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path: root/blits.c
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#include <stdlib.h>
#include <stdio.h>
#include <SDL/SDL.h>
#include "structures.h"
#include "constantes.h"
#include "prototypes.h"
#include <SDL/SDL_ttf.h>
#include <SDL/SDL_image.h>
#include <string.h>

void Fblitterennemis (SURFACES *surfaces, POSITIONS *positions,ENNEMIS ennemis[],int Vnbennemis)
{
    int i;

    /* TODO understand if this is needed or not */
    (void) ennemis;

    Finitialiserpositionsennemis (surfaces,positions,Vnbennemis);
    for (i = 0;i <= Vnbennemis;i++)
        SDL_BlitSurface (surfaces->Tennemi[i],NULL,surfaces->Pecran,&positions->Vpositionennemis[i]);
    SDL_Flip (surfaces->Pecran);
}

void Fblitterpersos (SURFACES *surfaces, POSITIONS *positions, PERSONNAGES persos[])
{
    int i;
    for(i=0;i<3;i++)
    {
        if(persos[i].classe==PALADIN)
            SDL_BlitSurface(surfaces->Ppaladin,NULL,surfaces->Pecran,&positions->Vpositionpersos[i]);
        else if(persos[i].classe==PRETRE)
            SDL_BlitSurface (surfaces->Ppretre,NULL,surfaces->Pecran,&positions->Vpositionpersos[i]);
        else if(persos[i].classe==VOLEUR)
            SDL_BlitSurface(surfaces->Pvoleur,NULL,surfaces->Pecran,&positions->Vpositionpersos[i]);
        if(persos[i].etat==MORT)
        {
            positions->Vpositionmort.x=positions->Vpositionpersos[i].x+surfaces->Tperso[i]->w/2-surfaces->Pmort->w/2;
            positions->Vpositionmort.y=positions->Vpositionpersos[i].y+surfaces->Tperso[i]->h/2-surfaces->Pmort->h/2;
            SDL_BlitSurface(surfaces->Pmort,NULL,surfaces->Pecran,&positions->Vpositionmort);
        }
        Fblitterpmpvpersos(surfaces,positions,persos,i);
    }
}

void Fchangercurseurennemis (SURFACES *surfaces, POSITIONS *positions,int selection,ENNEMIS ennemis[])
{
    SDL_Color couleur={120,0,0,0};
    TTF_Font *police=NULL;
    char chaine[100];
    if (surfaces->Pnomcible!=NULL)
    {
        SDL_FreeSurface (surfaces->Pnomcible);
        surfaces->Pnomcible=NULL;
    }
    police=TTF_OpenFont("times.ttf",20);
    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis);
    SELECTION (0,ENNEMI)
    SELECTION (1,ENNEMI)
    SELECTION (2,ENNEMI)
    SELECTION (3,ENNEMI)
    SELECTION (4,ENNEMI)
    if (ennemis[selection].classe==GUERRIER_GOBELIN)
        sprintf(chaine,"GUERRIER GOBELIN");
    surfaces->Pnomcible = TTF_RenderText_Blended (police,chaine,couleur);
    positions->Vpositionnomcible.x = positions->Vpositioncadrecible.x+surfaces->Pcadrecible->w/2-surfaces->Pnomcible->w/2;
    positions->Vpositionnomcible.y = positions->Vpositioncadrecible.y + 10;
    Fblitteractivedesactive (surfaces,positions,ennemis,selection);
    Fblitterpvcible (surfaces,positions,ennemis,selection);
    Fblitterpmcible (surfaces,positions,ennemis,selection);
    SDL_BlitSurface (surfaces->Pnomcible,NULL,surfaces->Pecran,&positions->Vpositionnomcible);
    SDL_Flip (surfaces->Pecran);
    TTF_CloseFont(police);
}

void Fchangercurseurpersos (SURFACES *surfaces, POSITIONS *positions,int selection,PERSONNAGES persos[])
{
    /* TODO undestand if this is needed or not */
    (void) persos;

