diff options
Diffstat (limited to 'constantes.h')
-rw-r--r-- | constantes.h | 338 |
1 files changed, 169 insertions, 169 deletions
diff --git a/constantes.h b/constantes.h index 9607c66..415074b 100644 --- a/constantes.h +++ b/constantes.h @@ -1,169 +1,169 @@ -#ifndef CONSTANTES_H
-#define CONSTANTES_H
-#define JOUER 0
-#define OPTIONS 1
-#define QUITTER 2
-#define XWIN 1024
-#define YWIN 768
-#define PALADIN 0
-#define PRETRE 1
-#define VOLEUR 2
-#define GUERRIER_GOBELIN 10
-#define VIE 1
-#define MORT 0
-
-//type de sort
-#define FEU 0
-#define GLACE 1
-#define EAU 2
-#define TONNERRE 3
-#define CHOC 4
-#define NON_ELEMENTAIRE 4
-#define SOIN 0
-
-//caractéristiques
-#define SENSIBILITE 1
-#define RESISTANCE 2
-#define INVULNERABILITE 3
-#define ABSORBTION 4
-
-//active / desactivé
-#define ACTIVE 1
-#define DESACTIVE 0
-
-
-#define ATTAQUE 0
-#define MAGIE_BLANCHE 1
-#define MAGIE_NOIRE 2
-#define TECHNIQUES 3
-#define OBJETS 4
-#define POTION 0
-#define ETHER 1
-#define POTIONPLUS 2
-#define ETHERPLUS 3
-#define ACTIONS 5
-#define DEGATS 0
-#define SOINS 1
-#define ALLIE 1
-#define ENNEMI 0
-#define TYPE_ATTAQUE 0
-#define TYPE_MAGIE 1
-
-
-#define SELECTION(nb,nb2) if (selection == nb)\
- {\
- if(nb2==ALLIE)\
- {\
- positions->Vpositioncurseurallies.x = positions->Vpositionpersos[nb].x + 20 + surfaces->Tperso[nb]->w;\
- positions->Vpositioncurseurallies.y = positions->Vpositionpersos[nb].y + surfaces->Tperso[nb]->h/2 - surfaces->Pcurseurallies->h/2;\
- SDL_BlitSurface (surfaces->Pcurseurallies,NULL,surfaces->Pecran,&positions->Vpositioncurseurallies);\
- }\
- else\
- {\
- SDL_BlitSurface (surfaces->Pcadrecible,NULL,surfaces->Pecran,&positions->Vpositioncadrecible);\
- positions->Vpositioncurseurennemis.x=positions->Vpositionennemis[nb].x-20-surfaces->Pcurseurennemis->w;\
- positions->Vpositioncurseurennemis.y=positions->Vpositionennemis[nb].y+surfaces->Tennemi[nb]->h/2 - surfaces->Pcurseurennemis->h/2;\
- SDL_BlitSurface (surfaces->Pcurseurennemis,NULL,surfaces->Pecran,&positions->Vpositioncurseurennemis);\
- }\
- }
-#define ECRIRE(texte,id)sprintf(chaine[id],texte);\
- surfaces->Pnomactions[id]=TTF_RenderText_Blended(police,chaine[id],couleur);\
- SDL_BlitSurface (surfaces->Pnomactions[id],NULL,surfaces->Pecran,&positions->Vpositionnomactions[id]);
-
-//map
-#define SOL 0
-#define MUR 1
-#define COFFRE 2
-#define GUS 3
-
-
-
-#define SELECTION_CIBLE() case SDLK_RIGHT:\
- if(clan==ALLIE)\
- {\
- selection=0;\
- while(ennemis[selection].etat==MORT)\
- selection++;\
- inverse(&clan);\
- SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies);\
- Fchangercurseurennemis (surfaces,positions,selection,ennemis);\
- }\
- break;\
- case SDLK_LEFT:\
- if(clan==ENNEMI)\
- {\
- SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible);\
- selection=0;\
- while(persos[selection].etat==MORT)\
- selection++;\
- inverse(&clan);\
- SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis);\
- Fchangercurseurpersos(surfaces,positions,selection,persos);\
- }\
- break;\
- case SDLK_UP:\
- if(clan==ENNEMI)\
- {\
- if (selection!=0)\
- selection--;\
- else\
- selection=Vnbennemis;\
- while(ennemis[selection].etat==MORT)\
- {\
- if(selection!=0)\
- selection--;\
- else\
- selection=Vnbennemis;\
- }\
- Fchangercurseurennemis (surfaces,positions,selection,ennemis);\
- }\
- else\
- {\
- if (selection!=0)\
- selection--;\
- else\
- selection=2;\
- while(persos[selection].etat==MORT)\
- {\
- if(selection!=0)\
- selection--;\
- else\
- selection=2;\
- }\
- Fchangercurseurpersos(surfaces,positions,selection,ennemis);\
- }\
- break;\
- case SDLK_DOWN:\
- if(clan==ENNEMI)\
- {\
- if(selection!=Vnbennemis)\
- selection++;\
- else\
- selection=0;\
- while(ennemis[selection].etat==MORT)\
- {\
- if(selection!=Vnbennemis)\
- selection++;\
- else\
- selection=0;\
- }\
- Fchangercurseurennemis(surfaces,positions,selection,ennemis);\
- }\
- else\
- {\
- if(selection!=2)\
- selection++;\
- else\
- selection=0;\
- while(persos[selection].etat==MORT)\
- {\
- if(selection!=2)\
