#include #include #include #include #include #include #include #include #include int type_damage_map (char strdmg[][32]) { strcpy(strdmg[0], "pierce"); strcpy(strdmg[1], "laser"); strcpy(strdmg[2], "impact"); strcpy(strdmg[3], "fusion"); strcpy(strdmg[4], "explosive"); strcpy(strdmg[5], "emp"); strcpy(strdmg[6], "spread"); } int damage_type_map (char *strdmg) { if (strcmp(strdmg, "pierce") == 0) return 0; if (strcmp(strdmg, "laser") == 0) return 1; if (strcmp(strdmg, "impact") == 0) return 2; if (strcmp(strdmg, "fusion") == 0) return 3; if (strcmp(strdmg, "explosive") == 0) return 4; if (strcmp(strdmg, "emp") == 0) return 5; if (strcmp(strdmg, "spread") == 0) return 6; printf("info: damage type unknown\n"); return -1; } void info_unit_init (info_unit *u) { strcpy(u->name, "nameless"); u->chassis = -1; u->battery = -1; u->brain = -1; for(int i=0; i<8; u->weapons[i] = -1, u->armor[i] = -1, i++); for(int i=0; i<16; u->augs[i] = -1, i++); for(int i=0; i<34; u->levels[i] = 0, i++); } float info_unit_get_capacity(infos *info, info_unit *u) { float sum = 0; int lc = u->levels[LEVEL_CHASSIS]; for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; sum += info->augs[u->augs[i]].add_capacity[lvl]; } } int lvl = u->levels[LEVEL_BATTERY]; sum += info->batteries[u->battery].capacity[lvl]; return sum; } float info_unit_get_upkeep(infos *info, info_unit *u) { float sum = 0; int lc = u->levels[LEVEL_CHASSIS]; int lbr = u->levels[LEVEL_BRAIN]; for(int i=0; i<8; i++) { if (u->weapons[i] != -1 && info->chassis[u->chassis].slot_weapon[lc]) { int lvl = u->levels[LEVEL_WEAPONS+i]; sum += info->weapons[u->weapons[i]].upkeep[lvl]; } if (u->armor[i] != -1 && info->chassis[u->chassis].slot_armor[lc]) { int lvl = u->levels[LEVEL_ARMOR+i]; sum += info->armors[u->armor[i]].upkeep[lvl]; } } for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; sum += info->augs[u->augs[i]].upkeep[lvl]; } } sum += info->chassis[u->chassis].upkeep[lc]; sum += info->brains[u->brain].upkeep[lbr]; return sum; } float info_unit_get_weight (infos *info, info_unit *u) { float sum = 0; int lc = u->levels[LEVEL_CHASSIS]; if (u->battery != -1) { int lb = u->levels[LEVEL_BATTERY]; sum += info->batteries[u->battery].weight[lb]; } for(int i=0; i<8; i++) { if (u->weapons[i] != -1 && ichassis[u->chassis].slot_weapon[lc]) { int lvl = u->levels[LEVEL_WEAPONS+i]; sum += info->weapons[u->weapons[i]].weight[lvl]; } if (u->armor[i] != -1 && ichassis[u->chassis].slot_armor[lc]) { int lvl = u->levels[LEVEL_ARMOR+i]; sum += info->armors[u->armor[i]].weight[lvl]; } } for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug) { int lvl = u->levels[LEVEL_AUGS+i]; sum += info->augs[u->augs[i]].weight[lvl]; } } return sum; } float info_unit_get_dps (infos *info, info_unit *u) { int lc = u->levels[LEVEL_CHASSIS]; float sum = 0; for(int i=0; i<8; i++) { if (u->weapons[i] != -1 && ichassis[u->chassis].slot_weapon[lc]) { info_weapon *w = info->weapons+u->weapons[i]; int lw = u->levels[LEVEL_WEAPONS+i]; float damage = info_unit_get_damage(info, u, i); sum += damage/w->cooldown[lw]; } } return sum; } float info_unit_get_health(infos *info, info_unit *u) { int lc = u->levels[LEVEL_CHASSIS]; float sum = 0; for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; sum += info->augs[u->augs[i]].add_hp[lvl]; } } float mult = (1 + sum/100.0f); if (mult < 0) mult = 0; float ret = info->chassis[u->chassis].hp[lc] * mult; return ret; } float info_unit_get_speed(infos *info, info_unit *u) { int lc = u->levels[LEVEL_CHASSIS]; float sum = 0; for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; sum += info->augs[u->augs[i]].add_speed[lvl]; } } sum += info->chassis[u->chassis].speed[lc]; return sum; } float info_unit_get_damage (infos *info, info_unit *u, int w) { int lc = u->levels[LEVEL_CHASSIS]; int damage_type = info->weapons[u->weapons[w]].damage_type; float sum = 0; for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; sum += info->augs[u->augs[i]].add_damage[damage_type][lvl]; } } float mult = (1 + sum/100.0f); if (mult < 0) mult = 0; int lw = u->levels[LEVEL_WEAPONS+w]; float dam = info->weapons[u->weapons[w]].damage[lw] * mult; return dam; } float info_unit_get_damage_target (infos *info, info_unit *u, int w, info_unit *t) { // u shoots at t with w, which is lol int damage_type = info->weapons[u->weapons[w]].damage_type; float reduction_perc = info_unit_get_armor(info, t, damage_type); float damage = info_unit_get_damage(info, u, w); float mult = (1 - reduction_perc / 100.0f); return damage * mult; } float info_unit_get_aoe (infos *info, info_unit *u, int w) { int lc = u->levels[LEVEL_CHASSIS]; float sum = 0; for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; //sum += info->augs[u->augs[i]].add_aoe[lvl]; } } int lw = u->levels[LEVEL_WEAPONS+w]; float dam = info->weapons[u->weapons[w]].aoe[lw] + sum; return dam; } float info_unit_get_knockback (infos *info, info_unit *u, int w) { int lc = u->levels[LEVEL_CHASSIS]; float sum = 0; for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; //sum += info->augs[u->augs[i]].add_knockback[lvl]; } } int lw = u->levels[LEVEL_WEAPONS+w]; float dam = info->weapons[u->weapons[w]].knockback[lw] + sum; return dam; } float info_unit_get_stun (infos *info, info_unit *u, int w) { // TODO return 0; } float info_unit_get_cooldown(infos *info, info_unit *u, int w) { int lc = u->levels[LEVEL_CHASSIS]; float sum = 0; for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; sum += info->augs[u->augs[i]].add_cooldown[lvl]; } } int lw = u->levels[LEVEL_WEAPONS+w]; sum += info->weapons[u->weapons[w]].cooldown[lw]; return sum; } float info_unit_get_range(infos *info, info_unit *u, int w) { int lc = u->levels[LEVEL_CHASSIS]; float sum = 0; for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; sum += info->augs[u->augs[i]].add_range[lvl]; } } int lw = u->levels[LEVEL_WEAPONS+w]; sum += info->weapons[u->weapons[w]].range[lw]; return sum; } float info_unit_get_charge_per_shot (infos *info, info_unit *u, int w) { float sum = 0; int lw = u->levels[LEVEL_WEAPONS+w]; sum += info->weapons[u->weapons[w]].charge_per_shot[lw]; return sum; } float info_unit_get_armor(infos *info, info_unit *u, int d) { int lc = u->levels[LEVEL_CHASSIS]; float sum = 0; for(int i=0; i<8; i++) { if (u->armor[i] != -1 && ichassis[u->chassis].slot_armor[lc]) { int lvl = u->levels[LEVEL_ARMOR+i]; sum += info->armors[u->armor[i]].armor[d][lvl]; } } for(int i=0; i<16; i++) { if (u->augs[i] != -1 && info->chassis[u->chassis].slot_aug[lc]) { int lvl = u->levels[LEVEL_AUGS+i]; sum += info->augs[u->augs[i]].add_armor[d][lvl]; } } return sum; } float info_unit_get_cost (infos *info, info_unit *u) { // see design/notes.txt:implement cost function float sum = 0; int lc = u->levels[LEVEL_CHASSIS]; info_chassis *chassis = info->chassis+u->chassis; float sumchassis = 0; sumchassis += powf(2, chassis->slot_weapon[lc])*20; sumchassis += powf(2, chassis->slot_armor[lc])*10; sumchassis += powf(2, chassis->slot_aug[lc])*5; sumchassis += chassis->weight_max[lc]/5; sumchassis += chassis->hp[lc]/20; sumchassis += chassis->speed[lc]*32; sum += sumchassis; if (u->battery != -1) { int lb = u->levels[LEVEL_BATTERY]; info_battery *battery = info->batteries+u->battery; float sumbattery = 0; sumbattery += battery->capacity[lb]; sum += sumbattery; } for(int i=0; i<8; i++) { int lw = u->levels[LEVEL_WEAPONS+i]; int la = u->levels[LEVEL_ARMOR+i]; if (u->weapons[i] != -1 && islot_weapon[lc]) { info_weapon *weapon = info->weapons+u->weapons[i]; float sumweap = 0; float dam = info_unit_get_damage(info, u, i); float cool = info_unit_get_cooldown(info, u, i); float damtot = dam / cool; float aoe = info_unit_get_aoe(info, u, i); float knockback = info_unit_get_knockback(info, u, i); float stun = info_unit_get_stun(info, u, i); float mult = 1+aoe*5 + 10; damtot = damtot*mult; damtot += knockback * 20 + stun * 50; sumweap = damtot; sum += sumweap; } } for(int t=0; t<7; t++) { float armortot = info_unit_get_armor(info, u, t) * 3; sum += armortot; } return sum; } void weapon_init (info_weapon *w) { strcpy(w->name, "nameless"); for (int l=0; ldamage_type = 0; w->weight[l] = 0; w->cooldown[l] = 1; w->damage[l] = 0; w->range[l] = 0; w->aoe[l] = 0; w->knockback[l] = 0; w->stun[l] = 0; for (int i=0; i<7; i++) { w->reduce_armor[i][l]=0; } w->upkeep[l] = 0; w->charge_per_shot[l] = 0; } } void chassis_init (info_chassis *c) { strcpy(c->name, "nameless"); for (int l=0; lslot_weapon[l] = 0; c->slot_armor[l] = 0; c->slot_aug[l] = 0; c->weight_max[l] = 0; c->hp[l] = 0; c->upkeep[l] = 0; } } void battery_init (info_battery *b) { strcpy(b->name, "nameless"); for (int l=0; lweight[l] = 0; b->capacity[l] = 0; b->recharge[l] = 0; } } void armor_init (info_armor *a) { strcpy(a->name, "nameless"); for (int l=0; lweight[l] = 0; for (int i=0; i<7; i++) { a->armor[i][l]=0; } a->upkeep[l] = 0; } } void aug_init (info_aug *a) { strcpy(a->name, "nameless"); for (int l=0; lweight[l] = 0; for (int i=0; i<7; i++) { a->add_damage[i][l]=0; } for (int i=0; i<7; i++) { a->add_armor[i][l]=0; } a->add_range[l] = 0; a->add_cooldown [l]= 0; a->add_speed[l] = 0; a->add_hp[l] = 0; a->add_capacity[l] = 0; a->upkeep[l] = 0; } } void brain_init (info_brain *a) { strcpy(a->name, "nameless"); for (int l=0; lupkeep[l] = 0; } } void info_unit_parse (char *json, info_unit *u, jsmntok_t *t, int r, infos *info) { info_unit_init(u); int obj_i = 0, dict_i = -1; for (int i=0; iname, t+i+1); i++; } if (strcmp(key, "chassis") == 0) { char val[32]; substr_token(json, val, t+i+1); u->chassis = atoi(val); } if (strcmp(key, "brain") == 0) { char val[32]; substr_token(json, val, t+i+1); u->brain = atoi(val); } if (strcmp(key, "battery") == 0) { char val[32]; substr_token(json, val, t+i+1); u->battery = atoi(val); } if (strcmp(key, "weapons") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, u->weapons, t+i+2, rt-1, 'c'); i++; } if (strcmp(key, "armor") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, u->armor, t+i+2, rt-1, 'c'); i++; } if (strcmp(key, "augs") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, u->augs, t+i+2, rt-1, 'c'); i++; } if (strcmp(key, "levels") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, u->levels, t+i+2, rt-1, 'c'); i++; } } } } void info_weapon_parse (char *json, info_weapon *w, jsmntok_t *t, int r, infos *info) { weapon_init(w); int obj_i = 0, dict_i = -1; for (int i=0; iname, t+i+1); i++; } if (strcmp(key, "damage_type") == 0) { char val[32]; substr_token(json, val, t+i+1); w->damage_type = damage_type_map(val); i++; } if (strcmp(key, "weight") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->weight, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "cooldown") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->cooldown, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "damage") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->damage, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "range") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->range, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "aoe") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->aoe, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "knockback") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->knockback, t+i+2, rt-1, 'i'); i += rt; } if (strcmp(key, "damage_battery") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->damage_battery, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "stun") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->stun, t+i+2, rt-1, 