#include #include #include #include #include void render_view_stats (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, info_unit *tm) { float h = 10; float pname[2] = { px+10, py+h }; char sname[64]; sprintf(sname, "STATS"); render_text_scaled(rend, sname, pname, t, 2); h += 35; float calcweight = info_unit_get_weight(info, tm); float maxweight = info->chassis[tm->chassis].weight_max; 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; } void render_view_chassis (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int chassis, SDL_Texture *sprites) { if (chassis != -1) { float pname[2] = { px+10, py+10 }; char sname[64]; sprintf(sname, "%s", info->chassis[chassis].name); render_text_scaled(rend, sname, pname, t, 2); float pweight[2] = { px+10, py+40 }; char sweight[64]; sprintf(sweight, "MAX WEIGHT: %0.0f", info->chassis[chassis].weight_max); render_text_scaled(rend, sweight, pweight, t, 1); float php[2] = { px+10, py+55 }; char shp[64]; sprintf(shp, "HP: %0.1f", info->chassis[chassis].hp); render_text_scaled(rend, shp, php, t, 1); float pspeed[2] = { px+10, py+70 }; char sspeed[64]; sprintf(sspeed, "SPEED: %0.2f tiles/turn", info->chassis[chassis].speed); render_text_scaled(rend, sspeed, pspeed, t, 1); 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); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select a chassis...", pname, t, 1); } } void render_view_battery (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int batt) { if (batt != -1) { float pname[2] = { px+10, py+10 }; char sname[64]; sprintf(sname, "%s", info->batteries[batt].name); render_text_scaled(rend, sname, pname, t, 1); float pweight[2] = { px+10, py+40 }; char sweight[64]; sprintf(sweight, "WEIGHT: %0.0f", info->batteries[batt].weight); render_text_scaled(rend, sweight, pweight, t, 1); float pcapacity[2] = { px+10, py+55 }; char scapacity[64]; sprintf(scapacity, "CAPACITY: %0.1f", info->batteries[batt].capacity); render_text_scaled(rend, scapacity, pcapacity, t, 1); float prech[2] = { px+10, py+70 }; char srech[64]; if (info->batteries[batt].recharge == 0) { strcpy(srech, "NOT RECHARGEABLE"); } else { strcpy(srech, "RECHARGEABLE"); } render_text_scaled(rend, srech, prech, t, 1); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select a battery...", pname, t, 1); } } void render_view_armor (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int armor) { if (armor != -1) { float pname[2] = { px+10, py+10 }; char sname[64]; sprintf(sname, "%s", info->armors[armor].name); render_text_scaled(rend, sname, pname, t, 1); 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]); } else { sprintf(temp, "%.0f", info->armors[armor].armor[i]); } 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); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select an armor...", pname, t, 1); } } void render_view_armor_detail (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int armor) { if (armor != -1) { float pname[2] = { px+10, py+10 }; char sname[64]; sprintf(sname, "%s", info->armors[armor].name); render_text_scaled(rend, sname, pname, t, 1); float pweight[2] = { px+10, py+40 }; char sweight[64]; sprintf(sweight, "WEIGHT: %0.0f", info->armors[armor].weight); render_text_scaled(rend, sweight, pweight, t, 1); float pred[2] = { px+10, py+60 }; render_text_scaled(rend, "DAMAGE REDUCTION", pred, t, 1); int h=0; for (int i=0; i<7; i++) { if (info->armors[armor].armor[i] < 0.001) continue; float pa[2] = { px+10, py+75+h*15 }; char sa[64]; sprintf(sa, "%s: %.1f%", info->damage_types[i], info->armors[armor].armor[i]); render_text_scaled(rend, sa, pa, t, 1); h++; } } else { render_view_weapon(rend, t, px, py, info, armor); } } void render_view_weapon (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int weapon) { if (weapon != -1) { float pname[2] = { px+10, py+10 }; char sname[64]; sprintf(sname, "%s", info->weapons[weapon].name); render_text_scaled(rend, sname, pname, t, 1); float pweight[2] = { px+10, py+30 }; char sweight[64]; sprintf(sweight, "WEIGHT: %.0f", info->weapons[weapon].weight); render_text_scaled(rend, sweight, pweight, t, 1); float ptype[2] = { px+10, py+45 }; char stype[64]; sprintf(stype, "DAMAGE TYPE: %s", info->damage_types[info->weapons[weapon].damage_type]); render_text_scaled(rend, stype, ptype, t, 1); float pdamage[2] = { px+10, py+60 }; char sdamage[64]; sprintf(sdamage, "DAMAGE: %.0f", info->weapons[weapon].damage); render_text_scaled(rend, sdamage, pdamage, t, 1); float prange[2] = { px+10, py+75 }; char srange[64]; sprintf(srange, "RANGE: %.0f", info->weapons[weapon].range); render_text_scaled(rend, srange, prange, t, 1); float pcool[2] = { px+10, py+90 }; char scool[64]; sprintf(scool, "COOLDOWN: %.0f", info->weapons[weapon].cooldown); render_text_scaled(rend, scool, pcool, t, 1); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select a weapon...", pname, t, 1); } } void render_view_weapon_detail (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int weapon) { if (weapon != -1) { float pname[2] = { px+10, py+10 }; char sname[64]; sprintf(sname, "%s", info->weapons[weapon].name); render_text_scaled(rend, sname, pname, t, 1); float pweight[2] = { px+10, py+30 }; char sweight[64]; sprintf(sweight, "WEIGHT: %.0f", info->weapons[weapon].weight); render_text_scaled(rend, sweight, pweight, t, 1); float ptype[2] = { px+10, py+45 }; char stype[64]; sprintf(stype, "DAMAGE TYPE: %s", info->damage_types[info->weapons[weapon].damage_type]); render_text_scaled(rend, stype, ptype, t, 1); float pdamage[2] = { px+10, py+60 }; char sdamage[64]; sprintf(sdamage, "DAMAGE: %.0f", info->weapons[weapon].damage); render_text_scaled(rend, sdamage, pdamage, t, 1); float prange[2] = { px+10, py+75 }; char srange[64]; sprintf(srange, "RANGE: %.0f", info->weapons[weapon].range); render_text_scaled(rend, srange, prange, t, 1); float pcool[2] = { px+10, py+90 }; char scool[64]; sprintf(scool, "COOLDOWN: %.0f", info->weapons[weapon].cooldown); render_text_scaled(rend, scool, pcool, t, 1); } else { render_view_weapon(rend, t, px, py, info, weapon); } } void render_view_aug (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int aug) { if (aug != -1) { float pname[2] = { px+10, py+10 }; char sname[64]; sprintf(sname, "%s", info->augs[aug].name); render_text_scaled(rend, sname, pname, t, 1); float pweight[2] = { px+10, py+30 }; char sweight[64]; sprintf(sweight, "WEIGHT: %.0f", info->augs[aug].weight); render_text_scaled(rend, sweight, pweight, t, 1); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select an augment...", pname, t, 1); } } void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int aug) { if (aug != -1) { float h = 10; float pname[2] = { px+10, py+h }; char sname[64]; sprintf(sname, "%s", info->augs[aug].name); render_text_scaled(rend, sname, pname, t, 1); h += 20; float pweight[2] = { px+10, py+h }; char sweight[64]; sprintf(sweight, "WEIGHT: %.0f", info->augs[aug].weight); render_text_scaled(rend, sweight, pweight, t, 1); h += 15; float range = info->augs[aug].add_range; if (range != 0) { float p[2] = { px+10, py+h }; char s[64]; sprintf(s, "RANGE: %.1f", range); render_text_scaled(rend, s, p, t, 1); h += 15; } float cooldown = info->augs[aug].add_cooldown; if (cooldown != 0) { float p[2] = { px+10, py+h }; char s[64]; sprintf(s, "COOLDOWN: %.2f", cooldown); render_text_scaled(rend, s, p, t, 1); h += 15; } float speed = info->augs[aug].add_speed; if (speed != 0) { float p[2] = { px+10, py+h }; char s[64]; sprintf(s, "SPEED: %.2f", speed); render_text_scaled(rend, s, p, t, 1); h += 15; } float hp = info->augs[aug].add_hp; if (hp != 0) { float p[2] = { px+10, py+h }; char s[64]; sprintf(s, "HP: %.1f", hp); render_text_scaled(rend, s, p, t, 1); h += 15; } h += 5; float sum = 0; for (int i=0; i<7; i++) sum += fabs(info->augs[aug].add_armor[i]); if (sum != 0) { float p[2] = { px+10, py+h }; render_text_scaled(rend, "ARMOR: ", p, t, 1); h += 15; for (int i=0; i<7; i++) { if (info->augs[aug].add_armor[i] == 0) continue; float pa[2] = { px+10, py+h }; char sa[64]; sprintf(sa, "%s: %.1f%", info->damage_types[i], info->augs[aug].add_armor[i]); render_text_scaled(rend, sa, pa, t, 1); h += 15; } } sum = 0; for (int i=0; i<7; i++) sum += fabs(info->augs[aug].add_damage[i]); if (sum != 0) { float p[2] = { px+10, py+h }; render_text_scaled(rend, "DAMAGE: ", p, t, 1); h += 15; for (int i=0; i<7; i++) { if (info->augs[aug].add_damage[i] == 0) continue; float pa[2] = { px+10, py+h }; char sa[64]; sprintf(sa, "%s: %.1f%", info->damage_types[i], info->augs[aug].add_damage[i]); render_text_scaled(rend, sa, pa, t, 1); h += 15; } } } else { render_view_aug(rend, t, px, py, info, aug); } } void render_view_brain (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int brain) { 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); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select a controller...", pname, t, 1); } } void render_view_template (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int temp) { button b = { "edit", 4, { px, py } }; render_button(rend, t, &b); float wedit = get_text_width("edit", t); button b1 = { "place", 4, { px+wedit+2*4+5, py } }; render_button(rend, t, &b1); float wplace = get_text_width("place", t); float pname[2] = { wplace+wedit+4*4+10+px, py+4 }; char *sname = info->chassis[info->templates[temp].chassis].name; render_text_scaled(rend, sname, pname, t, 1); }