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Diffstat (limited to 'hud/hud.c')
-rw-r--r--hud/hud.c83
1 files changed, 39 insertions, 44 deletions
diff --git a/hud/hud.c b/hud/hud.c
index 62263c7..0e8b4d6 100644
--- a/hud/hud.c
+++ b/hud/hud.c
@@ -144,45 +144,41 @@ int hud_fnu_check (info_unit *u, infos *info) {
if (u->chassis == -1) return 1;
if (u->battery == -1) return 2;
if (u->brain == -1) return 3;
- float curweight = info_unit_get_weight(info, u);
int chassis_lvl = u->levels[LEVEL_CHASSIS];
- float maxweight = info->chassis[u->chassis].weight_max[chassis_lvl];
- if (curweight > maxweight) { return 4; }
+
+ stats_unit base;
+ stats_unit_compute(info, u, &base);
+ if (base.frame.weight > base.frame.weight_max) { return 4; }
return 0;
}
void hud_map_sel (info_unit *u, infos *info, int sel, int ind,
int8_t **n, int *bound, int size[])
{
+ *bound = info->statslen[sel];
if (sel == 0) {
*n = &u->chassis;
- *bound = info->chassislen;
size[0] = 300; size[1] = 300;
}
if (sel == 1) {
- *n = &u->battery;
- *bound = info->batterieslen;
+ *n = &u->brain;
size[0] = 145; size[1] = 145;
}
if (sel == 2) {
- *n = &u->armor[ind];
- *bound = info->armorslen;
- size[0] = 150; size[1] = 200;
+ *n = &u->battery;
+ size[0] = 145; size[1] = 145;
}
if (sel == 3) {
*n = &u->weapons[ind];
- *bound = info->weaponslen;
size[0] = 200; size[1] = 170;
}
if (sel == 4) {
- *n = &u->augs[ind];
- *bound = info->augslen;
+ *n = &u->armor[ind];
size[0] = 150; size[1] = 200;
}
if (sel == 5) {
- *n = &u->brain;
- *bound = info->brainslen;
- size[0] = 145; size[1] = 145;
+ *n = &u->augs[ind];
+ size[0] = 150; size[1] = 200;
}
}
@@ -324,7 +320,7 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
int lvl = hud_mouse_level(mousepos, possb, sizesb);
if (lvl != -1) h->fnu.uinfo.levels[LEVEL_BATTERY] = lvl;
else {
- h->fnu.sel = 1; h->state = 2;
+ h->fnu.sel = 2; h->state = 2;
hud_open_sel(gs, h, t, info, &h->fnu.rect_battery);
}
}
@@ -334,15 +330,16 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
int lvl = hud_mouse_level(mousepos, possbr, sizesbr);
if (lvl != -1) h->fnu.uinfo.levels[LEVEL_BRAIN] = lvl;
else {
- h->fnu.sel = 5; h->state = 2;
+ h->fnu.sel = 1; h->state = 2;
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[lc]; i++)
- {
+ stats_comp *comp =
+ info->stats[STATS_CHASSIS] +h->fnu.uinfo.chassis;
+
+ for (int i=0; i<comp->base[lc].slot_armor; i++) {
float possa[2] = {
h->fnu.rect_armor[i].x, h->fnu.rect_armor[i].y };
float sizesa[2] = {
@@ -351,14 +348,12 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
int lvl = hud_mouse_level(mousepos, possa, sizesa);
if (lvl != -1) h->fnu.uinfo.levels[LEVEL_ARMOR+i] = lvl;
else {
- h->fnu.sel = 2; h->fnu.ind = i; h->state = 2;
+ h->fnu.sel = 4; h->fnu.ind = i; h->state = 2;
hud_open_sel(gs, h, t, info, &h->fnu.rect_armor[i]);
}
}
}
- for (int i=0;
- i<info->chassis[h->fnu.uinfo.chassis].slot_weapon[lc]; i++)
- {
+ for (int i=0; i<comp->base[lc].slot_weapon; i++) {
float possa[2] = {
h->fnu.rect_weapons[i].x, h->fnu.rect_weapons[i].y };
float sizesa[2] = {
@@ -372,9 +367,7 @@ 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[lc]; i++)
- {
+ for (int i=0; i<comp->base[lc].slot_armor; i++) {
float possa[2] = {
h->fnu.rect_augs[i].x, h->fnu.rect_augs[i].y };
float sizesa[2] = {
@@ -383,7 +376,7 @@ void hud_process_form_new_unit (graphic_settings *gs, hud *h, MKb *mkb,
int lvl = hud_mouse_level(mousepos, possa, sizesa);
if (lvl != -1) h->fnu.uinfo.levels[LEVEL_AUGS+i] = lvl;
else {
- h->fnu.sel = 4; h->fnu.ind = i; h->state = 2;
