From e816f16a5007798968f4c9003b3159a45485e88f Mon Sep 17 00:00:00 2001 From: Olivier Gayot Date: Sun, 26 Oct 2014 18:20:28 +0000 Subject: game: remove useless checks it is safe to pass a null pointer to SDL_FreeSurface() BTW: change the format of the files from dos to unix Signed-off-by: Olivier Gayot --- magies.c | 510 +++++++++++++++++++++++++++++++-------------------------------- 1 file changed, 255 insertions(+), 255 deletions(-) (limited to 'magies.c') diff --git a/magies.c b/magies.c index 112506f..35d2b00 100644 --- a/magies.c +++ b/magies.c @@ -1,255 +1,255 @@ -#include -#include -#include -#include "structures.h" -#include "constantes.h" -#include "prototypes.h" - -int Fmagieelement (SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis, int element,int *Vtour) -{ - int max; - int min; - unsigned int continuer = 1; - int degats; - int selection = 0; - int delay=1; - unsigned int Bdegats=DEGATS; - int clan=ENNEMI; - SDL_Event event; - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions); - while(ennemis[selection].etat==MORT) - selection++; - Fchangercurseurennemis (surfaces,positions,selection,ennemis); - while (continuer) - { - SDL_Flip (surfaces->Pecran); - SDL_WaitEvent (&event); - switch (event.type) - { - case SDL_KEYDOWN: - switch (event.key.keysym.sym) - { - case SDLK_ESCAPE: - continuer = 0; - if(clan==ENNEMI) - { - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis); - } - else - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies); - SDL_Flip (surfaces->Pecran); - break; - SELECTION_CIBLE() - case SDLK_RETURN: - continuer=0; - max=Fcalculerdegats(persos,Vtourallie,&min,ennemis,selection,clan,TYPE_MAGIE); - degats=(rand()%(max-min+1))+min; - if(degats<0) - degats=0; - if(element!=NON_ELEMENTAIRE) - { - if (ennemis[selection].resistance[element]==ACTIVE) - degats/=2; - else if(ennemis[selection].sensibilite[element]==ACTIVE) - degats*=2; - else if(ennemis[selection].invulnerabilite[element]==ACTIVE) - degats=0; - else if(ennemis[selection].absorbtion[element]==ACTIVE) - inverse(&Bdegats); - } - if(clan==ENNEMI) - { - if(Bdegats==DEGATS) - ennemis[selection].pv-=degats; - else - ennemis[selection].pv+=degats; - if(ennemis[selection].pv<=0) - { - ennemis[selection].pv=0; - ennemis[selection].etat=MORT; - positions->Vpositionmort.x=positions->Vpositionennemis[selection].x+surfaces->Tennemi[selection]->w/2-surfaces->Pmort->w/2; - positions->Vpositionmort.y=positions->Vpositionennemis[selection].y+surfaces->Tennemi[selection]->h/2-surfaces->Pmort->h/2; - SDL_BlitSurface(surfaces->Pmort,NULL,surfaces->Pecran,&positions->Vpositionmort); - } - else if(ennemis[selection].pv>ennemis[selection].pvinitiaux) - ennemis[selection].pv=ennemis[selection].pvinitiaux; - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis); - } - else - { - if(Bdegats==DEGATS) - persos[selection].pv-=degats; - else - persos[selection].pv+=degats; - if(persos[selection].pv<=0) - { - persos[selection].pv=0; - persos[selection].etat=MORT; - positions->Vpositionmort.x=positions->Vpositionpersos[selection].x+surfaces->Tperso[selection]->w/2-surfaces->Pmort->w/2; - positions->Vpositionmort.y=positions->Vpositionpersos[selection].y+surfaces->Tperso[selection]->h/2-surfaces->Pmort->h/2; - SDL_BlitSurface(surfaces->Pmort,NULL,surfaces->Pecran,&positions->Vpositionmort); - } - else if(persos[selection].pv>persos[selection].pvinitiaux) - persos[selection].pv=persos[selection].pvinitiaux; - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies); - } - if(Bdegats==DEGATS) - Fafficherdegats (surfaces,positions,degats,clan,selection,persos); - else - Faffichersoins (surfaces,positions,degats,clan,selection,persos); - if(clan==ENNEMI) - { - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); - SDL_Flip (surfaces->Pecran); - } - if (*Vtourallie==2) - { - inverse(Vtour); - *Vtourallie=0; - } - else - { - (*Vtourallie)++; - Fblitterpersos(surfaces,positions,persos); - Fblitcoloredselection(surfaces,positions,*Vtourallie,persos); - } - break; - } - break; - } - } - if (delay) - SDL_Delay(1000); - SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); - SDL_Flip(surfaces->Pecran); - return continuer; - return 0; -} - -int Fmagiesoin(SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis,int *Vtour) -{ - unsigned int continuer=1; - SDL_Event event; - int max; - int min; - int soins; - int clan=ALLIE; - int delay=1; - int selection=0; - int Bdegats=SOINS; - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions); - while(persos[selection].etat==MORT) - selection++; - Fchangercurseurpersos (surfaces,positions,selection,persos); - while(continuer) - { - SDL_WaitEvent(&event); - switch(event.type) - { - case SDL_KEYDOWN: - switch(event.key.keysym.sym) - { - case SDLK_ESCAPE: - continuer = 0; - if(clan==ENNEMI) - { - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis); - } - else - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies); - SDL_Flip (surfaces->Pecran); - break; - SELECTION_CIBLE() - case SDLK_RETURN: - max=Fcalculersoins(persos,Vtourallie,&min,ennemis,selection); - soins=(rand()%(max-min+1))+min; - if(soins<0) - soins=0; - if(clan==ENNEMI) - { - if(Bdegats==DEGATS) - ennemis[selection].pv-=soins; - else - ennemis[selection].pv+=soins; - if(ennemis[selection].pv<=0) - { - ennemis[selection].pv=0; - ennemis[selection].etat=MORT; - positions->Vpositionmort.x=positions->Vpositionennemis[selection].x+surfaces->Tennemi[selection]->w/2-surfaces->Pmort->w/2; - positions->Vpositionmort.y=positions->Vpositionennemis[selection].y+surfaces->Tennemi[selection]->h/2-surfaces->Pmort->h/2; - SDL_BlitSurface(surfaces->Pmort,NULL,surfaces->Pecran,&positions->Vpositionmort); - } - else if(ennemis[selection].pv>ennemis[selection].pvinitiaux) - ennemis[selection].pv=ennemis[selection].pvinitiaux; - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis); - } - else - { - if(Bdegats==DEGATS) - persos[selection].pv-=soins; - else - persos[selection].pv+=soins; - if(persos[selection].pv<=0) - { - persos[selection].pv=0; - persos[selection].etat=MORT; - positions->Vpositionmort.x=positions->Vpositionpersos[selection].x+surfaces->Tperso[selection]->w/2-surfaces->Pmort->w/2; - positions->Vpositionmort.y=positions->Vpositionpersos[selection].y+surfaces->Tperso[selection]->h/2-surfaces->Pmort->h/2; - SDL_BlitSurface(surfaces->Pmort,NULL,surfaces->Pecran,&positions->Vpositionmort); - } - else if(persos[selection].pv>persos[selection].pvinitiaux) - persos[selection].pv=persos[selection].pvinitiaux; - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies); - } - if(Bdegats==DEGATS) - Fafficherdegats (surfaces,positions,soins,clan,selection,persos); - else - Faffichersoins (surfaces,positions,soins,clan,selection,persos); - if(clan==ENNEMI) - { - SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); - SDL_Flip (surfaces->Pecran); - } - if (*Vtourallie==2) - { - *Vtourallie=0; - inverse(Vtour); - } - else - { - (*Vtourallie)++; - Fblitterpersos(surfaces,positions,persos); - Fblitcoloredselection(surfaces,positions,*Vtourallie,persos); - } - continuer=0; - break; - } - break; - } - } - if (delay) - SDL_Delay(1000); - SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); - SDL_Flip(surfaces->Pecran); - return