'i'); i += rt; } for (int h=0; h<7; h++) { char strkey[32]; sprintf(strkey, "reduce_%s", info->damage_types[h]); if (strcmp(key, strkey) == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->reduce_armor[h], t+i+2, rt-1, 'f'); i += rt; break; } } if (strcmp(key, "upkeep") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, w->upkeep, t+i+2, rt-1, 'f'); i += rt; } } } } void info_chassis_parse (char *json, info_chassis *c, jsmntok_t *t, int r, infos *info) { chassis_init(c); int obj_i = 0, dict_i = -1; for (int i=0; iname, t+i+1); i++; } if (strcmp(key, "slot_weapon") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, c->slot_weapon, t+i+2, rt-1, 'i'); i += rt; } if (strcmp(key, "slot_armor") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, c->slot_armor, t+i+2, rt-1, 'i'); i += rt; } if (strcmp(key, "slot_aug") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, c->slot_aug, t+i+2, rt-1, 'i'); i += rt; } if (strcmp(key, "weight_max") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, c->weight_max, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "hp") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, c->hp, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "speed") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, c->speed, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "upkeep") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, c->upkeep, t+i+2, rt-1, 'f'); i += rt; } } } } void info_battery_parse (char *json, info_battery *b, jsmntok_t *t, int r, infos *info) { battery_init(b); int obj_i = 0, dict_i = -1; for (int i=0; iname, t+i+1); i++; } if (strcmp(key, "weight") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, b->weight, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "capacity") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, b->capacity, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "recharge") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, b->recharge, t+i+2, rt-1, 'i'); i += rt; } } } } void info_armor_parse (char *json, info_armor *a, jsmntok_t *t, int r, infos *info) { armor_init(a); int obj_i = 0, dict_i = -1; for (int i=0; iname, t+i+1); i++; } if (strcmp(key, "weight") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->weight, t+i+2, rt-1, 'f'); i += rt; } for (int h=0; h<7; h++) { if (strcmp(key, info->damage_types[h]) == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->armor[h], t+i+2, rt-1, 'f'); i += rt; } } if (strcmp(key, "upkeep") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->upkeep, t+i+2, rt-1, 'f'); i += rt; } } } } void info_aug_parse (char *json, info_aug *a, jsmntok_t *t, int r, infos *info) { aug_init(a); int obj_i = 0, dict_i = -1; for (int i=0; iname, t+i+1); i++; } if (strcmp(key, "weight") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->weight, t+i+2, rt-1, 'f'); i += rt; } for (int h=0; h<7; h++) { char strkey[32]; sprintf(strkey, "damage_%s", info->damage_types[h]); if (strcmp(key, strkey) == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->add_damage[h], t+i+2, rt-1, 'f'); i += rt; break; } } for (int h=0; h<7; h++) { char strkey[32]; sprintf(strkey, "armor_%s", info->damage_types[h]); if (strcmp(key, strkey) == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->add_armor[h], t+i+2, rt-1, 'f'); i += rt; break; } } if (strcmp(key, "add_range") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->add_range, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "add_cooldown") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->add_cooldown, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "add_hp") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->add_hp, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "add_capacity") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->add_capacity, t+i+2, rt-1, 