- selection++;\
- else\
- selection=0;\
- }\
- Fchangercurseurpersos(surfaces,positions,selection,ennemis);\
- }\
- break;
-
-#endif
+#ifndef CONSTANTES_H +#define CONSTANTES_H +#define JOUER 0 +#define OPTIONS 1 +#define QUITTER 2 +#define XWIN 1024 +#define YWIN 768 +#define PALADIN 0 +#define PRETRE 1 +#define VOLEUR 2 +#define GUERRIER_GOBELIN 10 +#define VIE 1 +#define MORT 0 + +//type de sort +#define FEU 0 +#define GLACE 1 +#define EAU 2 +#define TONNERRE 3 +#define CHOC 4 +#define NON_ELEMENTAIRE 4 +#define SOIN 0 + +//caractéristiques +#define SENSIBILITE 1 +#define RESISTANCE 2 +#define INVULNERABILITE 3 +#define ABSORBTION 4 + +//active / desactivé +#define ACTIVE 1 +#define DESACTIVE 0 + + +#define ATTAQUE 0 +#define MAGIE_BLANCHE 1 +#define MAGIE_NOIRE 2 +#define TECHNIQUES 3 +#define OBJETS 4 +#define POTION 0 +#define ETHER 1 +#define POTIONPLUS 2 +#define ETHERPLUS 3 +#define ACTIONS 5 +#define DEGATS 0 +#define SOINS 1 +#define ALLIE 1 +#define ENNEMI 0 +#define TYPE_ATTAQUE 0 +#define TYPE_MAGIE 1 + + +#define SELECTION(nb,nb2) if (selection == nb)\ + {\ + if(nb2==ALLIE)\ + {\ + positions->Vpositioncurseurallies.x = positions->Vpositionpersos[nb].x + 20 + surfaces->Tperso[nb]->w;\ + positions->Vpositioncurseurallies.y = positions->Vpositionpersos[nb].y + surfaces->Tperso[nb]->h/2 - surfaces->Pcurseurallies->h/2;\ + SDL_BlitSurface (surfaces->Pcurseurallies,NULL,surfaces->Pecran,&positions->Vpositioncurseurallies);\ + }\ + else\ + {\ + SDL_BlitSurface (surfaces->Pcadrecible,NULL,surfaces->Pecran,&positions->Vpositioncadrecible);\ + positions->Vpositioncurseurennemis.x=positions->Vpositionennemis[nb].x-20-surfaces->Pcurseurennemis->w;\ + positions->Vpositioncurseurennemis.y=positions->Vpositionennemis[nb].y+surfaces->Tennemi[nb]->h/2 - surfaces->Pcurseurennemis->h/2;\ + SDL_BlitSurface (surfaces->Pcurseurennemis,NULL,surfaces->Pecran,&positions->Vpositioncurseurennemis);\ + }\ + } +#define ECRIRE(texte,id)sprintf(chaine[id],texte);\ + surfaces->Pnomactions[id]=TTF_RenderText_Blended(police,chaine[id],couleur);\ + SDL_BlitSurface (surfaces->Pnomactions[id],NULL,surfaces->Pecran,&positions->Vpositionnomactions[id]); + +//map +#define SOL 0 +#define MUR 1 +#define COFFRE 2 +#define GUS 3 + + + +#define SELECTION_CIBLE() case SDLK_RIGHT:\ + if(clan==ALLIE)\ + {\ + selection=0;\ + while(ennemis[selection].etat==MORT)\ + selection++;\ + inverse(&clan);\ + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies);\ + Fchangercurseurennemis (surfaces,positions,selection,ennemis);\ + }\ + break;\ + case SDLK_LEFT:\ + if(clan==ENNEMI)\ + {\ + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible);\ + selection=0;\ + while(persos[selection].etat==MORT)\ + selection++;\ + inverse(&clan);\ + SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis);\ + Fchangercurseurpersos(surfaces,positions,selection,persos);\ + }\ + break;\ + case SDLK_UP:\ + if(clan==ENNEMI)\ + {\ + if (selection!=0)\ + selection--;\ + else\ + selection=Vnbennemis;\ + while(ennemis[selection].etat==MORT)\ + {\ + if(selection!=0)\ + selection--;\ + else\ + selection=Vnbennemis;\ + }\ + Fchangercurseurennemis (surfaces,positions,selection,ennemis);\ + }\ + else\ + {\ + if (selection!=0)\ + selection--;\ + else\ + selection=2;\ + while(persos[selection].etat==MORT)\ + {\ + if(selection!=0)\ + selection--;\ + else\ + selection=2;\ + }\ + Fchangercurseurpersos(surfaces,positions,selection,ennemis);\ + }\ + break;\ + case SDLK_DOWN:\ + if(clan==ENNEMI)\ + {\ + if(selection!=Vnbennemis)\ + selection++;\ + else\ + selection=0;\ + while(ennemis[selection].etat==MORT)\ + {\ + if(selection!=Vnbennemis)\ + selection++;\ + else\ + selection=0;\ + }\ + Fchangercurseurennemis(surfaces,positions,selection,ennemis);\ + }\ + else\ + {\ + if(selection!=2)\ + selection++;\ + else\ + selection=0;\ + while(persos[selection].etat==MORT)\ + {\ + if(selection!=2)\ + selection++;\ + else\ + selection=0;\ + }\ + Fchangercurseurpersos(surfaces,positions,selection,ennemis);\ + }\ + break; + +#endif |