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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);
}
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