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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
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