aboutsummaryrefslogtreecommitdiff
path: root/hud/hud.c
diff options
context:
space:
mode:
Diffstat (limited to 'hud/hud.c')
-rw-r--r--hud/hud.c127
1 files changed, 100 insertions, 27 deletions
diff --git a/hud/hud.c b/hud/hud.c
index fd9506e..70ce9b0 100644
--- a/hud/hud.c
+++ b/hud/hud.c
@@ -123,12 +123,14 @@ void hud_init (graphic_settings *gs, hud *h, txtd *t) {
h->og.army_listcur = 0;
strcpy(h->og.playername, "");
strcpy(h->og.ip, "192.168.1.255");
+ strcpy(h->ob.oppo, "cpu");
h->nameedit = NULL;
h->og.battle_state = 0;
h->og.input_playername = 0;
h->og.input_ip = 0;
h->og.input_army = -1;
h->og.input_temp = -1;
+ h->og.start_battle_flag = 0;
hud_reset(gs, h, t);
}
@@ -442,15 +444,6 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
Mix_PlayChannel( -1, sounds[SOUND_SUCCESS], 0 );
}
- if (mouse_in_button(mousepos, t, &h->og.start_battle)) {
- gst_tobattle(gst);
- gst->cam[0] = -gs->resx/2+gst->map_battle.sx*gst->map_battle.ts/2;
- gst->cam[1] = -gs->resy/2+gst->map_battle.sy*gst->map_battle.ts/2;
- h->og.battle_state = 3;
- h->state = 3;
- Mix_PlayChannel( -1, sounds[SOUND_SUCCESS], 0 );
- }
-
if (mouse_in_button(mousepos, t, &h->og.join_game)) {
h->og.battle_state = 0;
net_server_close(nets);
@@ -569,16 +562,34 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
for (int i=0; i<h->og.army_listlen; i++) {
float x = h->og.rect_army.x+5;
- float y = h->og.rect_army.y+5 + i*20 + 30;
+ float y = h->og.rect_army.y+5 + i*20 + 50;
float wload = get_text_width("load", t)+4*2;
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 );
+ if (h->og.start_battle_flag == 1) {
+ // start battle
+ printf("ahia\n");
+ h->og.start_battle_flag = 0;
+ hud_edit_close(h, info);
+ info_load_army(gst->army_bp+1, h->og.army_list[i]);
+ gst->playernum = 2;
+ gst_tobattle(gst);
+ gst->cam[0] = -gs->resx/2
+ +gst->map_battle.sx*gst->map_battle.ts/2;
+ gst->cam[1] = -gs->resy/2
+ +gst->map_battle.sy*gst->map_battle.ts/2;
+ h->og.battle_state = 3;
+ h->state = 3;
+ Mix_PlayChannel( -1, sounds[SOUND_SUCCESS], 0 );
+ } else {
+ printf("lol\n");
+ 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 );
+ }
}
else if (h->nameedit == NULL) {
float pn[2] = { x+wload+5, y+4 };
@@ -614,6 +625,13 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
h->og.input_ip = 1;
}
}
+ if (h->og.start_battle_flag == 1) {
+ h->og.start_battle_flag = 0;
+ }
+
+ if (mouse_in_button(mousepos, t, &h->og.start_battle)) {
+ h->og.start_battle_flag = 1;
+ }
}
// rm unit
@@ -868,7 +886,8 @@ 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, float time)
+ SDL_Renderer* rend, txtd *t, infos *info, SDL_Texture *sprites,
+ gamestate *gst, float time)
{
SDL_SetRenderDrawColor(rend, 40, 150, 200, 255);
SDL_RenderFillRect(rend, &og->rect_templates);
@@ -917,14 +936,20 @@ void hud_render_overlay_game (overlay_game *og, MKb *mkb,
};
render_text_scaled(rend, sarmy, parmy, t, 2);
- render_button(rend, t, &og->save_army);
- render_button(rend, t, &og->new_army);
- render_button(rend, t, &og->delete_army);
+ float cost = 0;
+ for (int i=0; i<gst->army_bp[0].uslen; i++) {
+ cost += info_unit_get_cost(info, &gst->army_bp[0].us[i].info);
+ }
+ float cx = og->rect_army.x+5;
+ float cy = og->rect_army.y+5 + 30;
+ float p[2] = { cx, cy };
+ char s[64]; sprintf(s, "COST: %.0f", cost);