continuer; -} - -int Fcalculersoins(PERSONNAGES persos[],int *Vtourallie,int *min,ENNEMIS ennemis[],int selection) -{ - unsigned int soins; - int max; - int taux; - - soins=persos[*Vtourallie].magie*20; - taux=soins/4; - max=soins+taux; - *min=soins-taux; - - return max; -} - - - - +#include +#include +#include +#include "structures.h" +#include "constantes.h" +#include "prototypes.h" + +int Fmagieelement (SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis, int element,int *Vtour) +{ + int max; + int min; + unsigned int continuer = 1; + int degats; + int selection = 0; + int delay=1; + unsigned int Bdegats=DEGATS; + int clan=ENNEMI; + SDL_Event event; + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions); + while(ennemis[selection].etat==MORT) + selection++; + Fchangercurseurennemis (surfaces,positions,selection,ennemis); + while (continuer) + { + SDL_Flip (surfaces->Pecran); + SDL_WaitEvent (&event); + switch (event.type) + { + case SDL_KEYDOWN: + switch (event.key.keysym.sym) + { + case SDLK_ESCAPE: + continuer = 0; + if(clan==ENNEMI) + { + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis); + } + else + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies); + SDL_Flip (surfaces->Pecran); + break; + SELECTION_CIBLE() + case SDLK_RETURN: + continuer=0; + max=Fcalculerdegats(persos,Vtourallie,&min,ennemis,selection,clan,TYPE_MAGIE); + degats=(rand()%(max-min+1))+min; + if(degats<0) + degats=0; + if(element!=NON_ELEMENTAIRE) + { + if (ennemis[selection].resistance[element]==ACTIVE) + degats/=2; + else if(ennemis[selection].sensibilite[element]==ACTIVE) + degats*=2; + else if(ennemis[selection].invulnerabilite[element]==ACTIVE) + degats=0; + else if(ennemis[selection].absorbtion[element]==ACTIVE) + inverse(&Bdegats); + } + if(clan==ENNEMI) + { + if(Bdegats==DEGATS) + ennemis[selection].pv-=degats; + else + ennemis[selection].pv+=degats; + if(ennemis[selection].pv<=0) + { + ennemis[selection].pv=0; + ennemis[selection].etat=MORT; + positions->Vpositionmort.x=positions->Vpositionennemis[selection].x+surfaces->Tennemi[selection]->w/2-surfaces->Pmort->w/2; + positions->Vpositionmort.y=positions->Vpositionennemis[selection].y+surfaces->Tennemi[selection]->h/2-surfaces->Pmort->h/2; + SDL_BlitSurface(surfaces->Pmort,NULL,surfaces->Pecran,&positions->Vpositionmort); + } + else if(ennemis[selection].pv>ennemis[selection].pvinitiaux) + ennemis[selection].pv=ennemis[selection].pvinitiaux; + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis); + } + else + { + if(Bdegats==DEGATS) + persos[selection].pv-=degats; + else + persos[selection].pv+=degats; + if(persos[selection].pv<=0) + { + persos[selection].pv=0; + persos[selection].etat=MORT; + positions->Vpositionmort.x=positions->Vpositionpersos[selection].x+surfaces->Tperso[selection]->w/2-surfaces->Pmort->w/2; + positions->Vpositionmort.y=positions->Vpositionpersos[selection].y+surfaces->Tperso[selection]->h/2-surfaces->Pmort->h/2; + SDL_BlitSurface(surfaces->Pmort,NULL,surfaces->Pecran,&positions->Vpositionmort); + } + else if(persos[selection].pv>persos[selection].pvinitiaux) + persos[selection].pv=persos[selection].pvinitiaux; + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies); + } + if(Bdegats==DEGATS) + Fafficherdegats (surfaces,positions,degats,clan,selection,persos); + else + Faffichersoins (surfaces,positions,degats,clan,selection,persos); + if(clan==ENNEMI) + { + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); + SDL_Flip (surfaces->Pecran); + } + if (*Vtourallie==2) + { + inverse(Vtour); + *Vtourallie=0; + } + else + { + (*Vtourallie)++; + Fblitterpersos(surfaces,positions,persos); + Fblitcoloredselection(surfaces,positions,*Vtourallie,persos); + } + break; + } + break; + } + } + if (delay) + SDL_Delay(1000); + SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); + SDL_Flip(surfaces->Pecran); + return continuer; + return 0; +} + +int Fmagiesoin(SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis,int *Vtour) +{ + unsigned int continuer=1; + SDL_Event event; + int max; + int min; + int soins; + int clan=ALLIE; + int delay=1; + int selection=0; + int Bdegats=SOINS; + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions); + while(persos[selection].etat==MORT) + selection++; + Fchangercurseurpersos (surfaces,positions,selection,persos); + while(continuer) + { + SDL_WaitEvent(&event); + switch(event.type) + { + case SDL_KEYDOWN: + switch(event.key.keysym.sym) + { + case SDLK_ESCAPE: + continuer = 0; + if(clan==ENNEMI) + { + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis); + } + else + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies); + SDL_Flip (surfaces->Pecran); + break; + SELECTION_CIBLE() + case SDLK_RETURN: + max=Fcalculersoins(persos,Vtourallie,&min,ennemis,selection); + soins=(rand()%(max-min+1))+min; + if(soins<0) + soins=0; + if(clan==ENNEMI) + { + if(Bdegats==DEGATS) + ennemis[selection].pv-=soins; + else + ennemis[selection].pv+=soins; + if(ennemis[selection].pv<=0) + { + ennemis[selection].pv=0; + ennemis[selection].etat=MORT; + positions->Vpositionmort.x=positions->Vpositionennemis[selection].x+surfaces->Tennemi[selection]->w/2-surfaces->Pmort->w/2; + positions->Vpositionmort.y=positions->Vpositionennemis[selection].y+surfaces->Tennemi[selection]->h/2-surfaces->Pmort->h/2; + SDL_BlitSurface(surfaces->Pmort,NULL,surfaces->Pecran,&positions->Vpositionmort); + } + else if(ennemis[selection].pv>ennemis[selection].pvinitiaux) + ennemis[selection].pv=ennemis[selection].pvinitiaux; + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis); + } + else + { + if(Bdegats==DEGATS) + persos[selection].pv-=soins; + else + persos[selection].pv+=soins; + if(persos[selection].pv<=0) + { + persos[selection].pv=0; + persos[selection].etat=MORT; + positions->Vpositionmort.x=positions->Vpositionpersos[selection].x+surfaces->Tperso[selection]->w/2-surfaces->Pmort->w/2; + positions->Vpositionmort.y=positions->Vpositionpersos[selection].y+surfaces->Tperso[selection]->h/2-surfaces->Pmort->h/2; + SDL_BlitSurface(surfaces->Pmort,NULL,surfaces->Pecran,&positions->Vpositionmort); + } + else if(persos[selection].pv>persos[selection].pvinitiaux) + persos[selection].pv=persos[selection].pvinitiaux; + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies); + } + if(Bdegats==DEGATS) + Fafficherdegats (surfaces,positions,soins,clan,selection,persos); + else + Faffichersoins (surfaces,positions,soins,clan,selection,persos); + if(clan==ENNEMI) + { + SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); + SDL_Flip (surfaces->Pecran); + } + if (*Vtourallie==2) + { + *Vtourallie=0; + inverse(Vtour); + } + else + { + (*Vtourallie)++; + Fblitterpersos(surfaces,positions,persos); + Fblitcoloredselection(surfaces,positions,*Vtourallie,persos); + } + continuer=0; + break; + } + break; + } + } + if (delay) + SDL_Delay(1000); + SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); + SDL_Flip(surfaces->Pecran); + return continuer; +} + +int Fcalculersoins(PERSONNAGES persos[],int *Vtourallie,int *min,ENNEMIS ennemis[],int selection) +{ + unsigned int soins; + int max; + int taux; + + soins=persos[*Vtourallie].magie*20; + taux=soins/4; + max=soins+taux; + *min=soins-taux; + + return max; +} + + + + -- cgit v1.2.3