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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

enum character_class_t {
    CLASS_INVAL = -1,

    CLASS_PALADIN,
#define PALADIN CLASS_PALADIN
    CLASS_PRIEST,
#define PRETRE CLASS_PRIEST
    CLASS_THIEF,
#define VOLEUR CLASS_THIEF
    /* XXX add new ally classes here 
     * ->
     */

    CLASS_ALLY_CNT,

    CLASS_WARRIOR_GOBELIN = CLASS_ALLY_CNT,
#define GUERRIER_GOBELIN CLASS_WARRIOR_GOBELIN
    /* XXX add new enemy classes here
     * ->
     */

    CLASS_CNT,
    CLASS_ENEMY_CNT = CLASS_CNT - CLASS_ALLY_CNT,
};

#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
enum affinity_t {
    AFFINITY_ABSORPTION,
    AFFINITY_INVULNERABILITY,
    AFFINITY_RESISTANCE,
    AFFINITY_NONE,
    AFFINITY_SENSITIVE,

    AFFINITY_COUNT,
};
#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

enum damages_type_t {
    DAMAGES_PHYSICAL,
#define TYPE_ATTAQUE  DAMAGES_PHYSICAL
    DAMAGES_MAGICAL,
#define TYPE_MAGIE  DAMAGES_MAGICAL
}; 

enum action_state_t {
    ACTION_PERFORMED,
    ACTION_CANCELED,
    ACTION_ERROR,

    ACTION_COUNT,
};

#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:\
case SDLK_l: \
if(clan==ALLIE)\
{\
    selection=0;\
    while(ennemis[selection].etat==MORT)\
    selection++;\
    inverse_boolean(clan);\
    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies);\
    Fchangercurseurennemis (surfaces,positions,selection,ennemis);\
}\
break;\
case SDLK_LEFT:\
case SDLK_h: \
if(clan==ENNEMI)\
{\
    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible);\
    selection=0;\
    while (!ally->chrs[selection].alive)\
    selection++;\
    inverse_boolean(clan);\
    SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis);\
    Fchangercurseurpersos(surfaces,positions,selection);\
}\
break;\
case SDLK_UP:\
case SDLK_k: \
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 (!ally->chrs[selection].alive)\
    {\
        if(selection!=0)\
        selection--;\
        else\
        selection=2;\
    }\
    Fchangercurseurpersos(surfaces,positions,selection); \
}\
break;\
case SDLK_DOWN:\
case SDLK_j:\
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 (!ally->chrs[selection].alive) \
    {\
        if(selection!=2)\
        selection++;\
        else\
        selection=0;\
    }\
    Fchangercurseurpersos(surfaces,positions,selection); \
}\
break;

#define countof(_array)  ((int)(sizeof((_array)) / sizeof((_array)[0])))

#include <stdbool.h>
#define inverse_boolean(_b) ((_b) = (((_b)) ? false : true))

#endif