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path: root/actions.c
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#include <SDL/SDL.h>
#include "structures.h"
#include "constantes.h"
#include "prototypes.h"
#include <stdio.h>
#include <stdlib.h>

void Fattaquer(SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis,int *Vtour)
{
    int max;
    int min;
    unsigned int continuer = 1;
    int degats;
    unsigned int Bdegats=DEGATS;
    int clan=ENNEMI;
    int selection = 0;
    SDL_Event event;
    int delay=1;
    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:
                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:
                continuer=0;
                max=Fcalculerdegats(persos,Vtourallie,&min,ennemis,selection,clan,TYPE_ATTAQUE);
                degats=(rand()%(max-min+1))+min;
                if(degats<0)
                    degats=0;
                if(clan==ENNEMI) // si l'action se fait sur un ennemi
                {
                    if(Bdegats==DEGATS) // si on inflige des degats
                        ennemis[selection].pv-=degats; // on vire des pv
                    else // si c'est un soin pour x raison
                        ennemis[selection].pv+=degats; // on rajoute des pv
                    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 // sinon si on actionne sur un allié
                {
                    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) // si l'ennemi est visé
                {
                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible);
                    SDL_Flip (surfaces->Pecran); // on supprime le cadre cible de l'ecran
                }
                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);
}

int Fcalculerdegats(PERSONNAGES persos[],int *Vtourallie,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=persos[*Vtourallie].force*60-ennemis[selection].defense*50;
        else
            degats=persos[*Vtourallie].force*60-persos[selection].defense*50;
    }
    else
    {
        if(camp==ENNEMI)
            degats=persos[*Vtourallie].magie*60-ennemis[selection].defensemagique*50;
        else
            degats=persos[*Vtourallie].magie*60-persos[selection].defensemagique*50;
    }
    taux=degats/4;
    max=degats+taux;
    *min=degats-taux;

    return max;
}

void Fselectionnermagienoire(SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis,int *Vtour)
{
    SDL_Event event;
    unsigned int continuer=1;
    int nbactions=5;
    unsigned int element;
    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);
                continuer=Fmagieelement(surfaces,positions,persos,Vtourallie,ennemis,Vnbennemis,selection,Vtour);
                break;
            }
        }
    }
}

void Fselectionnermagieblanche(SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis,int *Vtour)
{
    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)
                    continuer=Fmagiesoin(surfaces,positions,persos,Vtourallie,ennemis,Vnbennemis,Vtour);
                break;
            }
        }
    }
}

void Fselectionnerobjet(SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis,OBJET *objets,int*Vtour)
{
    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,objets);
        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,objets);
                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,objets);
                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)
                        continuer=Fpotion(surfaces,positions,persos,Vtourallie,ennemis,Vnbennemis,objets,selection,Vtour);
                    else if(selection==ETHER)
                        continuer=Fether(surfaces,positions,persos,Vtourallie,ennemis,Vnbennemis,objets,selection,Vtour);
                    else if(selection==POTIONPLUS)
                        continuer=Fpotion(surfaces,positions,persos,Vtourallie,ennemis,Vnbennemis,objets,selection,Vtour);
                }
                else if(page==1)
                {
                    if(selection==ETHERPLUS)
                        continuer=Fether(surfaces,positions,persos,Vtourallie,ennemis,Vnbennemis,objets,selection,Vtour);
                }
                break;
            }
        }
    }
}

int Fpotion(SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis,OBJET *objets,int type,int*Vtour)
{
    if(type==POTION&&objets->potions<=0)
        return 1;
    else if(type==POTIONPLUS&&objets->potionsplus<=0)
        return 1;
    else
    {
        int continuer=1;
        SDL_Event event;
        int selection=0;
        int delay=1;
        int soins=0;
        int Bdegats=SOINS;
        int clan=ALLIE;
        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:
                    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:
                    if(type==POTION)
                        soins=1000;
                    else if(type==POTIONPLUS)
                        soins=4000;
                    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
                    {
                        Fblitcoloredselection(surfaces,positions,*Vtourallie,persos);
                        (*Vtourallie)++;
                    }
                    continuer=0;
                    if(type==POTION)
                        objets->potions--;
                    else if(type==POTIONPLUS)
                        objets->potionsplus--;
                    break;
                }
                break;
            }
        }
        if (delay)
            SDL_Delay(1000);
        SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats);
        SDL_Flip(surfaces->Pecran);
        return continuer;
    }
}

int Fether(SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int *Vtourallie,ENNEMIS ennemis[],int Vnbennemis,OBJET *objets,int type,int *Vtour)
{
    if(type==ETHER&&objets->ethers<=0)
        return 1;
    else if(type==ETHERPLUS&&objets->ethersplus<=0)
        return 1;
    else
    {
        int continuer=1;
        SDL_Event event;
        int delay=1;
        int selection=0;
        int soins=0;
        int Bdegats=SOINS;
        int clan=ALLIE;
        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:
                    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:
                    if(type==ETHER)
                        soins=10;
                    else if(type==ETHERPLUS)
                        soins=40;
                    if(clan==ENNEMI)
                    {
                        if(Bdegats==DEGATS)
                            ennemis[selection].pm-=soins;
                        else
                            ennemis[selection].pm+=soins;
                        if(ennemis[selection].pm<=0)
                        {
                            ennemis[selection].pm=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].pm>ennemis[selection].pminitiaux)
                            ennemis[selection].pm=ennemis[selection].pminitiaux;
                        SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis);
                    }
                    else
                    {
                        if(Bdegats==DEGATS)
                            persos[selection].pm-=soins;
                        else
                            persos[selection].pm+=soins;
                        if(persos[selection].pm<=0)
                        {
                            persos[selection].pm=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].pm>persos[selection].pminitiaux)
                            persos[selection].pm=persos[selection].pminitiaux;
                        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)++;
                        Fblitcoloredselection(surfaces,positions,*Vtourallie,persos);
                    }
                    continuer=0;
                    if(type==ETHER)
                        objets->ethers--;
                    else if(type==ETHERPLUS)
                        objets->ethersplus--;
                    break;
                }
                break;
            }
        }
        if (delay)
            SDL_Delay(1000);
        SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats);
        SDL_Flip(surfaces->Pecran);
        return continuer;
    }
}