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authorjacopo grandi <jak.sk8@hotmail.it>2021-02-19 18:30:53 +0100
committerjacopo grandi <jak.sk8@hotmail.it>2021-02-19 18:30:53 +0100
commit5126638d46398579c26d3c7bd908fe17b8508b13 (patch)
treefbb9e981187f32bf78dc521ff538ea31de9c0019 /hud/hud_views.c
parent5f0fce4191309e9526b7109a0d87c092ce6a4193 (diff)
battery calc and unstable levels
Diffstat (limited to 'hud/hud_views.c')
-rw-r--r--hud/hud_views.c79
1 files changed, 40 insertions, 39 deletions
diff --git a/hud/hud_views.c b/hud/hud_views.c
index 557ff1f..a7237e2 100644
--- a/hud/hud_views.c
+++ b/hud/hud_views.c
@@ -15,7 +15,8 @@ void render_view_stats (SDL_Renderer* rend, txtd *t, int px, int py,
h += 35;
float calcweight = info_unit_get_weight(info, tm);
- float maxweight = info->chassis[tm->chassis].weight_max;
+ 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);
@@ -55,7 +56,7 @@ void render_view_stats (SDL_Renderer* rend, txtd *t, int px, int py,
}
void render_view_chassis (SDL_Renderer* rend, txtd *t, int px, int py,
- infos *info, int chassis, SDL_Texture *sprites)
+ infos *info, int chassis, int lvl, SDL_Texture *sprites)
{
if (chassis != -1) {
float pname[2] = { px+10, py+10 };
@@ -85,7 +86,7 @@ void render_view_chassis (SDL_Renderer* rend, txtd *t, int px, int py,
}
void render_view_battery (SDL_Renderer* rend, txtd *t, int px, int py,
- infos *info, int batt)
+ infos *info, int batt, int lvl)
{
if (batt != -1) {
float pname[2] = { px+10, py+10 };
@@ -116,7 +117,7 @@ void render_view_battery (SDL_Renderer* rend, txtd *t, int px, int py,
void render_view_armor (SDL_Renderer* rend, txtd *t, int px, int py,
- infos *info, int armor)
+ infos *info, int armor, int lvl)
{
if (armor != -1) {
float pname[2] = { px+10, py+10 };
@@ -128,9 +129,9 @@ void render_view_armor (SDL_Renderer* rend, txtd *t, int px, int py,
j += strlen(temp);
for (int i=0; i<7; i++) {
if (i<7-1) {
- sprintf(temp, "%.0f, ", info->armors[armor].armor[i]);
+ sprintf(temp, "%.0f, ", info->armors[armor].armor[i][lvl]);
} else {
- sprintf(temp, "%.0f", info->armors[armor].armor[i]);
+ sprintf(temp, "%.0f", info->armors[armor].armor[i][lvl]);
}
strcpy(sa+j, temp);
j += strlen(temp);
@@ -145,7 +146,7 @@ void render_view_armor (SDL_Renderer* rend, txtd *t, int px, int py,
}
void render_view_armor_detail (SDL_Renderer* rend, txtd *t, int px, int py,
- infos *info, int armor)
+ infos *info, int armor, int lvl)
{
if (armor != -1) {
float pname[2] = { px+10, py+10 };
@@ -153,7 +154,7 @@ void render_view_armor_detail (SDL_Renderer* rend, txtd *t, int px, int py,
render_text_scaled(rend, sname, pname, t, 1);
float pweight[2] = { px+10, py+40 };
char sweight[64]; sprintf(sweight, "WEIGHT: %0.0f",
- info->armors[armor].weight);
+ info->armors[armor].weight[lvl]);
render_text_scaled(rend, sweight, pweight, t, 1);
float pred[2] = { px+10, py+60 };
@@ -161,21 +162,21 @@ void render_view_armor_detail (SDL_Renderer* rend, txtd *t, int px, int py,
int h=0;
for (int i=0; i<7; i++) {
- if (info->armors[armor].armor[i] < 0.001) continue;
+ if (info->armors[armor].armor[i][lvl] < 0.001) continue;
float pa[2] = { px+10, py+75+h*15 };
char sa[64]; sprintf(sa, "%s: %.1f%",
- info->damage_types[i], info->armors[armor].armor[i]);
+ info->damage_types[i], info->armors[armor].armor[i][lvl]);
render_text_scaled(rend, sa, pa, t, 1);
h++;
}
} else {
- render_view_weapon(rend, t, px, py, info, armor);
+ render_view_weapon(rend, t, px, py, info, armor, lvl);
}
}
