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-rw-r--r--hud/hud.c83
-rw-r--r--hud/hud_views.c282
2 files changed, 120 insertions, 245 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);
diff --git a/hud/hud_views.c b/hud/hud_views.c
index c767e68..a669034 100644
--- a/hud/hud_views.c
+++ b/hud/hud_views.c
@@ -29,56 +29,62 @@
render_text_scaled(rend, ss, p, t, 1);\
}
+
+void render_view_comp (SDL_Renderer* rend, txtd *t, int px, int py,
+ infos *info, stats_comp *comp, int lvl)
+{
+ float pad = 0;
+ float h = 0;
+
+ char arr[32][64];
+ {
+ int n = stats_frame_sprintf(info, comp->base +lvl, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+ {
+ int n = stats_frame_sprintf(info, comp->perc +lvl, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+ {
+ int n = stats_weapon_sprintf(info, comp->base_weapon +lvl, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+ {
+ int n = stats_weapon_sprintf(info, comp->perc_weapon +lvl, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+}
+
+void render_view_stats_unit (SDL_Renderer* rend, txtd *t, int px, int py,
+ infos *info, stats_unit *u)
+{
+ float pad = 0;
+ float h = 0;
+
+ char arr[32][64];
+ {
+ int n = stats_frame_sprintf(info, &u->frame, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+ h += 10;
+ for (int i=0; i<u->weaponlen; i++) {
+ LABEL(px+pad, py+h, " WEAPON", 1); h += 15;
+ int n = stats_weapon_sprintf(info, u->weapon +i, arr);
+ for (int i=0; i<n; i++) { LABEL(px+pad, py+h, arr[i], 1); h += 15; }
+ }
+}
+
+
void render_view_stats (SDL_Renderer* rend, txtd *t, int px, int py,
infos *info, info_unit *tm)
{
float h = 10;
LABEL(px+10, py+h, "STATS", 2); h += 35;
+ LABEL(px+10, py+h, tm->name, 1); h += 15;
- { float val = info_unit_get_cost(info, tm);
- char s[64]; sprintf(s, "COST: %.2f", val);
- LABEL(px+10, py+h, s, 1);
- } h += 20;
-
- float calcweight = info_unit_get_weight(info, tm);
- float maxweight = info->chassis[tm->chassis].weight_max[
- tm->levels[LEVEL_CHASSIS]];
- float pw[2] = { px+10, py+h };
- char sw[64]; sprintf(sw, "WEIGHT: %.0f/%.0f",
- calcweight, maxweight);
- render_text_scaled(rend, sw, pw, t, 1);
- h += 15;
-
- float hp = info_unit_get_health(info, tm);
- float php[2] = { px+10, py+h };
- char shp[64]; sprintf(shp, "HP: %.2f", hp);
- render_text_scaled(rend, shp, php, t, 1);
- h += 15;
-
- float speed = info_unit_get_speed(info, tm);
- float pspeed[2] = { px+10, py+h };
- char sspeed[64]; sprintf(sspeed, "SPEED: %.2f", speed);
- render_text_scaled(rend, sspeed, pspeed, t, 1);
- h += 15;
-
- float dps = info_unit_get_dps(info, tm);
- float pdps[2] = { px+10, py+h };
- char sdps[64]; sprintf(sdps, "DAMAGE PER TURN: %.2f", dps);
- render_text_scaled(rend, sdps, pdps, t, 1);
- h += 20;
-
- float part[2] = { px+10, py+h };
- render_text_scaled(rend, "ARMOR:", part, t, 1);
- h += 15;
-
- for (int i=0; i<7; i++) {
- float ar = info_unit_get_armor(info, tm, i);
- float par[2] = { px+10, py+h };