    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies);
    SDL_Flip (surfaces->Pecran);
    SELECTION (0,ALLIE)
    SELECTION (1,ALLIE)
    SELECTION (2,ALLIE)
    SELECTION (3,ALLIE)
    SELECTION (4,ALLIE)
    SDL_Flip (surfaces->Pecran);
}

void Fchangeractionselectionnee(SURFACES *surfaces, POSITIONS *positions,int selection,int page,int nbactions,int type,OBJET *objets)
{
    int i;
    TTF_Font *police=NULL;
    SDL_Color couleur={0,0,0,0};
    char chaine[3][50];
    police=TTF_OpenFont ("TIMESBI.TTF",20);
    SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions);
    SDL_BlitSurface (surfaces->Pcadreactions,NULL,surfaces->Pecran,&positions->Vpositioncadreactions);
    for(i=0;i<nbactions;i++)
    {
        if (selection==i)
            SDL_BlitSurface (surfaces->Pactionselectionnee,NULL,surfaces->Pecran,&positions->Vpositionactionselectionnee[selection-page*3]);
    }
    for(i=0;i<3;i++)
    {
        if(surfaces->Pnomactions[i]!=NULL)
        {
            SDL_FreeSurface(surfaces->Pnomactions[i]);
            surfaces->Pnomactions[i]=NULL;
        }
    }
    if(type==ACTIONS)
    {
        if(page==0)
        {
            ECRIRE("ATTAQUE",0);
            ECRIRE("MAGIE BLANCHE",1);
            ECRIRE("MAGIE NOIRE",2);
        }
        else if(page==1)
        {
            ECRIRE("TECHNIQUES",0);
            ECRIRE("OBJETS",1);
        }
    }
    else if(type==MAGIE_BLANCHE)
    {
        if (page==0)
        {
            ECRIRE("SOIN",0);
        }
    }
    else if(type==MAGIE_NOIRE)
    {
        if(page==0)
        {
            ECRIRE("FEU",0);
            ECRIRE("GLACE",1);
            ECRIRE("EAU",2);
        }
        else if(page==1)
        {
            ECRIRE("TONNERRE",0);
            ECRIRE("CHOC",1);
        }
    }
    else if(type==OBJETS)
    {
        if(page==0)
        {
            ECRIRE("POTION",0);
            ECRIRE("ETHER",1);
            ECRIRE("POTION +",2);
            sprintf(chaine[0],"%d",objets->potions);
            surfaces->Pquantite[0]=TTF_RenderText_Blended(police,chaine[0],couleur);
            sprintf(chaine[1],"%d",objets->ethers);
            surfaces->Pquantite[1]=TTF_RenderText_Blended(police,chaine[1],couleur);
            sprintf(chaine[2],"%d",objets->potionsplus);
            surfaces->Pquantite[2]=TTF_RenderText_Blended(police,chaine[2],couleur);
            SDL_BlitSurface(surfaces->Pquantite[0],NULL,surfaces->Pecran,&positions->Vpositionquantite[0]);
            SDL_BlitSurface(surfaces->Pquantite[1],NULL,surfaces->Pecran,&positions->Vpositionquantite[1]);
            SDL_BlitSurface(surfaces->Pquantite[2],NULL,surfaces->Pecran,&positions->Vpositionquantite[2]);
        }
        else if(page==1)
        {
            ECRIRE("ETHER +",0);
            sprintf(chaine[0],"%d",objets->ethersplus);
            surfaces->Pquantite[0]=TTF_RenderText_Blended(police,chaine[0],couleur);
            SDL_BlitSurface(surfaces->Pquantite[0],NULL,surfaces->Pecran,&positions->Vpositionquantite[0]);
        }
    }
    if (page==nbactions/3)
    {
        if(3*(page+1)-nbactions==1)
            SDL_BlitSurface (surfaces->Pactiondesactivee,NULL,surfaces->Pecran,&positions->Vpositionactionselectionnee[2]);
        if(3*(page+1)-nbactions==2)
        {
            SDL_BlitSurface (surfaces->Pactiondesactivee,NULL,surfaces->Pecran,&positions->Vpositionactionselectionnee[2]);
            SDL_BlitSurface (surfaces->Pactiondesactivee,NULL,surfaces->Pecran,&positions->Vpositionactionselectionnee[1]);
        }
    }
    SDL_Flip(surfaces->Pecran);
    TTF_CloseFont (police);
}

