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authorjacopo grandi <jak.sk8@hotmail.it>2021-02-22 16:28:34 +0100
committerjacopo grandi <jak.sk8@hotmail.it>2021-02-22 16:29:15 +0100
commit16bca58803c5ff76de20889bc064f22e5305b9ed (patch)
treea0d154e84071677d1bd76a07fc8e4dc771c1f5a0 /hud
parent02c89fceeb915e31b36dd4acb4218ccd913b2ce8 (diff)
blinking cursor and fix net
Diffstat (limited to 'hud')
-rw-r--r--hud/hud.c127
-rw-r--r--hud/hud.h8
2 files changed, 111 insertions, 24 deletions
diff --git a/hud/hud.c b/hud/hud.c
index b109ef5..fd9506e 100644
--- a/hud/hud.c
+++ b/hud/hud.c
@@ -1,6 +1,7 @@
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
+#include <math.h>
#include <hud.h>
#include <hud_views.h>
@@ -15,6 +16,14 @@
// INIT
+void init_overlay_battle (graphic_settings *gs, overlay_battle *ob,
+ txtd *t)
+{
+ int w = 400, h = 100;
+ int x = gs->resx-w-10, y = 10;
+ ob->rect_back = { x, y, w, h };
+}
+
void init_sel_chassis (graphic_settings *gs, hud_sel *sc, txtd *t,
SDL_Rect back, float start)
{
@@ -98,6 +107,7 @@ void init_overlay_game (graphic_settings *gs, overlay_game *og, txtd *t) {
void hud_reset (graphic_settings *gs, hud *h, txtd *t) {
init_form_new_unit(gs, &h->fnu, t);
+ init_overlay_battle(gs, &h->ob, t);
init_overlay_game(gs, &h->og, t);
SDL_Rect clip = { h->fnu.rect_back.x, h->sc.ref->y,
h->fnu.rect_back.w, 300 };
@@ -361,6 +371,10 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
infos *info, army *ar, map *m, txtd *t, gamestate *gst,
net_client *netc, net_server *nets, Mix_Chunk *sounds[])
{
+ if (h->og.input_army != -1) {
+ // hack to not pass gst to everything
+ strcpy(gst->army_bp[0].name, h->nameedit);
+ }
if (h->og.battle_state == 1) {
if (nets->sock_client == NULL) {
net_server_accept(nets);
@@ -369,15 +383,21 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
int len = net_server_recv(nets, buffer);
if (len != -1) {
h->og.battle_state = 3;
-
- int armysize = sizeof(unit)*gst->army_bp[0].uslen;
+
+ int armysize = sizeof(unit)*gst->army_bp[0].uslen + 64;
char data[armysize];
memcpy(data, gst->army_bp[0].us, armysize);
+ memcpy(data+armysize-64, h->og.playername, 32);
+ memcpy(data+armysize-32, gst->army_bp[0].name, 32);
+
net_server_send(nets, data, armysize);
printf("send (%d)\n", armysize);
- memcpy(gst->army_bp[1].us, buffer, len);
- gst->army_bp[1].uslen = len/sizeof(unit);
+ int arlen = len-64;
+ memcpy(gst->army_bp[1].us, buffer, arlen);
+ gst->army_bp[1].uslen = arlen/sizeof(unit);
+ memcpy(h->ob.oppo, buffer+arlen, 32);
+ memcpy(gst->army_bp[1].name, buffer+arlen+32, 32);
gst->playernum = 2;
gst_tobattle(gst);
gst->cam[0] = -gs->resx/2+gst->map_battle.sx*gst->map_battle.ts/2;
@@ -394,8 +414,11 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
if (len != -1) {
h->og.battle_state = 3;
- memcpy(gst->army_bp[1].us, buffer, len);
- gst->army_bp[1].uslen = len/sizeof(unit);
+ int arlen = len-64;
+ memcpy(gst->army_bp[1].us, buffer, arlen);
+ gst->army_bp[1].uslen = arlen/sizeof(unit);
+ memcpy(h->ob.oppo, buffer+arlen, 32);
+ memcpy(gst->army_bp[1].name, buffer+arlen+32, 32);
gst->playernum = 2;
gst_tobattle(gst);
gst->cam[0] = -gs->resx/2+gst->map_battle.sx*gst->map_battle.ts/2;
@@ -435,9 +458,11 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
net_client_open(netc);
int conn = net_client_connect(netc, h->og.ip, SERVER_PORT);
if (conn == 0) {
- int armysize = sizeof(unit)*gst->army_bp[0].uslen;
+ int armysize = sizeof(unit)*gst->army_bp[0].uslen + 64;