- char sar[64]; sprintf(sar, "%s: %.1f%", info->damage_types[i], ar);
- render_text_scaled(rend, sar, par, t, 1);
- h += 15;
- }
- h += 5;
+ stats_unit base;
+ stats_unit_compute(info, tm, &base);
+ render_view_stats_unit(rend, t, px+10, py+h, info, &base);
}
@@ -112,21 +118,10 @@ void render_view_chassis (SDL_Renderer* rend, txtd *t, int px, int py,
info_chassis *ch = info->chassis+chassis;
int h = 10;
- LABEL(px+10, py+h, info->chassis[chassis].name, 1); h += 30;
-
- LABEL_F3(px+10, py+h, "MAX WEIGHT", 0, ch->weight_max, 1); h += 15;
- LABEL_F3(px+10, py+h, "HP", 0, ch->hp, 1); h += 15;
- LABEL_F3(px+10, py+h, "SPEED", 2, ch->speed, 1); h += 15;
- LABEL_F3(px+10, py+h, "UPKEEP", 2, ch->upkeep, 1); h += 20;
-
- LABEL_I3(px+10, py+h, "WEAPON SLOTS", ch->slot_weapon, 1); h += 15;
- LABEL_I3(px+10, py+h, "ARMOR SLOTS", ch->slot_armor, 1); h += 15;
- LABEL_I3(px+10, py+h, "AUGMENT SLOTS", ch->slot_aug, 1); h += 15;
-
- SDL_Rect srcRect = { chassis*32, 32, 32, 32 };
- SDL_Rect dstRect = { px+300-32-10, py+10, 32, 32 };
- SDL_RenderCopy(rend, sprites, &srcRect, &dstRect);
-
+ stats_comp *comp = info->stats[STATS_CHASSIS]+chassis;
+ LABEL(px+10, py+h, comp->name, 2); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
+
info_unit u; int8_t *_; int __; int size[2];
hud_map_sel(&u, info, 0, 0, &_, &__, size);
size[0] -= 5; size[1] -= 5;
@@ -143,16 +138,10 @@ void render_view_battery (SDL_Renderer* rend, txtd *t, int px, int py,
if (batt != -1) {
info_battery *battery = info->batteries+batt;
int h = 10;
- LABEL(px+10, py+h, info->batteries[batt].name, 1); h += 30;
- LABEL_F3(px+10, py+h, "MAX WEIGHT", 0, battery->weight, 1); h += 15;
- LABEL_F3(px+10, py+h, "CAPACITY", 0, battery->capacity, 1); h += 15;
-
- float prech[2] = { px+10, py+h }; char srech[64];
- if (info->batteries[batt].recharge[lvl] == 0) {
- strcpy(srech, "NOT RECHARGEABLE");
- } else { strcpy(srech, "RECHARGEABLE"); }
- render_text_scaled(rend, srech, prech, t, 1);
+ stats_comp *comp = info->stats[STATS_BATTERY]+batt;
+ LABEL(px+10, py+h, comp->name, 1); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
float size[2] = {145, 145}; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
@@ -170,26 +159,9 @@ void render_view_armor (SDL_Renderer* rend, txtd *t, int px, int py,
info_armor *arm = info->armors+armor;
int h = 10;
- LABEL(px+10, py+h, arm->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, arm->weight, 1); h += 20;
+ stats_comp *comp = info->stats[STATS_ARMOR]+armor;
+ LABEL(px+10, py+h, comp->name, 1); h += 20;
- /*char sa[64]; int j=0;
- char temp[16] = "red: ";
- strcpy(sa+j, temp);
- j += strlen(temp);
- for (int i=0; i<7; i++) {
- if (i<7-1) {
- sprintf(temp, "%.0f, ", info->armors[armor].armor[i][lvl]);
- } else {
- sprintf(temp, "%.0f", info->armors[armor].armor[i][lvl]);
- }
- strcpy(sa+j, temp);
- j += strlen(temp);
- }
- sa[j] = '\0';
- float pa[2] = { px+10, py+25 };
- render_text_scaled(rend, sa, pa, t, 1);
- */
