#include #include #include #include "structures.h" #include "constantes.h" #include "prototypes.h" static inline void highlight_current_character(struct team_t *team) { struct character_t *chr = &team->chrs[team->chr_cur]; chr->surf = chr->red_surf; } static inline void unhighlight_prev_character(struct team_t *team) { struct character_t *chr = &team->chrs[team->chr_cur]; chr->surf = chr->def_surf; } static void generate_enemy_types(struct team_t *ally_team, ENNEMIS ennemis[], int Vnbennemis) { int avg = 0; for (int i = 0; i < ally_team->chr_cnt; i++) { avg += ally_team->chrs[i].ally.nv; } avg /= ally_team->chr_cnt; if (avg < 5) { /* easy */ for (int i=0; i <= Vnbennemis; i++) { ennemis[i].classe=GUERRIER_GOBELIN; } } else { /* XXX should not happen for now since we do not change the levels */ abort(); } } static int find_next_ally(const struct team_t *ally) { for (int i = ally->chr_cur + 1; i < ally->chr_cnt; ++i) { const struct character_t *chr = &ally->chrs[i]; if (chr->alive) return i; } for (int i = 0; i <= ally->chr_cur; ++i) { const struct character_t *chr = &ally->chrs[i]; if (chr->alive) return i; } return -1; } /* function called after an action has been performed */ static void update_current_character(struct team_t *ally, bool *ally_turn) { if (*ally_turn) { int next; unhighlight_prev_character(ally); next = find_next_ally(ally); /* if there is no next ally or they are dead */ if (next <= ally->chr_cur) { inverse_boolean(*ally_turn); } ally->chr_cur = next; if (*ally_turn) { highlight_current_character(ally); } } } int Fjouer (SURFACES *surfaces, POSITIONS *positions, struct team_t *ally,ENNEMIS ennemis[]) { unsigned int continuer=1; int selection=0; int i; SDL_Event event; int Vtourennemi=0; int Vtour; int Vnbennemis=0; int page=0; int nbactions=5; unsigned int gagne,perdu; if(surfaces->Pfondjeu!=NULL) { SDL_FreeSurface(surfaces->Pfondjeu); surfaces->Pfondjeu=NULL; } Fblitterfond(surfaces); // on blit le fond du jeu Fremplirobjets(&ally->objects); // on monte les variables potions ether, etc Vnbennemis=Fcalculernbennemis(); // on tire aléatoirement le nombre d'ennemis présents dans le combat generate_enemy_types(ally, ennemis,Vnbennemis); // on choisit la classe des ennemis comme guerrier gobelin etc Fremplirennemis(surfaces,Vnbennemis,ennemis); /* compute whether the allies or the enemies should begin */ Vtour = rand() % 2; 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); } Fblitterennemis(surfaces,positions,ennemis,Vnbennemis); // idem pour les ennemis blit_team(surfaces, ally); while (continuer) { if(Vtour==ALLIE) //si un player joue { 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 } Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,ACTIONS,NULL); SDL_WaitEvent(&event); switch(event.type) { case SDL_KEYDOWN: switch(event.key.keysym.unicode) { case SDLK_ESCAPE: case SDLK_a: continuer=0; break; } switch (event.key.keysym.sym) { case SDLK_UP: case SDLK_k: if (selection!=0) selection--; else selection=nbactions-1; page=selection/3; Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,ACTIONS,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,ACTIONS,NULL); break; case SDLK_RETURN: case SDLK_f: { enum action_state_t (*actionp)(SURFACES *, POSITIONS *, struct team_t *ally, ENNEMIS[], int) = NULL; switch (selection) { case ATTAQUE: actionp = Fattaquer; break; case MAGIE_BLANCHE: actionp = Fselectionnermagieblanche; break; case MAGIE_NOIRE: actionp = Fselectionnermagienoire; break; case TECHNIQUES: break; case OBJETS: actionp = Fselectionnerobjet; break; default: abort(); break; } if (actionp && (*actionp)(surfaces,positions, ally, ennemis,Vnbennemis) == ACTION_PERFORMED) { update_current_character(ally, (bool *)&Vtour); blit_team(surfaces, ally); } } break; default: break; } break; } } else if(Vtour==ENNEMI) // sinon si c'est le cpu qui joue { while (ennemis[Vtourennemi].etat == MORT) { if (Vtourennemi < Vnbennemis) { Vtourennemi++; } else if (Vtourennemi == Vnbennemis) { Vtourennemi = 0; } } /* TODO reactivate */ #if 0 Factionennemi(&Vtourennemi,surfaces,positions,ennemis,persos,Vnbennemis,&Vtour,Vtourallie); #endif } // les actions sont faites // on vérifie à présent si on a gagné ou si on a perdu ! gagne=1; perdu=1; for(i=0;i<=Vnbennemis;i++) { if(ennemis[i].etat==VIE) gagne=0; } for (i = 0; i < ally->chr_cnt; i++) { if (ally->chrs[i].alive) perdu=0; } // la y'a des trucs a mettre pour si on gagne ou on perd parce que sa fait assez pitié :p if(perdu) { SDL_Delay(2000); continuer=0; } else if(gagne) { SDL_Delay(2000); continuer=0; } } return 0; } void Finitialiserpositionsennemis(SURFACES *surfaces,POSITIONS *positions,int Vnbennemis) { if (Vnbennemis==0) { positions->Vpositionennemis[0].x=XWIN-20-surfaces->Tennemi[0]->w; positions->Vpositionennemis[0].y=YWIN/2-surfaces->Tennemi[0]->h/2; } if (Vnbennemis==1) { positions->Vpositionennemis[0].x = XWIN - 20 - surfaces->Tennemi[0]->w; positions->Vpositionennemis[0].y = YWIN/3 - surfaces->Tennemi[0]->h/2; positions->Vpositionennemis[1].x = XWIN - 20 - surfaces->Tennemi[2]->w; positions->Vpositionennemis[1].y = YWIN/3*2 - surfaces->Tennemi[1]->h/2; } else if (Vnbennemis==2) { positions->Vpositionennemis[1].x = XWIN - 20 - surfaces->Tennemi[1]->w; positions->Vpositionennemis[1].y = YWIN/2 - surfaces->Tennemi[1]->h/2; positions->Vpositionennemis[0].x = XWIN - 20 - surfaces->Tennemi[0]->w; positions->Vpositionennemis[0].y = YWIN/4 - surfaces->Tennemi[1]->h/2; positions->Vpositionennemis[2].x = XWIN - 20 - surfaces->Tennemi[2]->w; positions->Vpositionennemis[2].y = YWIN/4*3 - surfaces->Tennemi[2]->h/2; } else if (Vnbennemis==3) { positions->Vpositionennemis[1].x = XWIN - 20 - surfaces->Tennemi[1]->w; positions->Vpositionennemis[1].y = YWIN/5*2 - surfaces->Tennemi[1]->h/2; positions->Vpositionennemis[2].x = XWIN - 20 - surfaces->Tennemi[2]->w; positions->Vpositionennemis[2].y = YWIN/5*3 - surfaces->Tennemi[2]->h/2; positions->Vpositionennemis[0].x = XWIN - surfaces->Tennemi[1]->w - surfaces->Tennemi[0]->w/2; positions->Vpositionennemis[0].y = YWIN/5 -surfaces->Tennemi[0]->h/2; positions->Vpositionennemis[3].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[3]->w/2; positions->Vpositionennemis[3].y = YWIN/5*4 - surfaces->Tennemi[3]->h/2; } else if (Vnbennemis==4) { positions->Vpositionennemis[2].x = XWIN - 20 - surfaces->Tennemi[2]->w; positions->Vpositionennemis[2].y = YWIN/2 - surfaces->Tennemi[2]->h/2; positions->Vpositionennemis[1].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[1]->w/2; positions->Vpositionennemis[1].y = YWIN/6*2 - surfaces->Tennemi[1]->h/2; positions->Vpositionennemis[3].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[3]->w/2; positions->Vpositionennemis[3].y = YWIN/6*4 - surfaces->Tennemi[3]->h/2; positions->Vpositionennemis[0].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[1]->w - surfaces->Tennemi[0]->w/2; positions->Vpositionennemis[0].y = YWIN/6 - surfaces->Tennemi[0]->h/2; positions->Vpositionennemis[4].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[3]->w - surfaces->Tennemi[4]->w/2; positions->Vpositionennemis[4].y = YWIN/6*5 - surfaces->Tennemi[4]->h/2; } } void Fremplirobjets(OBJET *objets) { objets->potions=10; objets->ethers=10; objets->potionsplus=5; objets->ethersplus=5; }