#include #include "structures.h" #include "constantes.h" #include "prototypes.h" #include #include enum action_state_t Fattaquer(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy) { int degats; struct character_t *target; enum action_state_t ret = ACTION_CANCELED; unsigned int continuer = 1; int clan=ENNEMI; int selection = 0; SDL_Event event; int delay=1; SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions); while(!enemy->chrs[selection].alive) selection++; Fchangercurseurennemis (surfaces,positions, &enemy->chrs[selection]); while (continuer) { SDL_Flip (surfaces->Pecran); SDL_WaitEvent (&event); switch (event.type) { case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: case SDLK_a: delay=0; 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: case SDLK_f: SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); if (clan == ENNEMI) { target = &enemy->chrs[selection]; } else { target = &ally->chrs[selection]; } degats = compute_damages(&ally->chrs[ally->chr_cur], target, DAMAGES_PHYSICAL, ELEMENT_NONE); damage_target_hp(surfaces, target, degats); SDL_Flip(surfaces->Pecran); ret = ACTION_PERFORMED; continuer=0; break; default: break; } break; } } if (delay) SDL_Delay(1000); SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); SDL_Flip(surfaces->Pecran); return ret; } int compute_damages(const struct character_t *src, const struct character_t *dest, enum damages_type_t type, enum element_t element) { int avg; int min; int max; /* we optimize if the target is invulnerable */ if (element != ELEMENT_NONE && dest->affinities[element] == AFFINITY_INVULNERABILITY) return 0; if (type == DAMAGES_PHYSICAL) { avg = src->strength * 60 - dest->defense * 50; } else if (type == DAMAGES_MAGICAL) { avg = src->magic * 60 - dest->spirit * 50; } if (element != ELEMENT_NONE) { switch (dest->affinities[element]) { case AFFINITY_SENSITIVE: avg *= 2; break; case AFFINITY_RESISTANCE: avg /= 2; break; case AFFINITY_INVULNERABILITY: avg = 0; break; case AFFINITY_ABSORPTION: avg = -avg; break; default: abort(); } avg *= (dest->affinities[element] - 1); } min = avg - avg / 4; max = avg + avg / 4; return rand() % (max - min + 1) + min; } int Fcalculerdegats(struct team_t *ally, int *min,ENNEMIS ennemis[],int selection,int camp,int type) { unsigned int degats; int max; int taux; if(type==TYPE_ATTAQUE) { if(camp==ENNEMI) degats=ally->chrs[ally->chr_cur].strength*60-ennemis[selection].defense*50; else degats=ally->chrs[ally->chr_cur].strength*60-ally->chrs[selection].defense*50; } else { if(camp==ENNEMI) degats=ally->chrs[ally->chr_cur].magic*60-ennemis[selection].defensemagique*50; else degats=ally->chrs[ally->chr_cur].magic*60-ally->chrs[selection].spirit*50; } taux=degats/4; max=degats+taux; *min=degats-taux; return max; } enum action_state_t Fselectionnermagienoire(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy) { SDL_Event event; unsigned int continuer=1; enum action_state_t ret = ACTION_CANCELED; int nbactions=5; int page=0; int selection=0; while (continuer) { Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,MAGIE_NOIRE,NULL); SDL_WaitEvent (&event); switch (event.type) { case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_a: case SDLK_ESCAPE: continuer=0; break; case SDLK_k: case SDLK_UP: if(selection!=0) selection--; else selection=nbactions-1; page=selection/3; Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,MAGIE_NOIRE,NULL); break; case SDLK_j: case SDLK_DOWN: if (selection!=nbactions-1) selection++; else selection=0; page=selection/3; Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,MAGIE_NOIRE,NULL); break; case SDLK_f: case SDLK_RETURN: SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); SDL_Flip(surfaces->Pecran); ret = Fmagieelement(surfaces,positions, ally, enemy, selection); if (ret == ACTION_PERFORMED) { continuer = 0; } break; default: break; } } } return ret; } enum action_state_t Fselectionnermagieblanche(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy) { enum action_state_t ret = ACTION_CANCELED; int continuer=1; int nbactions=1; int page=0; int selection=0; SDL_Event event; while (continuer) { Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,MAGIE_BLANCHE,NULL); SDL_WaitEvent (&event); switch (event.type) { case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: case SDLK_a: continuer=0; break; case SDLK_UP: case SDLK_k: if (selection!=0) selection--; else selection=nbactions-1; page=selection/3; Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,MAGIE_BLANCHE,NULL); break; case SDLK_DOWN: case SDLK_j: if(selection!