diff options
Diffstat (limited to 'hud/hud.c')
-rw-r--r-- | hud/hud.c | 49 |
1 files changed, 29 insertions, 20 deletions
@@ -115,7 +115,8 @@ int hud_fnu_check (info_unit *u, infos *info) { if (u->battery == -1) return 2; if (u->brain == -1) return 3; float curweight = info_unit_get_weight(info, u); - float maxweight = info->chassis[u->chassis].weight_max; + int chassis_lvl = u->levels[LEVEL_CHASSIS]; + float maxweight = info->chassis[u->chassis].weight_max[chassis_lvl]; if (curweight > maxweight) { return 4; } return 0; } @@ -272,8 +273,9 @@ 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]; for (int i=0; - i<info->chassis[h->fnu.uinfo.chassis].slot_armor; i++) + i<info->chassis[h->fnu.uinfo.chassis].slot_armor[lc]; i++) { float possa[2] = { h->fnu.rect_armor[i].x, h->fnu.rect_armor[i].y }; @@ -285,7 +287,7 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb, } } for (int i=0; - i<info->chassis[h->fnu.uinfo.chassis].slot_weapon; i++) + i<info->chassis[h->fnu.uinfo.chassis].slot_weapon[lc]; i++) { float possa[2] = { h->fnu.rect_weapons[i].x, h->fnu.rect_weapons[i].y }; @@ -297,7 +299,7 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb, } } for (int i=0; - i<info->chassis[h->fnu.uinfo.chassis].slot_aug; i++) + i<info->chassis[h->fnu.uinfo.chassis].slot_aug[lc]; i++) { float possa[2] = { h->fnu.rect_augs[i].x, h->fnu.rect_augs[i].y }; @@ -552,12 +554,12 @@ void hud_render_sel (hud_sel *sc, MKb *mkb, info_unit *u, SDL_RenderFillRect(rend, &r); SDL_SetRenderDrawColor(rend, 0, 0, 0, 255); SDL_RenderDrawRect(rend, &r); - if (sel==0) render_view_chassis(rend, t, x, y, info, i, sprites); - if (sel==1) render_view_battery(rend, t, x, y, info, i); - if (sel==2) render_view_armor_detail(rend, t, x, y, info, i); - if (sel==3) render_view_weapon_detail(rend, t, x, y, info, i); - if (sel==4) render_view_aug_detail(rend, t, x, y, info, i); - if (sel==5) render_view_brain(rend, t, x, y, info, i); + if (sel==0) render_view_chassis(rend, t, x, y, info, i, 0, sprites); + if (sel==1) render_view_battery(rend, t, x, y, info, i, 0); + if (sel==2) render_view_armor_detail(rend, t, x, y, info, i, 0); + if (sel==3) render_view_weapon_detail(rend, t, x, y, info, i, 0); + if (sel==4) render_view_aug_detail(rend, t, x, y, info, i, 0); + if (sel==5) render_view_brain(rend, t, x, y, info, i, 0); } SDL_RenderSetClipRect(rend, NULL); } @@ -586,33 +588,37 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb, render_view_stats(rend, t, fnu->rect_stats.x, fnu->rect_stats.y, info, &fnu->uinfo); + int lc = fnu->uinfo.levels[LEVEL_CHASSIS]; if (fnu->uinfo.chassis != -1) { - for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_weapon; i++) { + for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_weapon[lc]; i++) { SDL_SetRenderDrawColor(rend, 200, 100, 255, 255); SDL_RenderFillRect(rend, fnu->rect_weapons+i); SDL_SetRenderDrawColor(rend, 0, 0, 0, 255); SDL_RenderDrawRect(rend, fnu->rect_weapons+i); render_view_weapon(rend, t, fnu->rect_weapons[i].x, - fnu->rect_weapons[i].y, info, fnu->uinfo.weapons[i]); + fnu->rect_weapons[i].y, info, fnu->uinfo.weapons[i], + fnu->uinfo.levels[LEVEL_WEAPONS+i]); } - for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_armor; i++) { + for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_armor[lc]; i++) { SDL_SetRenderDrawColor(rend, 200, 200, 255, 255); SDL_RenderFillRect(rend, fnu->rect_armor+i); SDL_SetRenderDrawColor(rend, 0, 0, 0, 255); SDL_RenderDrawRect(rend, fnu->rect_armor+i); render_view_armor(rend, t, fnu->rect_armor[i].x, - fnu->rect_armor[i].y, info, fnu->uinfo.armor[i]); + fnu->rect_armor[i].y, info, fnu->uinfo.armor[i], + fnu->uinfo.levels[LEVEL_ARMOR+i]); } - for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_aug; i++) { + for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_aug[lc]; i++) { SDL_SetRenderDrawColor(rend, 200, 200, 255, 255); SDL_RenderFillRect(rend, fnu->rect_augs+i); SDL_SetRenderDrawColor(rend, 0, 0, 0, 255); SDL_RenderDrawRect(rend, fnu->rect_augs+i); render_view_aug(rend, t, fnu->rect_augs[i].x, - fnu->rect_augs[i].y, info, fnu->uinfo.augs[i]); + fnu->rect_augs[i].y, info, fnu->uinfo.augs[i], + fnu->uinfo.levels[LEVEL_AUGS+i]); } } @@ -681,11 +687,14 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb, render_view_chassis(rend, t, fnu->rect_chassis.x, fnu->rect_chassis.y, - info, fnu->uinfo.chassis, sprites); + info, fnu->uinfo.chassis, + fnu->uinfo.levels[LEVEL_CHASSIS], sprites); render_view_battery(rend, t, - fnu->rect_battery.x, fnu->rect_battery.y, info, fnu->uinfo.battery); + fnu->rect_battery.x, fnu->rect_battery.y, info, fnu->uinfo.battery, + fnu->uinfo.levels[LEVEL_BATTERY]); render_view_brain(rend, t, - fnu->rect_brain.x, fnu->rect_brain.y, info, fnu->uinfo.brain); + fnu->rect_brain.x, fnu->rect_brain.y, info, fnu->uinfo.brain, + fnu->uinfo.levels[LEVEL_BRAIN]); } void hud_render_overlay_game (overlay_game *og, MKb *mkb, @@ -708,7 +717,7 @@ void hud_render_overlay_game (overlay_game *og, MKb *mkb, for (int i=0; i<info->templateslen; i++) { float x = og->rect_templates.x+5; float y = og->rect_templates.y+5 + i*20 + 30; - render_view_template(rend, t, x, y, info, i); + render_view_template(rend, t, x, y, info, i, 0); } SDL_SetRenderDrawColor(rend, 0, 200, 120, 255); |