void Fafficherdegats (SURFACES *surfaces, POSITIONS *positions, int degats,int clan, int cible,PERSONNAGES persos[])
{
    char chaine[10];
    TTF_Font *police = NULL;
    SDL_Color fg = {210,0,0,0};
    if(surfaces->Pnbdegats != NULL)
    {
        SDL_FreeSurface (surfaces->Pnbdegats);
        surfaces->Pnbdegats=NULL;
    }
    sprintf (chaine,"%d ", degats);
    police = TTF_OpenFont ("TIMES.TTF", 30
);
    TTF_SetFontStyle(police,TTF_STYLE_BOLD);
    surfaces->Pnbdegats = TTF_RenderText_Blended(police,chaine,fg);
    if(clan==ENNEMI)
    {
        positions->Vpositiondegats.x=positions->Vpositionennemis[cible].x-30-surfaces->Pnbdegats->w;
        positions->Vpositiondegats.y=positions->Vpositionennemis[cible].y+surfaces->Tennemi[cible]->h/2-surfaces->Pnbdegats->h/2;
    }
    else
    {
        positions->Vpositiondegats.x=positions->Vpositionpersos[cible].x+surfaces->Tperso[cible]->w+30;
        positions->Vpositiondegats.y=positions->Vpositionpersos[cible].y+surfaces->Tperso[cible]->h/2-surfaces->Pnbdegats->h/2;
        SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositionpvpersos[cible],surfaces->Pecran,&positions->Vpositionpvpersos[cible]);
        Fblitterpersos(surfaces,positions,persos);
    }
    positions->Vpositiondegats.w=surfaces->Pnbdegats->w;
    positions->Vpositiondegats.h=surfaces->Pnbdegats->h;
    SDL_BlitSurface (surfaces->Pnbdegats,NULL,surfaces->Pecran,&positions->Vpositiondegats);
    SDL_Flip (surfaces->Pecran);
    TTF_CloseFont (police);
}

void Faffichersoins (SURFACES *surfaces, POSITIONS *positions, int degats,int clan, int cible,PERSONNAGES persos[])
{
    char chaine[10];

    /* TODO understand if this is needed or not */
    (void) persos;

    TTF_Font *police = NULL;
    SDL_Color fg = {80,255,80,0};

    if (surfaces->Pnbdegats != NULL)
    {
        SDL_FreeSurface (surfaces->Pnbdegats);
        surfaces->Pnbdegats=NULL;
    }
    sprintf (chaine,"%d", degats);
    police = TTF_OpenFont ("TIMES.TTF", 30);
    TTF_SetFontStyle(police,TTF_STYLE_BOLD);
    surfaces->Pnbdegats = TTF_RenderText_Blended (police,chaine,fg);
    if(clan==ENNEMI)
    {
        positions->Vpositiondegats.x=positions->Vpositionennemis[cible].x-30-surfaces->Pnbdegats->w;
        positions->Vpositiondegats.y=positions->Vpositionennemis[cible].y+surfaces->Tennemi[cible]->h/2-surfaces->Pnbdegats->h/2;
    }
    else
    {
        positions->Vpositiondegats.x=positions->Vpositionpersos[cible].x+surfaces->Tperso[cible]->w+30;
        positions->Vpositiondegats.y=positions->Vpositionpersos[cible].y+surfaces->Tperso[cible]->h/2-surfaces->Pnbdegats->h/2;

    }
    positions->Vpositiondegats.w=surfaces->Pnbdegats->w;
    positions->Vpositiondegats.h=surfaces->Pnbdegats->h;
    SDL_BlitSurface (surfaces->Pnbdegats,NULL,surfaces->Pecran,&positions->Vpositiondegats);
    SDL_Flip (surfaces->Pecran);

