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-rw-r--r--constantes.h338
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