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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <hud_views.h>
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[
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;
}
void render_view_chassis (SDL_Renderer* rend, txtd *t, int px, int py,
infos *info, int chassis, int lvl, 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, int lvl)
{
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, int lvl)
{
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][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);
} 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, int lvl)
{
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[lvl]);
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][lvl] < 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][lvl]);
render_text_scaled(rend, sa, pa, t, 1);
h++;
}
} else {
render_view_weapon(rend, t, px, py, info, armor, lvl);
}
}
void render_view_weapon (SDL_Renderer* rend, txtd *t, int px, int py,
infos *info, int weapon, int lvl)
{
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[lvl]);
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[lvl]);
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[lvl]);
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[lvl]);
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, int lvl)
{
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[lvl]);
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[lvl]);
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[lvl]);
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[lvl]);
render_text_scaled(rend, scool, pcool, t, 1);
} else {
render_view_weapon(rend, t, px, py, info, weapon, lvl);
}
}
void render_view_aug (SDL_Renderer* rend, txtd *t, int px, int py,
infos *info, int aug, int lvl)
{
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[lvl]);
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, int lvl)
{
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[lvl]);
render_text_scaled(rend, sweight, pweight, t, 1);
h += 15;
float range = info->augs[aug].add_range[lvl];
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[lvl];
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[lvl];
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[lvl];
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][lvl]);
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][lvl] == 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][lvl]);
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][lvl]);
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][lvl] == 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][lvl]);
render_text_scaled(rend, sa, pa, t, 1);
h += 15;
}
}
} else {
render_view_aug(rend, t, px, py, info, aug, lvl);
}
}
void render_view_brain (SDL_Renderer* rend, txtd *t, int px, int py,
infos *info, int brain, int lvl)
{
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, int lvl)
{
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);
}
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