void render_view_weapon (SDL_Renderer* rend, txtd *t, int px, int py,
- infos *info, int weapon)
+ infos *info, int weapon, int lvl)
{
if (weapon != -1) {
float pname[2] = { px+10, py+10 };
@@ -184,7 +185,7 @@ void render_view_weapon (SDL_Renderer* rend, txtd *t, int px, int py,
render_text_scaled(rend, sname, pname, t, 1);
float pweight[2] = { px+10, py+30 };
char sweight[64]; sprintf(sweight, "WEIGHT: %.0f",
- info->weapons[weapon].weight);
+ info->weapons[weapon].weight[lvl]);
render_text_scaled(rend, sweight, pweight, t, 1);
float ptype[2] = { px+10, py+45 };
char stype[64]; sprintf(stype, "DAMAGE TYPE: %s",
@@ -192,15 +193,15 @@ void render_view_weapon (SDL_Renderer* rend, txtd *t, int px, int py,
render_text_scaled(rend, stype, ptype, t, 1);
float pdamage[2] = { px+10, py+60 };
char sdamage[64]; sprintf(sdamage, "DAMAGE: %.0f",
- info->weapons[weapon].damage);
+ info->weapons[weapon].damage[lvl]);
render_text_scaled(rend, sdamage, pdamage, t, 1);
float prange[2] = { px+10, py+75 };
char srange[64]; sprintf(srange, "RANGE: %.0f",
- info->weapons[weapon].range);
+ info->weapons[weapon].range[lvl]);
render_text_scaled(rend, srange, prange, t, 1);
float pcool[2] = { px+10, py+90 };
char scool[64]; sprintf(scool, "COOLDOWN: %.0f",
- info->weapons[weapon].cooldown);
+ info->weapons[weapon].cooldown[lvl]);
render_text_scaled(rend, scool, pcool, t, 1);
} else {
float pname[2] = { px+10, py+10 };
@@ -209,7 +210,7 @@ void render_view_weapon (SDL_Renderer* rend, txtd *t, int px, int py,
}
void render_view_weapon_detail (SDL_Renderer* rend, txtd *t,
- int px, int py, infos *info, int weapon)
+ int px, int py, infos *info, int weapon, int lvl)
{
if (weapon != -1) {
float pname[2] = { px+10, py+10 };
@@ -218,7 +219,7 @@ void render_view_weapon_detail (SDL_Renderer* rend, txtd *t,
render_text_scaled(rend, sname, pname, t, 1);
float pweight[2] = { px+10, py+30 };
char sweight[64]; sprintf(sweight, "WEIGHT: %.0f",
- info->weapons[weapon].weight);
+ info->weapons[weapon].weight[lvl]);
render_text_scaled(rend, sweight, pweight, t, 1);
float ptype[2] = { px+10, py+45 };
char stype[64]; sprintf(stype, "DAMAGE TYPE: %s",
@@ -226,24 +227,24 @@ void render_view_weapon_detail (SDL_Renderer* rend, txtd *t,
render_text_scaled(rend, stype, ptype, t, 1);
float pdamage[2] = { px+10, py+60 };
char sdamage[64]; sprintf(sdamage, "DAMAGE: %.0f",
- info->weapons[weapon].damage);
+ info->weapons[weapon].damage[lvl]);
render_text_scaled(rend, sdamage, pdamage, t, 1);
float prange[2] = { px+10, py+75 };
char srange[64]; sprintf(srange, "RANGE: %.0f",
- info->weapons[weapon].range);
+ info->weapons[weapon].range[lvl]);
render_text_scaled(rend, srange, prange, t, 1);
float pcool[2] = { px+10, py+90 };
char scool[64]; sprintf(scool, "COOLDOWN: %.0f",
- info->weapons[weapon].cooldown);
+ info->weapons[weapon].cooldown[lvl]);
render_text_scaled(rend, scool, pcool, t, 1);
} else {
- render_view_weapon(rend, t, px, py, info, weapon);
+ render_view_weapon(rend, t, px, py, info, weapon, lvl);
}
}
void render_view_aug (SDL_Renderer* rend, txtd *t, int px, int py,
- infos *info, int aug)
+ infos *info, int aug, int lvl)
{
if (aug != -1) {
float pname[2] = { px+10, py+10 };
@@ -252,7 +253,7 @@ void render_view_aug (SDL_Renderer* rend, txtd *t, int px, int py,
render_text_scaled(rend, sname, pname, t, 1);
float pweight[2] = { px+10, py+30 };
char sweight[64]; sprintf(sweight, "WEIGHT: %.0f",
- info->augs[aug].weight);
+ info->augs[aug].weight[lvl]);
render_text_scaled(rend, sweight, pweight, t, 1);
} else {