char data[armysize];
memcpy(data, gst->army_bp[0].us, armysize);
+ memcpy(data+armysize-64, h->og.playername, 32);
+ memcpy(data+armysize-32, gst->army_bp[0].name, 32);
net_client_send(netc, data, armysize);
printf("send (%d)\n", armysize);
h->og.battle_state = 2;
@@ -549,6 +574,8 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
float posp[2] = { x, y };
float sizep[2] = { wload, 11+4*2 };
if (pt_rect(mousepos, posp, sizep)) {
+ int cur = h->og.army_listcur;
+ info_save_army(gst->army_bp+0, h->og.army_list[cur]);
h->og.army_listcur = i;
info_load_army(gst->army_bp+0, h->og.army_list[i]);
Mix_PlayChannel( -1, sounds[SOUND_SUCCESS], 0 );
@@ -577,7 +604,9 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
}
if (h->nameedit == NULL) {
- float pn[2] = { h->og.rect_battle.x+5, h->og.rect_battle.y+25 };
+ float wjoin = get_text_width("join game", t);
+ float pn[2] = { h->og.join_game.pos[0]+wjoin + 4*2+10,
+ h->og.join_game.pos[1]+4 };
char sn[64]; sprintf(sn, "IP: %s", h->og.playername);
float sizen[2] = { get_text_width(sn, t), 10 };
if (pt_rect(mousepos, pn, sizen)) {
@@ -674,7 +703,7 @@ void hud_process (graphic_settings *gs, hud *h, MKb *mkb,
// RENDER
void hud_render_sel (hud_sel *sc, MKb *mkb, info_unit *u,
SDL_Renderer* rend, SDL_Texture *sprites, txtd *t, infos *info,
- int sel, int ind)
+ int sel, int ind, float time)
{
int8_t *n = NULL; int bound = 0; int size[2];
hud_map_sel(u, info, sel, ind, &n, &bound, size);
@@ -706,7 +735,7 @@ void hud_render_sel (hud_sel *sc, MKb *mkb, info_unit *u,
}
void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
- SDL_Renderer* rend, txtd *t, infos *info, SDL_Texture *sprites)
+ SDL_Renderer* rend, txtd *t, infos *info, SDL_Texture *sprites, float time)
{
SDL_SetRenderDrawColor(rend, 150, 200, 255, 255);
SDL_RenderFillRect(rend, &fnu->rect_back);
@@ -839,7 +868,7 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
}
void hud_render_overlay_game (overlay_game *og, MKb *mkb,
- SDL_Renderer* rend, txtd *t, infos *info, SDL_Texture *sprites)
+ SDL_Renderer* rend, txtd *t, infos *info, SDL_Texture *sprites, float time)
{
SDL_SetRenderDrawColor(rend, 40, 150, 200, 255);
SDL_RenderFillRect(rend, &og->rect_templates);
@@ -869,7 +898,7 @@ void hud_render_overlay_game (overlay_game *og, MKb *mkb,
float pname[2] = { wplace+wedit+4*4+10+px, py+4 };
char *sname = info->templates[i].name;
char sn[64];
- if (og->input_temp == i) {
+ if (og->input_temp == i && time - ((long)time) < 0.5) {
sprintf(sn, "%s_", sname);
} else {
sprintf(sn, "%s", sname);
@@ -901,7 +930,7 @@ void hud_render_overlay_game (overlay_game *og, MKb *mkb,
render_button(rend, t, &b);
char sn[64];
- if (og->input_army == i) {
+ if (og->input_army == i && time - ((long)time) < 0.5) {
sprintf(sn, "%s_", og->army_list[i]);
} else {
sprintf(sn, "%s", og->army_list[i]);
@@ -922,16 +951,19 @@ void hud_render_overlay_game (overlay_game *og, MKb *mkb,
float pn[2] = { og->rect_battle.x+5, og->rect_battle.y+5 };
char sn[64];
- if (og->input_playername == 1) {
+ if (og->input_playername == 1 && time - ((long)time) < 0.5) {
sprintf(sn, "PLAYER NAME: %s_", og->playername);
} else {
sprintf(sn, "PLAYER NAME: %s", og->playername);
}
render_text_scaled(rend, sn, pn, t, 1);
- float pip[2] = { og->rect_battle.x+5, og->rect_battle.y+25 };
+ float wjoin = get_text_width("join game", t);
+ float pip[2] = { og->join_game.pos[0]+wjoin + 4*2+10,
+ og->join_game.pos[1]+4 };