    TTF_CloseFont (police);
}

void Fblitteractivedesactive (SURFACES *surfaces,POSITIONS *positions,ENNEMIS ennemis[],int selection)
{
    int i;

    for (i=0;i<4;i++)
    {
        if(ennemis[selection].sensibilite[i] == ACTIVE)
            SDL_BlitSurface (surfaces->Pactive,NULL,surfaces->Pecran,&positions->Vpositionactivedesactive[i]);
        else
            SDL_BlitSurface (surfaces->Pdesactive,NULL,surfaces->Pecran,&positions->Vpositionactivedesactive[i]);
    }
    for (i=0;i<4;i++)
    {
        if(ennemis[selection].resistance[i] == ACTIVE)
            SDL_BlitSurface (surfaces->Pactive,NULL,surfaces->Pecran,&positions->Vpositionactivedesactive[i+4]);
        else
            SDL_BlitSurface (surfaces->Pdesactive,NULL,surfaces->Pecran,&positions->Vpositionactivedesactive[i+4]);
    }
    for(i=0;i<4;i++)
    {
        if (ennemis[selection].invulnerabilite[i] == ACTIVE)
            SDL_BlitSurface (surfaces->Pactive,NULL,surfaces->Pecran,&positions->Vpositionactivedesactive[i+8]);
        else
            SDL_BlitSurface (surfaces->Pdesactive,NULL,surfaces->Pecran,&positions->Vpositionactivedesactive[i+8]);
    }
    for (i=0;i<4;i++)
    {
        if (ennemis[selection].absorbtion[i] == ACTIVE)
            SDL_BlitSurface (surfaces->Pactive,NULL,surfaces->Pecran,&positions->Vpositionactivedesactive[i+12]);
        else
            SDL_BlitSurface (surfaces->Pdesactive,NULL,surfaces->Pecran,&positions->Vpositionactivedesactive[i+12]);
    }
}

void Fblitterpvcible (SURFACES *surfaces,POSITIONS *positions,ENNEMIS ennemis[],int selection)
{
    TTF_Font *police = NULL;
    SDL_Color couleur = {132,215,107,0};
    char chaine[50];

    if (surfaces->Ppvcible != NULL)
    {
        SDL_FreeSurface (surfaces->Ppvcible);
        surfaces->Ppvcible=NULL;
    }
    if (ennemis[selection].pv<0)
        ennemis[selection].pv=0;
    sprintf (chaine,"%d/%d",ennemis[selection].pv,ennemis[selection].pvinitiaux);
    police=TTF_OpenFont ("TIMESBI.TTF",18);
    surfaces->Ppvcible=TTF_RenderText_Blended (police,chaine,couleur);
    SDL_BlitSurface (surfaces->Ppvcible,NULL,surfaces->Pecran,&positions->Vpositionpvcible);
    TTF_CloseFont (police);
}

void Fblitterpmcible (SURFACES *surfaces,POSITIONS *positions,ENNEMIS ennemis[],int selection)
{
    TTF_Font *police = NULL;
    SDL_Color couleur = {132,215,107,0};
    char chaine[50];

    if (surfaces->Ppmcible != NULL)
    {
        SDL_FreeSurface (surfaces->Ppmcible);
        surfaces->Ppvcible=NULL;
    }
    sprintf (chaine,"%d/%d",ennemis[selection].pm,ennemis[selection].pminitiaux);
    police=TTF_OpenFont ("TIMESBI.TTF",18);
    surfaces->Ppmcible=TTF_RenderText_Blended (police,chaine,couleur);
    SDL_BlitSurface (surfaces->Ppmcible,NULL,surfaces->Pecran,&positions->Vpositionpmcible);
    TTF_CloseFont (police);
}