+ render_text_scaled(rend, s, p, t, 1);
button b = { "load", 4, { 0, 0 } };
for (int i=0; i<og->army_listlen; i++) {
float x = og->rect_army.x+5;
- float y = og->rect_army.y+5 + i*20 + 30;
+ float y = og->rect_army.y+5 + i*20 + 50;
float bw = get_text_width("load", t)+4*2;
b.pos[0] = x; b.pos[1] = y;
render_button(rend, t, &b);
@@ -944,6 +969,10 @@ void hud_render_overlay_game (overlay_game *og, MKb *mkb,
}
}
+ render_button(rend, t, &og->save_army);
+ render_button(rend, t, &og->new_army);
+ render_button(rend, t, &og->delete_army);
+
SDL_SetRenderDrawColor(rend, 250, 60, 60, 255);
SDL_RenderFillRect(rend, &og->rect_battle);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
@@ -972,7 +1001,19 @@ void hud_render_overlay_game (overlay_game *og, MKb *mkb,
render_button(rend, t, &og->host_game);
render_button(rend, t, &og->join_game);
- render_button(rend, t, &og->start_battle);
+
+ if (og->start_battle_flag == 0) {
+ render_button(rend, t, &og->start_battle);
+ } else {
+ char stip[32] = "select an army to fight";
+ float wbat = get_text_width("start battle", t);
+ float wtip = get_text_width(stip, t);
+ float ptip[2] = {
+ og->start_battle.pos[0]-wtip+wbat-5+4*2,
+ og->start_battle.pos[1]+4
+ };
+ render_text_scaled(rend, stip, ptip, t, 1);
+ }
if (og->temp_place != -1) {
SDL_Rect srcRect = {
@@ -997,7 +1038,7 @@ void hud_render_overlay_battle (overlay_battle *ob, MKb *mkb,
float h = 10;
{
float p[2] = { x+10, y+h };
- char s[32]; sprintf(s, "%s", ob->oppo);
+ char s[32]; sprintf(s, "vs: %s", ob->oppo);
render_text_scaled(rend, s, p, t, 2);
} h += 35;
{
@@ -1011,14 +1052,46 @@ void hud_render_overlay_battle (overlay_battle *ob, MKb *mkb,
render_text_scaled(rend, p2, q, t, 1);
} h += 20;
{
+ float cost = 0;
+ for (int i=0; i<gst->army_bp[0].uslen; i++) {
+ cost += info_unit_get_cost(info, &gst->army_bp[0].us[i].info);
+ }
+ float p[2] = { x+10, y+h };
+ char s[64]; sprintf(s, "COST: %.0f", cost);
+ render_text_scaled(rend, s, p, t, 1);
+
+ float cost2 = 0;
+ for (int i=0; i<gst->army_bp[1].uslen; i++) {
+ cost2 += info_unit_get_cost(info, &gst->army_bp[1].us[i].info);
+ }
+ char p2[64]; sprintf(p2, "COST: %.0f", cost2);
+ 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 += 15;
+ {
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);
+ if (gst->ar.us[i].owner == 0) {
+ 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);
+ char s[64]; sprintf(s, "DAMAGE: %.0f", dps);
render_text_scaled(rend, s, p, t, 1);
+
+ float dps2 = 0;
+ for (int i=0; i<gst->ar.uslen; i++) {
+ if (gst->ar.us[i].hp <= 0) continue;
+ if (gst->ar.us[i].owner == 1) {
+ dps2 += info_unit_get_dps(info, &gst->ar.us[i].info);
+ }
+ }
+ char p2[64]; sprintf(p2, "DAMAGE: %.0f", dps2);
+ 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 += 15;
}
@@ -1027,17 +1100,17 @@ void hud_render (hud *h, SDL_Renderer* rend, txtd *t, MKb *mkb, infos *info,
{
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, gst,
time);
break;
case 1:
- hud_render_overlay_game(&h->og, mkb, rend, t, info, sprites,
+ hud_render_overlay_game(&h->og, mkb, rend, t, info, sprites, gst,
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_overlay_game(&h->og, mkb, rend, t, info, sprites, gst,
time);
hud_render_form_new_unit(&h->fnu, mkb, rend, t, info, sprites,
time);