#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_maxrange(infos *info, info_unit *u) { int lc = u->levels[LEVEL_CHASSIS]; float max = 0; for(int i=0; ichassis[u->chassis].slot_weapon[lc]; i++) { if (u->weapons[i] != -1) { float range = info_unit_get_range(info, u, i); if (range > max) { max = range; } } } return max; } 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, 'f'); 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 ++; } if (strcmp(obj, "weapon") == 0) { info_weapon_parse(json, info->weapons+index, t+i+1, rt, info); info->weaponslen ++; } if (strcmp(obj, "chassis") == 0) { info_chassis_parse(json, info->chassis+index, t+i+1, rt, info); info->chassislen ++; } if (strcmp(obj, "battery") == 0) { info_battery_parse(json, info->batteries+index, t+i+1, rt, info); info->batterieslen ++; } if (strcmp(obj, "armor") == 0) { info_armor_parse(json, info->armors+index, t+i+1, rt, info); info->armorslen ++; } if (strcmp(obj, "aug") == 0) { info_aug_parse(json, info->augs+index, t+i+1, rt, info); info->augslen ++; } if (strcmp(obj, "brain") == 0) { info_brain_parse(json, info->brains+index, t+i+1, rt, info); info->brainslen ++; } index ++; i += rt-1; } } } #define LOOP(x) for (int z=0; zdamage[z] = 0; weap->cooldown = 0; weap->aoe = 0; weap->knockback = 0; weap->damage_battery = 0; weap->stun = 0; LOOP(7) weap->armor_reduce[z] = 0; weap->charge_per_shot = 0; } // frame = 0 void stats_frame_init (stats_frame *frame) { frame->hp = 0; frame->weight = 0; frame->weight_max = 0; frame->slot_weapon = 0; frame->slot_armor = 0; frame->slot_aug = 0; frame->speed = 0; frame->upkeep = 0; frame->capacity = 0; frame->recharge = 0; LOOP(7) frame->armor[z] = 0; } // stats = 0 void stats_comp_init (stats_comp *comp) { strcpy(comp->name, "-"); strcpy(comp->description, "-"); LOOP(MAXLEVEL) { stats_frame_init(comp->base +z); stats_frame_init(comp->perc +z); stats_weapon_init(comp->base_weapon +z); stats_weapon_init(comp->perc_weapon +z); } } #define PRINT_STRUCT(obj, attr, type) { \ if (obj->attr != 0) {\ printf(" "#attr": %"#type"\n", obj->attr); \ }\ } void stats_frame_printf (stats_frame *frame) { PRINT_STRUCT(frame, hp, f); PRINT_STRUCT(frame, weight, f); PRINT_STRUCT(frame, weight_max, f); PRINT_STRUCT(frame, slot_weapon, d); PRINT_STRUCT(frame, slot_armor, d); PRINT_STRUCT(frame, slot_aug, d); PRINT_STRUCT(frame, speed, f); PRINT_STRUCT(frame, upkeep, f); PRINT_STRUCT(frame, capacity, f); PRINT_STRUCT(frame, recharge, f); LOOP(7) PRINT_STRUCT(frame, armor[z], f); } void stats_weapon_printf (stats_weapon *weap) { LOOP(7) PRINT_STRUCT(weap, damage[z], f); PRINT_STRUCT(weap, cooldown, f); PRINT_STRUCT(weap, aoe, f); PRINT_STRUCT(weap, knockback, f); PRINT_STRUCT(weap, damage_battery, f); PRINT_STRUCT(weap, stun, f); PRINT_STRUCT(weap, charge_per_shot, f); LOOP(7) PRINT_STRUCT(weap, armor_reduce[z], f); } void stats_comp_printf (stats_comp *comp) { printf("name: %s\n", comp->name); printf("description: %s\n", comp->description); LOOP(MAXLEVEL) { printf(" level %d ->\n", z); stats_frame_printf(comp->base +z); stats_frame_printf(comp->perc +z); stats_weapon_printf(comp->base_weapon +z); stats_weapon_printf(comp->perc_weapon +z); } } // stats_unit = 0 void stats_unit_init (stats_unit *s) { stats_frame_init(&s->frame); LOOP(8) stats_weapon_init(&s->weapon[z]); s->weaponlen = 0; } // frame a += b void stats_frame_sum (stats_frame *a, stats_frame *b) { a->hp += b->hp; a->weight += b->weight; a->weight_max += b->weight_max; a->slot_weapon += b->slot_weapon; a->slot_armor += b->slot_armor; a->slot_aug += b->slot_aug; a->speed += b->speed; a->upkeep += b->upkeep; a->capacity += b->capacity; a->recharge += b->recharge; LOOP(7) a->armor[z] += b->armor[z]; } // weapon a += b void stats_weapon_sum (stats_weapon *a, stats_weapon *b) { LOOP(7) a->damage[z] += b->damage[z]; a->cooldown += b->cooldown; a->aoe += b->aoe; a->knockback += b->knockback; a->damage_battery += b->damage_battery; a->stun += b->stun; LOOP(7) a->armor_reduce[z] += b->armor_reduce[z]; a->charge_per_shot += b->charge_per_shot; } // stats_unit a += b void stats_unit_sum (stats_unit *a, stats_unit *b) { stats_frame_sum(&a->frame, &b->frame); LOOP(8) stats_weapon_sum(&a->weapon[z], &b->weapon[z]); } // base, perc += comp.base, comp.perc void stats_unit_comp_sum (stats_unit *base, stats_unit *perc, stats_comp *comp, int lvl) { stats_frame_sum (&base->frame, &comp->base[lvl]); stats_frame_sum (&perc->frame, &comp->perc[lvl]); for (int i=0; i<8; i++) { stats_weapon_sum (&base->weapon[i], &comp->base_weapon[lvl]); stats_weapon_sum (&perc->weapon[i], &comp->perc_weapon[lvl]); } } #define PERC_NORM(x) x*0.01+1 // frame a *= b void stats_frame_mul (stats_frame *a, stats_frame *b) { a->hp *= PERC_NORM(b->hp); a->weight *= PERC_NORM(b->weight); a->weight_max *= PERC_NORM(b->weight_max); a->slot_weapon *= PERC_NORM(b->slot_weapon); a->slot_armor *= PERC_NORM(b->slot_armor); a->slot_aug *= PERC_NORM(b->slot_aug); a->speed *= PERC_NORM(b->speed); a->upkeep *= PERC_NORM(b->upkeep); a->capacity *= PERC_NORM(b->capacity); a->recharge *= PERC_NORM(b->recharge); LOOP(7) a->armor[z] *= PERC_NORM(b->armor[z]); } // weapon a *= b void stats_weapon_mul (stats_weapon *a, stats_weapon *b) { LOOP(7) a->damage[z] *= PERC_NORM(b->damage[z]); a->cooldown *= PERC_NORM(b->cooldown); a->aoe *= PERC_NORM(b->aoe); a->knockback *= PERC_NORM(b->knockback); a->damage_battery *= PERC_NORM(b->damage_battery); a->stun *= PERC_NORM(b->stun); LOOP(7) a->armor_reduce[z] *= PERC_NORM(b->armor_reduce[z]); a->charge_per_shot * PERC_NORM(b->charge_per_shot); } void stats_unit_apply_perc (stats_unit *base, stats_unit *perc) { stats_frame_mul (&base->frame, &perc->frame); for (int i=0; i<8; i++) { stats_weapon_mul (&base->weapon[i], &perc->weapon[i]); } } // compute all necessary components stats of u into base void stats_unit_compute (infos *info, info_unit *u, stats_unit *base) { stats_unit_init(base); stats_unit perc; stats_unit_init(&perc); { stats_comp *comp = &info->stats[STATS_CHASSIS][u->chassis]; int lvl = u->levels[LEVEL_CHASSIS]; stats_unit_comp_sum(base, &perc, comp, lvl); }; { stats_comp *comp = &info->stats[STATS_BRAIN][u->brain]; int lvl = u->levels[LEVEL_BRAIN]; stats_unit_comp_sum(base, &perc, comp, lvl); }; { stats_comp *comp = &info->stats[STATS_BATTERY][u->battery]; int lvl = u->levels[LEVEL_BATTERY]; stats_unit_comp_sum(base, &perc, comp, lvl); }; int wn = 0; for (int i=0; i<8; i++) { if (u->weapons[i] != -1) { stats_comp *comp = &info->stats[STATS_WEAPONS][u->weapons[i]]; int lvl = u->levels[LEVEL_WEAPONS+i]; stats_frame_sum (&base->frame, &comp->base[lvl]); stats_frame_sum (&perc.frame, &comp->perc[lvl]); stats_weapon_sum (&base->weapon[wn], &comp->base_weapon[lvl]); stats_weapon_sum (&perc.weapon[wn], &comp->perc_weapon[lvl]); wn ++; } } for (int i=0; i<8; i++) { if (u->armor[i] != -1) { stats_comp *comp = &info->stats[STATS_ARMOR][u->armor[i]]; int lvl = u->levels[LEVEL_ARMOR+i]; stats_unit_comp_sum(base, &perc, comp, lvl); } } for (int i=0; i<16; i++) { if (u->augs[i] != -1) { stats_comp *comp = &info->stats[STATS_AUGS][u->augs[i]]; int lvl = u->levels[LEVEL_AUGS+i]; stats_unit_comp_sum(base, &perc, comp, lvl); } } stats_unit_apply_perc(base, &perc); } void stats_unit_printf (stats_unit *u) { stats_frame_printf (&u->frame); LOOP(8) stats_weapon_printf(u->weapon +z); } #define MATCH(frame, attr, type) {\ if (strcmp(key, #frame"_"#attr) == 0) {\ int rt = json_parse_subtokens(json, t, r, i+1); \ if (type == 'f') {\ float v[3]; json_parse_array(json, v, t+i+2, rt-1, type);\ LOOP(MAXLEVEL) comp->frame[z].attr = v[z];\ } if (type == 'i') {\ int v[3]; json_parse_array(json, v, t+i+2, rt-1, type);\ LOOP(MAXLEVEL) comp->frame[z].attr = v[z];\ }\ i += rt;\ }\ } #define MATCH_ARRAY(frame, attr, attr2, type, num) {\ char str[64]; sprintf(str, "%s%s", #frame"_"#attr"_", attr2);\ if (strcmp(key, str) == 0) {\ int rt = json_parse_subtokens(json, t, r, i+1); \ float v[3]; json_parse_array(json, v, t+i+2, rt-1, type);\ LOOP(MAXLEVEL) comp->frame[z].attr[num] = v[z];\ i += rt;\ }\ } /* REMOVE AFTER THIS */ #include void stats_comp_parse (char *json, stats_comp *comp, jsmntok_t *t, int r, infos *info) { stats_comp_init(comp); int obj_i = 0, dict_i = -1; for (int i=0; iname, t+i+1); i++; } if (strcmp(key, "description") == 0) { substr_token(json, comp->description, t+i+1); i++; } MATCH(base, hp, 'f'); MATCH(base, weight, 'f'); MATCH(base, weight_max, 'f'); MATCH(base, slot_weapon, 'i'); MATCH(base, slot_armor, 'i'); MATCH(base, slot_aug, 'i'); MATCH(base, speed, 'f'); MATCH(base, upkeep, 'f'); MATCH(base, capacity, 'f'); MATCH(base, recharge, 'f'); for (int j=0;j<7; j++) { MATCH_ARRAY(base, armor, info->damage_types[j], 'f', j); } MATCH(perc, hp, 'f'); MATCH(perc, weight, 'f'); MATCH(perc, weight_max, 'f'); MATCH(perc, slot_weapon, 'i'); MATCH(perc, slot_armor, 'i'); MATCH(perc, slot_aug, 'i'); MATCH(perc, speed, 'f'); MATCH(perc, upkeep, 'f'); MATCH(perc, capacity, 'f'); MATCH(perc, recharge, 'f'); for (int j=0;j<7; j++) { MATCH_ARRAY(perc, armor, info->damage_types[j], 'f', j); } MATCH(base_weapon, cooldown, 'f'); MATCH(base_weapon, aoe, 'f'); MATCH(base_weapon, knockback, 'f'); MATCH(base_weapon, damage_battery, 'f'); MATCH(base_weapon, stun, 'f'); MATCH(base_weapon, charge_per_shot, 'f'); for (int j=0;j<7; j++) { MATCH_ARRAY(base_weapon, damage, info->damage_types[j], 'f', j); } for (int j=0;j<7; j++) { MATCH_ARRAY(base_weapon, armor_reduce, info->damage_types[j], 'f', j); } MATCH(perc_weapon, cooldown, 'f'); MATCH(perc_weapon, aoe, 'f'); MATCH(perc_weapon, knockback, 'f'); MATCH(perc_weapon, damage_battery, 'f'); MATCH(perc_weapon, stun, 'f'); MATCH(perc_weapon, charge_per_shot, 'f'); for (int j=0;j<7; j++) { MATCH_ARRAY(perc_weapon, damage, info->damage_types[j], 'f', j); } for (int j=0;j<7; j++) { MATCH_ARRAY(perc_weapon, armor_reduce, info->damage_types[j], 'f', j); } } } } void info_stats_parse (infos *info, char *json, int stats_type) { 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; istats[stats_type] +info->statslen[stats_type]; stats_comp_parse(json, comp, t+i+1, rt, info); info->statslen[stats_type] ++; i += rt-1; //stats_comp_printf(comp); } } } 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"); char files[6][32] = { "content/chassis.txt", "content/brains.txt", "content/batteries.txt", "content/weapons.txt", "content/armor.txt", "content/augments.txt" }; for (int i=0; i<6; i++) { info->stats[i] = (stats_comp*)malloc(64*sizeof(stats_comp)); if (info->stats[i] != NULL) { info->statslen[i] = 0; info_read_file(json, files[i], size); info_stats_parse(info, json, i); } else { printf("error: out of memory in allocating for stats"); } } info_unit *u = info->templates+0; stats_unit base; stats_unit_compute(info, u, &base); stats_unit_printf(&base); } 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) { strcpy(ar->name, 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) { strcpy(ar->name, 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; } void info_army_rename (char oldn[], char newn[]) { char pathnameold[64]; sprintf(pathnameold, "army/%s.txt", oldn); char pathnamenew[64]; sprintf(pathnamenew, "army/%s.txt", newn); rename(pathnameold, pathnamenew); } void info_army_remove (char name[]) { char pathname[64]; sprintf(pathname, "army/%s.txt", name); remove(pathname); }