float size[2] = { 150, 50 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
} else {
@@ -204,20 +176,11 @@ void render_view_armor_detail (SDL_Renderer* rend, txtd *t, int px, int py,
if (armor != -1) {
info_armor *arm = info->armors+armor;
int h = 10;
+
+ stats_comp *comp = info->stats[STATS_ARMOR]+armor;
+ LABEL(px+10, py+h, comp->name, 1); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
- LABEL(px+10, py+h, arm->name, 1); h += 30;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, arm->weight, 1); h += 20;
- LABEL(px+10, py+h, "DAMAGE REDUCTION", 1); h += 15;
-
- for (int i=0; i<7; i++) {
- float sum = 0; for(int j=0;j<MAXLEVEL;j++)
- sum+=fabs(arm->armor[i][j]);
- if (sum > 0) {
- LABEL_F3(px+10, py+h, info->damage_types[i],
- 1, arm->armor[i], 1);
- }
- h += 15;
- }
info_unit u; int8_t *_; int __; int size[2];
hud_map_sel(&u, info, 2, 0, &_, &__, size);
size[0] -= 5; size[1] -= 5;
@@ -234,17 +197,10 @@ void render_view_weapon (SDL_Renderer* rend, txtd *t, int px, int py,
if (weapon != -1) {
info_weapon *weap = info->weapons+weapon;
int h = 10;
-
- char dt[32];
- sprintf(dt, "DAMAGE TYPE: %s",
- info->damage_types[info->weapons[weapon].damage_type]);
-
- LABEL(px+10, py+h, weap->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, weap->weight, 1); h += 15;
- LABEL(px+10, py+h, dt, 1); h += 15;
- LABEL_F3(px+10, py+h, "DAMAGE", 0, weap->damage, 1); h += 15;
- LABEL_F3(px+10, py+h, "RANGE", 0, weap->range, 1); h += 15;
- LABEL_F3(px+10, py+h, "COOLDOWN", 0, weap->cooldown, 1); h += 15;
+
+ stats_comp *comp = info->stats[STATS_WEAPONS]+weapon;
+ LABEL(px+10, py+h, comp->name, 1); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
float size[2] = { 200, 110 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
@@ -261,32 +217,11 @@ void render_view_weapon_detail (SDL_Renderer* rend, txtd *t,
if (weapon != -1) {
info_weapon *weap = info->weapons+weapon;
int h = 10;
+
+ stats_comp *comp = info->stats[STATS_WEAPONS]+weapon;
+ LABEL(px+10, py+h, comp->name, 1); h += 30;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
- char dt[32];
- sprintf(dt, "DAMAGE TYPE: %s",
- info->damage_types[info->weapons[weapon].damage_type]);
-
- LABEL(px+10, py+h, weap->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, weap->weight, 1); h += 15;
- LABEL(px+10, py+h, dt, 1); h += 15;
- LABEL_F3(px+10, py+h, "DAMAGE", 0, weap->damage, 1); h += 15;
- LABEL_F3(px+10, py+h, "RANGE", 0, weap->range, 1); h += 15;
- LABEL_F3(px+10, py+h, "COOLDOWN", 0, weap->cooldown, 1); h += 15;
- LABEL_F3(px+10, py+h, "UPKEEP", 0, weap->upkeep, 1); h += 15;
-
- float kb = 0; for(int i=0;i<MAXLEVEL;i++)
- kb += fabs(weap->knockback[i]);
- if (kb > 0) {
- LABEL_I3(px+10, py+h, "KNOCKBACK", weap->knockback, 1);
- h += 15;
- }
-
- float cps = 0; for(int i=0;i<MAXLEVEL;i++)
- cps += fabs(weap->charge_per_shot[i]);
- if (cps > 0) {
- LABEL_F3(px+10, py+h, "CHARGE PER SHOT",0,weap->charge_per_shot, 1);
- h += 15;
- }
info_unit u; int8_t *_; int __; int size[2];
