#ifndef PROTOTYPES_H #define PROTOTYPES_H #include "constantes.h" #include "players.h" void Fmenuprincipal (SURFACES *surfaces, POSITIONS *positions); void Fchangersurlignage (int Vmode, SURFACES *surfaces, POSITIONS *positions); int Fentrermode (int Vmode, SURFACES *surfaces, POSITIONS *positions); void Fmenuchoixpersos (SURFACES *surfaces, POSITIONS *positions); void Fchangersurlignage2 (int Vperso, SURFACES *surfaces, POSITIONS *positions); int Fjouer(SURFACES *surfaces, POSITIONS *positions, struct team_t *ally, struct team_t *enemy); void blit_team(SURFACES *surfaces, struct team_t *); void blit_character(SURFACES *surfaces, struct character_t *); void Finitialisersurfaces (SURFACES *surfaces); int Fchargerimages (SURFACES *surfaces); void Fdechargerimages (SURFACES *surfaces); void Finitialiserpositions (POSITIONS *positions, SURFACES *surfaces); /* actions */ enum action_state_t Fattaquer (SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy); enum action_state_t Fselectionnermagienoire (SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy); enum action_state_t Fselectionnermagieblanche(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy); enum action_state_t Fselectionnerobjet(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy); enum action_state_t Fmagieelement (SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy, enum element_t); enum action_state_t Fmagiesoin (SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy); enum action_state_t Fpotion(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy, int type); enum action_state_t Fether(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy, int type); int compute_damages(const struct character_t *src, const struct character_t *target, enum damages_type_t, enum element_t); int compute_cure(const struct character_t *src, const struct character_t *target); void damage_target_hp(SURFACES *surfaces, POSITIONS *, struct character_t *target, int damages); void cure_target_hp(SURFACES *surfaces, POSITIONS *, struct character_t *target, int cure); void damage_target_mp(SURFACES *surfaces, POSITIONS *, struct character_t *target, int damages); void cure_target_mp(SURFACES *surfaces, POSITIONS *, struct character_t *target, int cure); void update_selected_target(SURFACES *surfaces, POSITIONS *positions, struct character_t *); void Fblitteractivedesactive (SURFACES *surfaces,POSITIONS *positions,ENNEMIS ennemis[],int selection); void blit_character_affinities(SURFACES *, POSITIONS *, const struct character_t *); void Fchangeractionselectionnee(SURFACES *surfaces, POSITIONS *positions,int selection,int page,int nbactions,int type); void Fblitterpvcible (SURFACES *surfaces,POSITIONS *positions, const struct character_t *); void Fblitterpmcible (SURFACES *surfaces,POSITIONS *positions, const struct character_t *); void Fremplirobjets(OBJET *objets); void Fblitterfond(SURFACES* surfaces); Uint32 obtenirPixel(SDL_Surface *surface, int x, int y); void definirPixel(SDL_Surface *surface, int x, int y, Uint32 pixel); int Fgeneratedegats(PERSONNAGES persos[],ENNEMIS ennemis[],int Vtourennemi,int target); int Fchoosetargetallie(PERSONNAGES persos[]); void Factionennemi(int* Vtourennemi,SURFACES* surfaces,POSITIONS* positions, ENNEMIS ennemis[], PERSONNAGES persos[],int Vnbennemis,int*Vtour); void Fgetmap (int map[][11]); void Fmap (SURFACES*surfaces, POSITIONS* positions, struct team_t *ally, struct team_t *enemy); void Fchargersurfaces_map (SURFACES *surfaces,POSITIONS*positions); void Fblittermap (SURFACES*surfaces,POSITIONS*positions,int map[][11]); void Fdechargersurfaces_map(SURFACES*surfaces); void Foptions(SURFACES *surface, POSITIONS *positions); #endif