diff options
Diffstat (limited to 'gst/gst.c')
-rw-r--r-- | gst/gst.c | 21 |
1 files changed, 14 insertions, 7 deletions
@@ -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 }; |