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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <hud_views.h>
#define LABEL(x, y, s, d) {\
float p[2]={x,y};\
render_text_scaled(rend, s, p, t, d);\
}
#define LABEL_F3(x, y, s, q, v, d) {\
float p[2]={x,y}; char ss[64]; \
sprintf(ss, "%s: %."#q"f %."#q"f %."#q"f", s, v[0], v[1], v[2]);\
render_text_scaled(rend, ss, p, t, d);\
}
#define LABEL_I3(x, y, s, v, d) {\
float p[2]={x,y}; char ss[64]; \
sprintf(ss, "%s: %d %d %d", s, v[0], v[1], v[2]);\
render_text_scaled(rend, ss, p, t, 1);\
}
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;
{ 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;
}
void render_view_level (SDL_Renderer *rend, int px, int py, int lvl) {
// position is of bottom right corner
for (int i=0; i<MAXLEVEL; i++) {
int sel = 0;
if (lvl == i) {
SDL_SetRenderDrawColor(rend, 240, 250, 240, 255);
sel = 1;
} else {
SDL_SetRenderDrawColor(rend, 140, 140, 140, 255);
sel = 0;
}
SDL_Rect rect = {
px-MAXLEVEL*9-1 + 9*i,
py-9-1-sel*2,
10,
10+sel*2 };
SDL_RenderFillRect(rend, &rect);
SDL_SetRenderDrawColor(rend, 0, 0, 0, 255);
SDL_RenderDrawRect(rend, &rect);
}
}
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) {
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);
info_unit u; int8_t *_; int __; int size[2];
hud_map_sel(&u, info, 0, 0, &_, &__, size);
size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
} 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) {
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);
float size[2] = {145, 145}; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
} 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) {
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;
/*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 {
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) {
info_armor *arm = info->armors+armor;
int h = 10;
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;
render_view_level(rend, px+size[0], py+size[1], lvl);
} 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) {
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;
float size[2] = { 200, 110 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
} 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) {
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;
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;
render_view_level(rend, px+size[0], py+size[1], lvl);
} 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) {
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;
float size[2] = { 150, 50 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
} 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) {
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;
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;
render_view_level(rend, px+size[0], py+size[1], lvl);
} 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);
float size[2] = { 145, 145 }; size[0] -= 5; size[1] -= 5;
render_view_level(rend, px+size[0], py+size[1], lvl);
} 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 b = { "place", 4, { px+wedit+2*4+5, py } };
render_button(rend, t, &b); }
float wplace = get_text_width("place", t);
float pname[2] = { wplace+wedit+4*4+10+px, py+4 };
char *sname = info->templates[temp].name;
render_text_scaled(rend, sname, pname, t, 1);
}
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