'f'); i += rt; } if (strcmp(key, "upkeep") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->upkeep, t+i+2, rt-1, 'f'); i += rt; } } } } void info_brain_parse (char *json, info_brain *a, jsmntok_t *t, int r, infos *info) { brain_init(a); int obj_i = 0, dict_i = -1; for (int i=0; iname, t+i+1); i++; } if (strcmp(key, "upkeep") == 0) { int rt = json_parse_subtokens(json, t, r, i+1); json_parse_array(json, a->upkeep, t+i+2, rt-1, 'f'); i += rt; } } } } void info_parse_json (infos *info, char *json, char *obj) { jsmn_parser p; jsmn_init(&p); jsmntok_t t[MAXTOKENS]; int r = jsmn_parse(&p, json, strlen(json), t, MAXTOKENS); int index = 0; for (int i=1; itemplates+index, t+i+1, rt, info); info->templateslen = index+1; } if (strcmp(obj, "weapon") == 0) { info_weapon_parse(json, info->weapons+index, t+i+1, rt, info); info->weaponslen = index+1; } if (strcmp(obj, "chassis") == 0) { info_chassis_parse(json, info->chassis+index, t+i+1, rt, info); info->chassislen = index+1; } if (strcmp(obj, "battery") == 0) { info_battery_parse(json, info->batteries+index, t+i+1, rt, info); info->batterieslen = index+1; } if (strcmp(obj, "armor") == 0) { info_armor_parse(json, info->armors+index, t+i+1, rt, info); info->armorslen = index+1; } if (strcmp(obj, "aug") == 0) { info_aug_parse(json, info->augs+index, t+i+1, rt, info); info->augslen = index+1; } if (strcmp(obj, "brain") == 0) { info_brain_parse(json, info->brains+index, t+i+1, rt, info); info->brainslen = index+1; } index ++; i += rt-1; } } } int info_read_file (char *dst, char *name, int size) { memset(dst, 0, size*sizeof(char)); FILE *f = fopen(name, "rb"); fseek(f, 0, SEEK_END); long fsize = ftell(f); fseek(f, 0, SEEK_SET); fread(dst, 1, fsize, f); fclose(f); dst[fsize] = '\0'; return fsize; } void info_load (infos *info) { int size = 1024*64; char json[size]; type_damage_map(info->damage_types); info->augslen = 0; info_read_file(json, "content/weapons.txt", size); info_parse_json(info, json, "weapon"); info_read_file(json, "content/chassis.txt", size); info_parse_json(info, json, "chassis"); info_read_file(json, "content/batteries.txt", size); info_parse_json(info, json, "battery"); info_read_file(json, "content/armor.txt", size); info_parse_json(info, json, "armor"); info_read_file(json, "content/augments.txt", size); info_parse_json(info, json, "aug"); info_read_file(json, "content/brains.txt", size); info_parse_json(info, json, "brain"); info_read_file(json, "content/templates/default.txt", size); info_parse_json(info, json, "template"); /* for (int i=0; iunitslen; i++) { printf("name: %s\n", info->units[i].name); printf(" hp: %f\n", info->units[i].hp); printf(" damage: %f\n", info->units[i].damage); printf(" range: %f\n", info->units[i].range); }*/ /* for (int i=0; iweaponslen; i++) { printf("name: %s\n", info->weapons[i].name); printf(" damage_type: %d\n", info->weapons[i].damage_type); printf(" weight: %f\n", info->weapons[i].weight); printf(" cooldown: %f\n", info->weapons[i].cooldown); printf(" damage: %f\n", info->weapons[i].damage); printf(" range: %f\n", info->weapons[i].range); printf(" aoe: %f\n", info->weapons[i].aoe); printf(" knockback: %d\n", info->weapons[i].knockback); printf(" damage_battery: %f\n", info->weapons[i].damage_battery); printf(" stun: %d\n", info->weapons[i].stun); float sum = 0; for (int j=0; j<7; j++) { sum += info->weapons[i].reduce_armor[j]; } if (sum > 0) { printf(" red pierce: %f\n", info->weapons[i].reduce_armor[0]); printf(" red laser: %f\n", info->weapons[i].reduce_armor[1]); printf(" red impact: %f\n", info->weapons[i].reduce_armor[2]); printf(" red fusion: %f\n", info->weapons[i].reduce_armor[3]); printf(" red explosive: %f\n", info->weapons[i].reduce_armor[4]); printf(" red emp: %f\n", info->weapons[i].reduce_armor[5]); printf(" red spread: %f\n", info->weapons[i].reduce_armor[6]); } }*/ /* for (int i=0; ichassislen; i++) { printf("name: %s\n", info->chassis[i].name); printf(" slot_weapon: %d\n", info->chassis[i].slot_weapon); printf(" slot_armor: %d\n", info->chassis[i].slot_armor); printf(" slot_aug: %d\n", info->chassis[i].slot_aug); printf(" weight_max: %f\n", info->chassis[i].weight_max); printf(" hp: %f\n", info->chassis[i].hp); }*/ /* for (int i=0; ibatterieslen; i++) { printf("name: %s\n", info->batteries[i].name); printf(" weight: %f\n", info->batteries[i].weight); printf(" capacity: %f\n", info->batteries[i].capacity); printf(" recharge: %d\n", info->batteries[i].recharge); }*/ /* for (int i=0; iarmorslen; i++) { printf("name: %s\n", info->armors[i].name); printf(" weight: %f\n", info->armors[i].weight); printf(" pierce: %f\n", info->armors[i].armor[0]); printf(" laser: %f\n", info->armors[i].armor[1]); printf(" impact: %f\n", info->armors[i].armor[2]); printf(" fusion: %f\n", info->armors[i].armor[3]); printf(" explosive: %f\n", info->armors[i].armor[4]); printf(" emp: %f\n", info->armors[i].armor[5]); printf(" spread: %f\n", info->armors[i].armor[6]); }*/ } void info_dump_json_templates (infos *info, char *str) { int len = 0; sprintf(str+len, "[ \n"); len = strlen(str); for (int i=0; itemplateslen; i++) { info_unit *u = info->templates+i; sprintf(str+len, " { \n \"name\": \"%s\",\n", u->name); len = strlen(str); sprintf(str+len, " \"chassis\": \"%d\",\n", u->chassis); len = strlen(str); sprintf(str+len, " \"brain\": \"%d\",\n", u->brain); len = strlen(str); sprintf(str+len, " \"battery\": \"%d\",\n", u->battery); len = strlen(str); char w0[64]; json_dump_array(w0, u->weapons, 8, 'c'); sprintf(str+len, " \"weapons\": %s,\n", w0); len = strlen(str); char w1[64]; json_dump_array(w1, u->armor, 8, 'c'); sprintf(str+len, " \"armor\": %s,\n", w1); len = strlen(str); char w2[64]; json_dump_array(w2, u->augs, 8, 'c'); sprintf(str+len, " \"augs\": %s,\n", w2); len = strlen(str); char w3[128]; json_dump_array(w3, u->levels, 35, 'c'); sprintf(str+len, " \"levels\": %s\n", w3); len = strlen(str); char comma = ','; if(i==info->templateslen-1) comma = ' '; sprintf(str+len, " }%c\n", comma); len = strlen(str); } sprintf(str+len, "]"); len = strlen(str); } void info_save_templates (infos *info, char *filename) { char src[1024*64]; info_dump_json_templates(info, src); char pathname[64]; sprintf(pathname, "content/templates/%s.txt", filename); FILE *f = fopen(pathname, "wb"); fwrite(src, 1, strlen(src)*sizeof(char), f); fclose(f); } void info_template_add (infos *info, info_unit *temp) { if (info->templateslen < MAXTEMPLATES) { info->templates[info->templateslen] = *temp; info->templateslen++; } } void info_load_army(struct army_ *ar, char *filename) { char buf[1024*64]; char pathname[64]; sprintf(pathname, "army/%s.txt", filename); int len = info_read_file(buf, pathname, 1024*64); memcpy(ar, buf, len-1); ar->grid = NULL; army_grid_init(ar); } void info_save_army(struct army_ *ar, char *filename) { char pathname[64]; sprintf(pathname, "army/%s.txt", filename); FILE *f = fopen(pathname, "wb"); fwrite(ar, 1, sizeof(army), f); fclose(f); } void info_load_playername(char n[]) { char buf[1024]; int len = info_read_file(buf, "player.txt", 1024); memcpy(n, buf, sizeof(char)*len); } void info_save_playername(char n[]) { FILE *f = fopen("player.txt", "wb"); fwrite(n, 1, strlen(n)*sizeof(char), f); fclose(f); } #include int info_army_get_list (char l[][32]) { int len = 0; PDirEntry *entry; PDir *dir = p_dir_new ("army/", NULL); while ((entry = p_dir_get_next_entry (dir, NULL)) != NULL) { if (entry->type == P_DIR_ENTRY_TYPE_FILE) { strcpy(l[len], entry->name); l[len][strlen(l[len])-4] = '\0'; // del .txt len++; } } return len; }