void Fblitterpmpvpersos(SURFACES *surfaces,POSITIONS *positions,PERSONNAGES persos[],int selection)
{
    TTF_Font *police=NULL;
    SDL_Color fg={132,215,107,0},bg={100,0,0,0};
    char chaine[2][50];
    police=TTF_OpenFont("TIMESBI.TTF",18);
    sprintf(chaine[0],"PV %d/%d ",persos[selection].pv,persos[selection].pvinitiaux);
    surfaces->Ppvpersos=TTF_RenderText_Shaded(police,chaine[0],fg,bg);
    sprintf(chaine[1],"PM %d/%d ",persos[selection].pm,persos[selection].pminitiaux);
    surfaces->Ppmpersos=TTF_RenderText_Shaded(police,chaine[1],fg,bg);
    positions->Vpositionpvpersos[selection].x=(positions->Vpositionpersos[selection].x+surfaces->Tperso[selection]->w/2-surfaces->Ppvpersos->w/2);
    positions->Vpositionpmpersos[selection].x=(positions->Vpositionpersos[selection].x+surfaces->Tperso[selection]->w/2-surfaces->Ppmpersos->w/2);
    positions->Vpositionpvpersos[selection].y=(positions->Vpositionpersos[selection].y+surfaces->Tperso[selection]->h-surfaces->Ppvpersos->h-surfaces->Ppmpersos->h);
    positions->Vpositionpmpersos[selection].y=(positions->Vpositionpersos[selection].y+surfaces->Tperso[selection]->h-surfaces->Ppmpersos->h);
    SDL_BlitSurface(surfaces->Ppvpersos,NULL,surfaces->Pecran,&positions->Vpositionpvpersos[selection]);
    SDL_BlitSurface(surfaces->Ppmpersos,NULL,surfaces->Pecran,&positions->Vpositionpmpersos[selection]);
    positions->Vpositionpvpersos[selection].w=surfaces->Ppvpersos->w;
    positions->Vpositionpvpersos[selection].h=surfaces->Ppvpersos->h;
    positions->Vpositionpmpersos[selection].w=surfaces->Ppmpersos->w;
    positions->Vpositionpmpersos[selection].h=surfaces->Ppmpersos->h;

    TTF_CloseFont(police);
}

void Fblitterfond(SURFACES* surfaces)
{
    SDL_Rect position;
    position.x=0;
    position.y=0;
    surfaces->Pfondjeu=IMG_Load("images/jeu/textures/background.jpg");
    SDL_BlitSurface(surfaces->Pfondjeu,NULL,surfaces->Pecran,&position);
    SDL_Flip(surfaces->Pecran);
}

void Fcolourselection(SURFACES* surfaces, PERSONNAGES persos[], int Vtourallie, POSITIONS* positions)
{
    int x=0;
    int i;
    int y=0;
    int tampon;
    Uint32 pixel;
    Uint8 r,g,b,a;
    int ajout=30;

    /* TODO understand if these are needed or not */
    (void) persos;
    (void) Vtourallie;
    (void) positions;

    for(i=0;i<3;i++)
    {
        tampon=0;
        SDL_LockSurface(surfaces->Tperso[i]);
        for(y=0;y<surfaces->Tperso[i]->h;y++)
        {
            for(x=0;x<surfaces->Tperso[i]->w;x++)
            {
                pixel=obtenirPixel(surfaces->Tperso[i],x,y);
                SDL_GetRGBA(pixel,surfaces->Pecran->format,&r,&g,&b,&a);
                tampon=(int)r+ajout;
                if(tampon>255)
                    tampon=255;
                else if(tampon<0)
                    tampon=0;
                r=(Uint8)tampon;
                pixel=SDL_MapRGBA(surfaces->Pecran->format,r,g,b,a);
                definirPixel(surfaces->Tperso[i],x,y,pixel);
            }
        }
        SDL_UnlockSurface(surfaces->Tperso[i]);
        SDL_SetColorKey(surfaces->Tperso[i],SDL_SRCCOLORKEY,SDL_MapRGB(surfaces->Pecran->format,r,g,b));
    }
    SDL_Flip(surfaces->Pecran);

}

void Fblitcoloredselection (SURFACES surfaces[],POSITIONS positions[],int Vtourallie,PERSONNAGES persos[])
{
    SDL_BlitSurface(surfaces->Tperso[Vtourallie],NULL,surfaces->Pecran,&positions->Vpositionpersos[Vtourallie]);
    Fblitterpmpvpersos(surfaces,positions,persos,Vtourallie);
    SDL_Flip(surfaces->Pecran);
}