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#ifndef CONSTANTES_H
#define CONSTANTES_H
#define JOUER 0
#define OPTIONS 1
#define QUITTER 2
#define XWIN 1024
#define YWIN 768
#define PALADIN 0
#define PRETRE 1
#define VOLEUR 2
#define GUERRIER_GOBELIN 10
#define VIE 1
#define MORT 0

//type de sort
#define FEU 0
#define GLACE 1
#define EAU 2
#define TONNERRE 3
#define CHOC 4
#define NON_ELEMENTAIRE 4
#define SOIN 0

//caractéristiques
#define SENSIBILITE 1
#define RESISTANCE 2
#define INVULNERABILITE 3
#define ABSORBTION 4

//active / desactivé
#define ACTIVE 1
#define DESACTIVE 0


#define ATTAQUE 0
#define MAGIE_BLANCHE 1
#define MAGIE_NOIRE 2
#define TECHNIQUES 3
#define OBJETS 4
#define POTION 0
#define ETHER 1
#define POTIONPLUS 2
#define ETHERPLUS 3
#define ACTIONS 5
#define DEGATS 0
#define SOINS 1
#define ALLIE 1
#define ENNEMI 0
#define TYPE_ATTAQUE 0
#define TYPE_MAGIE 1


#define SELECTION(nb,nb2)   if (selection == nb)\
                        {\
                            if(nb2==ALLIE)\
                            {\
                                positions->Vpositioncurseurallies.x = positions->Vpositionpersos[nb].x + 20 + surfaces->Tperso[nb]->w;\
                                positions->Vpositioncurseurallies.y = positions->Vpositionpersos[nb].y + surfaces->Tperso[nb]->h/2 - surfaces->Pcurseurallies->h/2;\
                                SDL_BlitSurface (surfaces->Pcurseurallies,NULL,surfaces->Pecran,&positions->Vpositioncurseurallies);\
                            }\
                            else\
                            {\
                                SDL_BlitSurface (surfaces->Pcadrecible,NULL,surfaces->Pecran,&positions->Vpositioncadrecible);\
                                positions->Vpositioncurseurennemis.x=positions->Vpositionennemis[nb].x-20-surfaces->Pcurseurennemis->w;\
                                positions->Vpositioncurseurennemis.y=positions->Vpositionennemis[nb].y+surfaces->Tennemi[nb]->h/2 - surfaces->Pcurseurennemis->h/2;\
                                SDL_BlitSurface (surfaces->Pcurseurennemis,NULL,surfaces->Pecran,&positions->Vpositioncurseurennemis);\
                            }\
                        }
#define ECRIRE(texte,id)sprintf(chaine[id],texte);\
                        surfaces->Pnomactions[id]=TTF_RenderText_Blended(police,chaine[id],couleur);\
                        SDL_BlitSurface (surfaces->Pnomactions[id],NULL,surfaces->Pecran,&positions->Vpositionnomactions[id]);

//map
#define SOL 0
#define MUR 1
#define COFFRE 2
#define GUS 3



#define SELECTION_CIBLE()       case SDLK_RIGHT:\
                                if(clan==ALLIE)\
                                {\
                                    selection=0;\
                                    while(ennemis[selection].etat==MORT)\
                                        selection++;\
                                    inverse(&clan);\
                                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies);\
                                    Fchangercurseurennemis (surfaces,positions,selection,ennemis);\
                                }\
                                break;\
                                case SDLK_LEFT:\
                                if(clan==ENNEMI)\
                                {\
                                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible);\
                                    selection=0;\
                                    while(persos[selection].etat==MORT)\
                                        selection++;\
                                    inverse(&clan);\
                                    SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis);\
                                    Fchangercurseurpersos(surfaces,positions,selection,persos);\
                                }\
                                break;\
                                case SDLK_UP:\
                                if(clan==ENNEMI)\
                                {\
                                    if (selection!=0)\
                                        selection--;\
                                    else\
                                        selection=Vnbennemis;\
                                    while(ennemis[selection].etat==MORT)\
                                    {\
                                        if(selection!=0)\
                                            selection--;\
                                        else\
                                            selection=Vnbennemis;\
                                    }\
                                    Fchangercurseurennemis (surfaces,positions,selection,ennemis);\
                                }\
                                else\
                                {\
                                    if (selection!=0)\
                                        selection--;\
                                    else\
                                        selection=2;\
                                    while(persos[selection].etat==MORT)\
                                    {\
                                        if(selection!=0)\
                                            selection--;\
                                        else\
                                            selection=2;\
                                    }\
                                    Fchangercurseurpersos(surfaces,positions,selection,ennemis);\
                                }\
                                break;\
                                case SDLK_DOWN:\
                                if(clan==ENNEMI)\
                                {\
                                    if(selection!=Vnbennemis)\
                                        selection++;\
                                    else\
                                        selection=0;\
                                    while(ennemis[selection].etat==MORT)\
                                    {\
                                        if(selection!=Vnbennemis)\
                                            selection++;\
                                        else\
                                            selection=0;\
                                    }\
                                    Fchangercurseurennemis(surfaces,positions,selection,ennemis);\
                                }\
                                else\
                                {\
                                    if(selection!=2)\
                                        selection++;\
                                    else\
                                        selection=0;\
                                    while(persos[selection].etat==MORT)\
                                    {\
                                        if(selection!=2)\
                                            selection++;\
                                        else\
                                            selection=0;\
                                    }\
                                    Fchangercurseurpersos(surfaces,positions,selection,ennemis);\
                                }\
                                break;

#endif