->fnu.rect_chassis.y };
@@ -354,12 +361,11 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
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];
- stats_comp *comp =
- info->stats[STATS_CHASSIS] +h->fnu.uinfo.chassis;
+ if (h->fnu.uinfo.chassis != -1) {
+ stats_unit base;
+ stats_unit_compute(info, &h->fnu.uinfo, &base);
- for (int i=0; i<comp->base[lc].slot_armor; i++) {
+ for (int i=0; i<base.frame.slot_armor; i++) {
float possa[2] = {
h->fnu.rect_armor[i].x, h->fnu.rect_armor[i].y };
float sizesa[2] = {
@@ -373,7 +379,8 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
}
}
}
- for (int i=0; i<comp->base[lc].slot_weapon; i++) {
+
+ for (int i=0; i<base.frame.slot_weapon; i++) {
float possa[2] = {
h->fnu.rect_weapons[i].x, h->fnu.rect_weapons[i].y };
float sizesa[2] = {
@@ -387,7 +394,7 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
}
}
}
- for (int i=0; i<comp->base[lc].slot_aug; i++) {
+ for (int i=0; i<base.frame.slot_aug; i++) {
float possa[2] = {
h->fnu.rect_augs[i].x, h->fnu.rect_augs[i].y };
float sizesa[2] = {
@@ -412,6 +419,24 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
hud_close_fnu(h, info);
}
}
+
+ if (mkb->mheld[0] > 1) {
+ float possa[2] = { h->fnu.rect_gen_cost.x, h->fnu.rect_gen_cost.y };
+ float sizea[2] = { h->fnu.rect_gen_cost.w, h->fnu.rect_gen_cost.h };
+ if (pt_rect(mousepos, possa, sizea)) {
+ float amt = mousepos[0]-h->fnu.rect_gen_cost.x;
+ amt /= h->fnu.rect_gen_cost.w;
+ h->fnu.gen_cost_max = amt*3000;
+ }
+ }
+
+ float pss[2] = { h->fnu.rect_stats.x, h->fnu.rect_stats.y };
+ float sss[2] = { h->fnu.rect_stats.w, h->fnu.rect_stats.h };
+ if (pt_rect(mousepos, pss, sss)) {
+ h->fnu.nav_stats += mkb->mwheeldelta*15;
+ if (h->fnu.nav_stats > 0) h->fnu.nav_stats = 0;
+ if (mkb->mheld[1] == 1) { h->fnu.nav_stats = 0; }
+ }
}
void hud_process_overlay_battle (graphic_settings *gs, hud *h, MKb *mkb,
@@ -856,6 +881,17 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
SDL_SetRenderDrawColor(rend, 150, 200, 255, 255);
SDL_RenderFillRect(rend, &fnu->rect_back);
+ SDL_SetRenderDrawColor(rend, 150, 200, 255, 255);
+ SDL_RenderFillRect(rend, &fnu->rect_back);
+
+ float hbar = 5*2+4*2+10;
+ SDL_Rect rbar = {
+ fnu->rect_back.x, fnu->rect_back.y + fnu->rect_back.h - hbar,
+ fnu->rect_back.w-1, hbar
+ };
+ SDL_SetRenderDrawColor(rend, 200, 230, 255, 255);
+ SDL_RenderFillRect(rend, &rbar);
+
SDL_SetRenderDrawColor(rend, 200, 0, 255, 255);
SDL_RenderFillRect(rend, &fnu->rect_chassis);
SDL_RenderFillRect(rend, &fnu->rect_brain);
@@ -871,15 +907,22 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
SDL_RenderDrawRect(rend, &fnu->rect_battery);
SDL_RenderDrawRect(rend, &fnu->rect_stats);
- render_view_stats(rend, t, fnu->rect_stats.x, fnu->rect_stats.y,
+ SDL_RenderDrawLine(rend, rbar.x, rbar.y, rbar.x+rbar.w, rbar.y);
+
+
+ SDL_RenderSetClipRect(rend, &fnu->rect_stats);
+ render_view_stats(rend, t,
+ fnu->rect_stats.x,
+ fnu->rect_stats.y + fnu->nav_stats,
info, &fnu->uinfo);
+ SDL_RenderSetClipRect(rend, NULL);
int lc = fnu->uinfo.levels[LEVEL_CHASSIS];
if (fnu->uinfo.chassis != -1) {
- stats_comp *comp =
- info->stats[STATS_CHASSIS] +fnu->uinfo.chassis;
+ stats_unit base;
+ stats_unit_compute(info, &fnu->uinfo, &base);
- for (int i=0; i<comp->base[lc].slot_weapon; i++) {
+ for (int i=0; i<base.frame.slot_weapon; i++) {
SDL_SetRenderDrawColor(rend, 200, 100, 255, 255);
SDL_RenderFillRect(rend, fnu->rect_weapons+i);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
@@ -889,7 +932,7 @@ 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<comp->base[lc].slot_armor; i++) {
+ for (int i=0; i<base.frame.slot_armor; i++) {
SDL_SetRenderDrawColor(rend, 200, 200, 255, 255);
SDL_RenderFillRect(rend, fnu->rect_armor+i);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
@@ -899,7 +942,7 @@ 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<comp->base[lc].slot_aug; i++) {
+ for (int i=0; i<base.frame.slot_aug; i++) {
SDL_SetRenderDrawColor(rend, 200, 200, 255, 255);
SDL_RenderFillRect(rend, fnu->rect_augs+i);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
@@ -975,7 +1018,28 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
render_text_scaled(rend, serr, perr, t, 1);
render_button(rend, t, &fnu->randomize);
-
+
+ SDL_SetRenderDrawColor(rend, 200, 200, 200, 255);
+ SDL_RenderFillRect(rend, &fnu->rect_gen_cost);
+ SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
+ SDL_RenderDrawRect(rend, &fnu->rect_gen_cost);
+
+ float amt = fnu->gen_cost_max/3000;
+ SDL_Rect rcost = {
+ fnu->rect_gen_cost.x, fnu->rect_gen_cost.y,
+ fnu->rect_gen_cost.w*amt, fnu->rect_gen_cost.h
+ };
+ SDL_SetRenderDrawColor(rend, 255, 100, 100, 255);
+ SDL_RenderFillRect(rend, &rcost);
+ SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
+ SDL_RenderDrawRect(rend, &rcost);
+
+ char sgen[64]; sprintf(sgen, "cost target: %.0f", fnu->gen_cost_max);
+ float pgen[2] = { fnu->rect_gen_cost.x+4, fnu->rect_gen_cost.y+4 };
+ render_text_scaled(rend, sgen, pgen, t, 1);
+
+ render_button(rend, t, &fnu->done);
+
render_view_chassis(rend, t,
fnu->rect_chassis.x, fnu->rect_chassis.y,
info, fnu->uinfo.chassis,