char sip[64];
- if (og->input_ip == 1) {
+ int _;
+ if (og->input_ip == 1 && time - ((long)time) < 0.5) {
sprintf(sip, "IP: %s_", og->ip);
} else {
sprintf(sip, "IP: %s", og->ip);
@@ -950,22 +982,71 @@ void hud_render_overlay_game (overlay_game *og, MKb *mkb,
}
}
+void hud_render_overlay_battle (overlay_battle *ob, MKb *mkb,
+ SDL_Renderer* rend, txtd *t, infos *info, gamestate *gst, float time)
+{
+
+ SDL_SetRenderDrawColor(rend, 240, 240, 240, 255);
+ SDL_RenderFillRect(rend, &ob->rect_back);
+ SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
+ SDL_RenderDrawRect(rend, &ob->rect_back);
+
+ float x = ob->rect_back.x, y = ob->rect_back.y;
+ float w = ob->rect_back.w;
+
+ float h = 10;
+ {
+ float p[2] = { x+10, y+h };
+ char s[32]; sprintf(s, "%s", ob->oppo);
+ render_text_scaled(rend, s, p, t, 2);
+ } h += 35;
+ {
+ float p[2] = { x+10, y+h };
+ char s[64]; sprintf(s, "%s", gst->army_bp[0].name);
+ render_text_scaled(rend, s, p, t, 1);
+
+ char p2[64]; sprintf(p2, "%s", gst->army_bp[1].name);
+ float p2w = get_text_width(p2, t);
+ float q[2] = { x+w-10-p2w, y+h };
+ render_text_scaled(rend, p2, q, t, 1);
+ } h += 20;
+ {
+ float dps = 0;
+ for (int i=0; i<gst->ar.uslen; i++) {
+ if (gst->ar.us[i].hp <= 0) continue;
+ dps += info_unit_get_dps(info, &gst->ar.us[i].info);
+ }
+ float p[2] = { x+10, y+h };
+ char s[64]; sprintf(s, "DAMAGE PER TURN: %.0f", dps);
+ render_text_scaled(rend, s, p, t, 1);
+ } h += 15;
+}
+
void hud_render (hud *h, SDL_Renderer* rend, txtd *t, MKb *mkb, infos *info,
- SDL_Texture *sprites)
+ SDL_Texture *sprites, gamestate *gst, float time)
{
switch (h->state) {
case 0:
- hud_render_overlay_game(&h->og, mkb, rend, t, info, sprites);
+ hud_render_overlay_game(&h->og, mkb, rend, t, info, sprites,
+ time);
break;
case 1:
- hud_render_overlay_game(&h->og, mkb, rend, t, info, sprites);
- hud_render_form_new_unit(&h->fnu, mkb, rend, t, info, sprites);
+ hud_render_overlay_game(&h->og, mkb, rend, t, info, sprites,
+ time);
+ hud_render_form_new_unit(&h->fnu, mkb, rend, t, info, sprites,
+ time);
break;
case 2:
- hud_render_overlay_game(&h->og, mkb, rend, t, info, sprites);
- hud_render_form_new_unit(&h->fnu, mkb, rend, t, info, sprites);
+ hud_render_overlay_game(&h->og, mkb, rend, t, info, sprites,
+ time);
+ hud_render_form_new_unit(&h->fnu, mkb, rend, t, info, sprites,
+ time);
hud_render_sel(&h->sc, mkb, &h->fnu.uinfo,
- rend, sprites, t, info, h->fnu.sel, h->fnu.ind);
+ rend, sprites, t, info, h->fnu.sel, h->fnu.ind, time);
+ break;
+ case 3:
+ hud_render_overlay_battle(&h->ob, mkb, rend, t, info, gst,
+ time);
break;
}
} \ No newline at end of file
diff --git a/hud/hud.h b/hud/hud.h
index a520dcb..cdf95b1 100644
--- a/hud/hud.h
+++ b/hud/hud.h
@@ -22,6 +22,11 @@ typedef struct {
} hud_sel;
typedef struct {
+ SDL_Rect rect_back;
+ char *oppo[32];
+} overlay_battle;
+
+typedef struct {
button new_template;
button save_templates;
button save_army;
@@ -64,6 +69,7 @@ typedef struct {
typedef struct {
hud_sel sc;
+ overlay_battle ob;
overlay_game og;
form_new_unit fnu;
int state;
@@ -76,6 +82,6 @@ void hud_process (graphic_settings *gs, hud *h, MKb *mkb,
infos *info, army *ar, map *m, txtd *t, gamestate *gst,
net_client *netc, net_server *nets, Mix_Chunk *sounds[]);
void hud_render (hud *h, SDL_Renderer* rend, txtd *t, MKb *mkb, infos *info,
- SDL_Texture *sprites);
+ SDL_Texture *sprites, gamestate *gst, float time);
#endif \ No newline at end of file