hud_map_sel(&u, info, 3, 0, &_, &__, size);
size[0] -= 5; size[1] -= 5;
@@ -304,8 +239,8 @@ void render_view_aug (SDL_Renderer* rend, txtd *t, int px, int py,
info_aug *augm = info->augs+aug;
int h = 10;
- LABEL(px+10, py+h, augm->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, augm->weight, 1); h += 15;
+ stats_comp *comp = info->stats[STATS_AUGS]+aug;
+ LABEL(px+10, py+h, comp->name, 1); h += 20;
float size[2] = { 150, 50 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
@@ -322,67 +257,10 @@ void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py,
info_aug *augm = info->augs+aug;
int h = 10;
- LABEL(px+10, py+h, augm->name, 1); h += 20;
- LABEL_F3(px+10, py+h, "WEIGHT", 0, augm->weight, 1); h += 15;
+ stats_comp *comp = info->stats[STATS_AUGS]+aug;
+ LABEL(px+10, py+h, comp->name, 1); h += 20;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
- float range = 0; for(int i=0;i<MAXLEVEL;i++)
- range += fabs(augm->add_range[i]);
- if (range > 0) {
- LABEL_F3(px+10, py+h, "RANGE", 0, augm->add_range, 1); h += 15;
- }
-
- float cooldown = 0; for(int i=0;i<MAXLEVEL;i++)
- cooldown += fabs(augm->add_cooldown[i]);
- if (cooldown != 0) {
- LABEL_F3(px+10, py+h, "COOLDOWN", 2, augm->add_cooldown, 1);
- h += 15;
- }
-
- float speed = 0; for(int i=0;i<MAXLEVEL;i++)
- speed += fabs(augm->add_speed[i]);
- if (speed != 0) {
- LABEL_F3(px+10, py+h, "SPEED", 2, augm->add_speed, 1); h += 15;
- }
-
- float hp = 0; for(int i=0;i<MAXLEVEL;i++)
- hp += fabs(augm->add_hp[i]);
- if (hp != 0) {
- LABEL_F3(px+10, py+h, "HP", 1, augm->add_hp, 1); h += 15;
- }
-
- h += 5;
-
- float sum = 0;
- for (int i=0; i<7; i++)
- for(int j=0;j<MAXLEVEL;j++)
- sum += fabs(augm->add_armor[i][j]);
- if (sum != 0) {
- for (int i=0; i<7; i++) {
- float suml = 0; for(int j=0;j<MAXLEVEL;j++)
- suml+=fabs(augm->add_armor[i][j]);
- if (suml > 0) {
- LABEL_F3(px+10, py+h, info->damage_types[i],
- 1, augm->add_armor[i], 1);
- h += 15;
- }
- }
- }
-
- sum = 0;
- for (int i=0; i<7; i++)
- for(int j=0;j<MAXLEVEL;j++)
- sum += fabs(augm->add_damage[i][j]);
- if (sum != 0) {
- for (int i=0; i<7; i++) {
- float suml = 0; for(int j=0;j<MAXLEVEL;j++)
- suml+=fabs(augm->add_damage[i][j]);
- if (suml > 0) {
- LABEL_F3(px+10, py+h, info->damage_types[i],
- 1, augm->add_damage[i], 1);
- h += 15;
- }
- }
- }
info_unit u; int8_t *_; int __; int size[2];
hud_map_sel(&u, info, 4, 0, &_, &__, size);
size[0] -= 5; size[1] -= 5;
@@ -398,9 +276,11 @@ void render_view_brain (SDL_Renderer* rend, txtd *t, int px, int py,
{
if (brain != -1) {
float pname[2] = { px+10, py+10 };
- char sname[64]; sprintf(sname, "%s",
- info->brains[brain].name);
- render_text_scaled(rend, sname, pname, t, 1);
+ int h = 10;
+
+ stats_comp *comp = info->stats[STATS_BRAIN]+brain;
+ LABEL(px+10, py+h, comp->name, 1); h += 20;
+ render_view_comp(rend, t, px+10, py+h, info, comp, lvl);
float size[2] = { 145, 145 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);