float pname[2] = { px+10, py+10 };
@@ -261,7 +262,7 @@ void render_view_aug (SDL_Renderer* rend, txtd *t, int px, int py,
}
void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py,
- infos *info, int aug)
+ infos *info, int aug, int lvl)
{
if (aug != -1) {
float h = 10;
@@ -273,11 +274,11 @@ void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py,
float pweight[2] = { px+10, py+h };
char sweight[64]; sprintf(sweight, "WEIGHT: %.0f",
- info->augs[aug].weight);
+ info->augs[aug].weight[lvl]);
render_text_scaled(rend, sweight, pweight, t, 1);
h += 15;
- float range = info->augs[aug].add_range;
+ float range = info->augs[aug].add_range[lvl];
if (range != 0) {
float p[2] = { px+10, py+h };
char s[64]; sprintf(s, "RANGE: %.1f", range);
@@ -285,7 +286,7 @@ void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py,
h += 15;
}
- float cooldown = info->augs[aug].add_cooldown;
+ float cooldown = info->augs[aug].add_cooldown[lvl];
if (cooldown != 0) {
float p[2] = { px+10, py+h };
char s[64]; sprintf(s, "COOLDOWN: %.2f", cooldown);
@@ -293,7 +294,7 @@ void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py,
h += 15;
}
- float speed = info->augs[aug].add_speed;
+ float speed = info->augs[aug].add_speed[lvl];
if (speed != 0) {
float p[2] = { px+10, py+h };
char s[64]; sprintf(s, "SPEED: %.2f", speed);
@@ -301,7 +302,7 @@ void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py,
h += 15;
}
- float hp = info->augs[aug].add_hp;
+ float hp = info->augs[aug].add_hp[lvl];
if (hp != 0) {
float p[2] = { px+10, py+h };
char s[64]; sprintf(s, "HP: %.1f", hp);
@@ -312,44 +313,44 @@ void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py,
h += 5;
float sum = 0;
- for (int i=0; i<7; i++) sum += fabs(info->augs[aug].add_armor[i]);
+ for (int i=0; i<7; i++) sum += fabs(info->augs[aug].add_armor[i][lvl]);
if (sum != 0) {
float p[2] = { px+10, py+h };
render_text_scaled(rend, "ARMOR: ", p, t, 1);
h += 15;
for (int i=0; i<7; i++) {
- if (info->augs[aug].add_armor[i] == 0) continue;
+ if (info->augs[aug].add_armor[i][lvl] == 0) continue;
float pa[2] = { px+10, py+h };
char sa[64]; sprintf(sa, "%s: %.1f%",
- info->damage_types[i], info->augs[aug].add_armor[i]);
+ info->damage_types[i], info->augs[aug].add_armor[i][lvl]);
render_text_scaled(rend, sa, pa, t, 1);
h += 15;
}
}
sum = 0;
- for (int i=0; i<7; i++) sum += fabs(info->augs[aug].add_damage[i]);
+ for (int i=0; i<7; i++) sum += fabs(info->augs[aug].add_damage[i][lvl]);
if (sum != 0) {
float p[2] = { px+10, py+h };
render_text_scaled(rend, "DAMAGE: ", p, t, 1);
h += 15;
for (int i=0; i<7; i++) {
- if (info->augs[aug].add_damage[i] == 0) continue;
+ if (info->augs[aug].add_damage[i][lvl] == 0) continue;
float pa[2] = { px+10, py+h };
char sa[64]; sprintf(sa, "%s: %.1f%",
- info->damage_types[i], info->augs[aug].add_damage[i]);
+ info->damage_types[i], info->augs[aug].add_damage[i][lvl]);
render_text_scaled(rend, sa, pa, t, 1);
h += 15;
}
}
} else {
- render_view_aug(rend, t, px, py, info, aug);
+ render_view_aug(rend, t, px, py, info, aug, lvl);
}
}
void render_view_brain (SDL_Renderer* rend, txtd *t, int px, int py,
- infos *info, int brain)
+ infos *info, int brain, int lvl)
{
if (brain != -1) {
float pname[2] = { px+10, py+10 };
@@ -364,7 +365,7 @@ void render_view_brain (SDL_Renderer* rend, txtd *t, int px, int py,
void render_view_template (SDL_Renderer* rend, txtd *t, int px, int py,
- infos *info, int temp)
+ infos *info, int temp, int lvl)
{
button b = { "edit", 4, { px, py } };
render_button(rend, t, &b);