=nbactions-1) selection++; else selection=0; page=selection/3; Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,MAGIE_BLANCHE,NULL); break; case SDLK_f: case SDLK_RETURN: SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); SDL_Flip(surfaces->Pecran); if(selection==SOIN) ret = Fmagiesoin(surfaces,positions, ally, enemy); if (ret == ACTION_PERFORMED) { continuer = 0; } break; default: break; } } } return ret; } enum action_state_t Fselectionnerobjet(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy) { enum action_state_t ret = ACTION_CANCELED; SDL_Event event; unsigned int continuer=1; int nbactions=4; int page=0; int selection=0; while (continuer) { Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,OBJETS, &ally->objects); SDL_WaitEvent (&event); switch (event.type) { case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: case SDLK_a: continuer=0; break; case SDLK_UP: case SDLK_k: if(selection!=0) selection--; else selection=nbactions-1; page=selection/3; Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,OBJETS, &ally->objects); break; case SDLK_DOWN: case SDLK_j: if (selection!=nbactions-1) selection++; else selection=0; page=selection/3; Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,OBJETS, &ally->objects); break; case SDLK_RETURN: case SDLK_f: SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); SDL_Flip(surfaces->Pecran); if(page==0) { if(selection==POTION) ret = Fpotion(surfaces,positions, ally, enemy, &ally->objects,selection); else if(selection==ETHER) ret = Fether(surfaces,positions, ally, enemy, &ally->objects,selection); else if(selection==POTIONPLUS) ret = Fpotion(surfaces,positions, ally, enemy, &ally->objects,selection); } else if(page==1) { if(selection==ETHERPLUS) ret = Fether(surfaces,positions, ally, enemy, &ally->objects,selection); } if (ret == ACTION_PERFORMED) { continuer = 0; } break; default: break; } } } return ret; } enum action_state_t Fpotion(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy, OBJET *objets,int type) { struct character_t *target; enum action_state_t ret = ACTION_CANCELED; int continuer=1; SDL_Event event; int selection=0; int delay=1; int soins=0; int clan=ALLIE; if(type==POTION&&objets->potions<=0) return ACTION_ERROR; else if(type==POTIONPLUS&&objets->potionsplus<=0) return ACTION_ERROR; SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions); while (!ally->chrs[selection].alive) selection++; Fchangercurseurpersos (surfaces,positions,selection); while(continuer) { SDL_WaitEvent(&event); switch(event.type) { case SDL_KEYDOWN: switch(event.key.keysym.sym) { case SDLK_ESCAPE: case SDLK_a: delay=0; 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: case SDLK_f: SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); if (clan == ENNEMI) { target = &enemy->chrs[selection]; } else { target = &ally->chrs[selection]; } if (type == POTION) soins = 1000; else if (type == POTIONPLUS) soins = 4000; cure_target_hp(surfaces, target, soins); SDL_Flip(surfaces->Pecran); continuer = 0; ret = ACTION_PERFORMED; if (type == POTION) objets->potions--; else if (type == POTIONPLUS) objets->potionsplus--; break; default: break; } break; } } if (delay) SDL_Delay(1000); SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); SDL_Flip(surfaces->Pecran); return ret; } enum action_state_t Fether(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy, OBJET *objets,int type) { struct character_t *target; enum action_state_t ret = ACTION_CANCELED; int continuer=1; SDL_Event event; int delay=1; int selection=0; int soins=0; int clan=ALLIE; if(type==ETHER&&objets->ethers<=0) return ACTION_ERROR; else if(type==ETHERPLUS&&objets->ethersplus<=0) return ACTION_ERROR; SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions); while (!ally->chrs[selection].alive) selection++; Fchangercurseurpersos (surfaces,positions,selection); while(continuer) { SDL_WaitEvent(&event); switch(event.type) { case SDL_KEYDOWN: switch(event.key.keysym.sym) { case SDLK_ESCAPE: case SDLK_a: delay=0; 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: case SDLK_f: SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible); if (clan == ENNEMI) { target = &enemy->chrs[selection]; } else { target = &ally->chrs[selection]; } if (type == ETHER) soins = 10; else if (type == ETHERPLUS) soins = 40; cure_target_mp(surfaces, target, soins); SDL_Flip (surfaces->Pecran); continuer=0; ret = ACTION_PERFORMED; if(type==ETHER) objets->ethers--; else if(type==ETHERPLUS) objets->ethersplus--; break; default: break; } break; } } if (delay) SDL_Delay(1000); SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats); SDL_Flip(surfaces->Pecran); return ret; }