diff options
Diffstat (limited to 'jouer.c')
-rw-r--r-- | jouer.c | 103 |
1 files changed, 52 insertions, 51 deletions
@@ -70,26 +70,42 @@ static int get_alive_character(const struct team_t *team) } /* function called after an action has been performed */ -static void update_current_character(struct team_t *ally, bool *ally_turn) +static void update_current_character(struct team_t *t1, struct team_t *t2, struct team_t **playing) { - if (*ally_turn) { - int next; + struct team_t *current; + int next; - unhighlight_prev_character(ally); + unhighlight_prev_character(*playing); - next = find_next_team_member(ally, ally->chr_cur); + current = *playing; - /* if there is no next ally or they are dead */ - if (next <= ally->chr_cur) { - inverse_boolean(*ally_turn); - } + next = find_next_team_member(current, current->chr_cur); + + if (next == -1) { + /* if our team is dead */ + current = *playing = (current == t1) ? t2 : t1; + + if (!current->chrs[current->chr_cur].alive) + current->chr_cur = find_next_team_member(current, current->chr_cur); + } else if (next > current->chr_cur) { + /* we still have some players to use */ + current->chr_cur = next; + } else { + current->chr_cur = next; + + current = *playing = (current == t1) ? t2 : t1; - ally->chr_cur = next; + if (!current->chrs[current->chr_cur].alive) { + current->chr_cur = find_next_team_member(current, current->chr_cur); - if (*ally_turn) { - highlight_current_character(ally); + if (current->chr_cur < 0) { + /* there is no alive character in the other team */ + current = *playing = (current == t1) ? t2 : t1; + } } } + + highlight_current_character(*playing); } static @@ -222,11 +238,11 @@ enum action_state_t dig_entry(const struct entry_t *entries, int cnt_entries, st } } -int Fjouer (SURFACES *surfaces, POSITIONS *positions, struct team_t *ally, struct team_t *enemy) +int Fjouer (SURFACES *surfaces, POSITIONS *positions, struct team_t *t1, struct team_t *t2) { + struct team_t *playing_team; unsigned int continuer=1; int i; - int Vtour; unsigned int gagne,perdu; @@ -238,81 +254,66 @@ int Fjouer (SURFACES *surfaces, POSITIONS *positions, struct team_t *ally, struc Fblitterfond(surfaces); // on blit le fond du jeu /* compute whether the allies or the enemies should begin */ - Vtour = rand() % 2; + playing_team = (rand() % 2) ? t1 : t2; - if (Vtour == ALLIE) { - /* the current character will be highlighted in red */ - /* TODO should be generic for an enemy or an ally */ - highlight_current_character(ally); - } + highlight_current_character(playing_team); - blit_team(surfaces, ally); - blit_team(surfaces, enemy); + blit_team(surfaces, t1); + blit_team(surfaces, t2); SDL_Flip(surfaces->Pecran); while (continuer) { - if(Vtour==ALLIE) //si un player joue + if (!playing_team->cpu) //si un player joue { struct action_params_t params = { .surfaces = surfaces, .positions = positions, - .t1 = ally, - .t2 = enemy, + .t1 = playing_team, + .t2 = (playing_team == t1) ? t2 : t1, }; enum action_state_t state; - while (!ally->chrs[ally->chr_cur].alive) //si le perso selectionné est mort - { - if (ally->chr_cur < ally->chr_cnt) // si ce n'est pas le dernier - ally->chr_cur++; // on prend le perso suivant - else // sinon si c'est le dernier - ally->chr_cur = 0; // on reprend le 1er - } - state = dig_entry(action_entries_g, countof(action_entries_g), ¶ms); switch (state) { case ACTION_CANCELED: continuer = 0; break; case ACTION_PERFORMED: - update_current_character(ally, (bool *)&Vtour); - blit_team(surfaces, ally); + update_current_character(t1, t2, &playing_team); + blit_team(surfaces, t1); + blit_team(surfaces, t2); break; default: break; } } - else if (Vtour == ENNEMI) // sinon si c'est le cpu qui joue - { - while (!enemy->chrs[enemy->chr_cur].alive) { - if (enemy->chr_cur < enemy->chr_cnt) { - enemy->chr_cur++; - } else if (enemy->chr_cur == enemy->chr_cnt) { - enemy->chr_cur = 0; - } - } + else { /* TODO reactivate */ #if 0 Factionennemi(&Vtourennemi,surfaces,positions,ennemis,persos,Vnbennemis,&Vtour,Vtourallie); -#else - Vtour = ALLIE; #endif - } // les actions sont faites + SDL_Flip(surfaces->Pecran); + + update_current_character(t1, t2, &playing_team); + + blit_team(surfaces, t1); + blit_team(surfaces, t2); + } // on vérifie à présent si on a gagné ou si on a perdu ! gagne=1; perdu=1; - for (i = 0; i < enemy->chr_cnt; i++) { - if (enemy->chrs[i].alive) + for (i = 0; i < t2->chr_cnt; i++) { + if (t2->chrs[i].alive) gagne=0; } - for (i = 0; i < ally->chr_cnt; i++) { - if (ally->chrs[i].alive) + for (i = 0; i < t1->chr_cnt; i++) { + if (t1->chrs[i].alive) perdu=0; } |