+ h->fnu.sel = 5; h->fnu.ind = i; h->state = 2;
hud_open_sel(gs, h, t, info, &h->fnu.rect_augs[i]);
}
}
@@ -437,7 +430,7 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
memcpy(h->ob.oppo, buffer+arlen, 32);
memcpy(gst->army_bp[1].name, buffer+arlen+32, 32);
gst->playernum = 2;
- gst_tobattle(gst);
+ gst_tobattle(gst, info);
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->state = 3;
@@ -458,7 +451,7 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
memcpy(h->ob.oppo, buffer+arlen, 32);
memcpy(gst->army_bp[1].name, buffer+arlen+32, 32);
gst->playernum = 2;
- gst_tobattle(gst);
+ gst_tobattle(gst, info);
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->state = 3;
@@ -560,6 +553,7 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
unit u;
unit_init(info, ar, m, x, y,
info->templates+h->og.temp_place, 0, &u);
+
army_spawn(ar, m, u);
}
} else {
@@ -605,12 +599,11 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
if (pt_rect(mousepos, posp, sizep)) {
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_tobattle(gst, info);
gst->cam[0] = -gs->resx/2
+gst->map_battle.sx*gst->map_battle.ts/2;
gst->cam[1] = -gs->resy/2
@@ -619,7 +612,6 @@ void hud_process_overlay_game (graphic_settings *gs, hud *h, MKb *mkb,
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;
@@ -783,24 +775,24 @@ void hud_render_sel (hud_sel *sc, MKb *mkb, info_unit *u,
render_view_chassis(rend, t, x, y, info, i, lvl, sprites);
}
if (sel==1) {
- int lvl = u->levels[LEVEL_BATTERY];
- render_view_battery(rend, t, x, y, info, i, lvl);
+ int lvl = u->levels[LEVEL_BRAIN];
+ render_view_brain(rend, t, x, y, info, i, lvl);
}
if (sel==2) {
- int lvl = u->levels[LEVEL_ARMOR+ind];
- render_view_armor_detail(rend, t, x, y, info, i, lvl);
+ int lvl = u->levels[LEVEL_BATTERY];
+ render_view_battery(rend, t, x, y, info, i, lvl);
}
if (sel==3) {
int lvl = u->levels[LEVEL_WEAPONS+ind];
render_view_weapon_detail(rend, t, x, y, info, i, lvl);
}
if (sel==4) {
- int lvl = u->levels[LEVEL_AUGS+ind];
- render_view_aug_detail(rend, t, x, y, info, i, lvl);
+ int lvl = u->levels[LEVEL_ARMOR+ind];
+ render_view_armor_detail(rend, t, x, y, info, i, lvl);
}
if (sel==5) {
- int lvl = u->levels[LEVEL_BRAIN];
- render_view_brain(rend, t, x, y, info, i, lvl);
+ int lvl = u->levels[LEVEL_AUGS+ind];
+ render_view_aug_detail(rend, t, x, y, info, i, lvl);
}
}
SDL_RenderSetClipRect(rend, NULL);
@@ -832,7 +824,10 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
int lc = fnu->uinfo.levels[LEVEL_CHASSIS];
if (fnu->uinfo.chassis != -1) {
- for (int i=0; i<info->chassis[fnu->uinfo.chassis].slot_weapon[lc]; i++) {
+ stats_comp *comp =
+ info->stats[STATS_CHASSIS] +fnu->uinfo.chassis;
+
+ for (int i=0; i<comp->base[lc].slot_weapon; i++) {
SDL_SetRenderDrawColor(rend, 200, 100, 255, 255);
SDL_RenderFillRect(rend, fnu->rect_weapons+i);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
@@ -842,7 +837,7 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
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[lc]; i++) {
+ for (int i=0; i<comp->base[lc].slot_armor; i++) {
SDL_SetRenderDrawColor(rend, 200, 200, 255, 255);
SDL_RenderFillRect(rend, fnu->rect_armor+i);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
@@ -852,7 +847,7 @@ void hud_render_form_new_unit (form_new_unit *fnu, MKb *mkb,
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[lc]; i++) {
+ for (int i=0; i<comp->base[lc].slot_aug; i++) {
SDL_SetRenderDrawColor(rend, 200, 200, 255, 255);
SDL_RenderFillRect(rend, fnu->rect_augs+i);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);