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#include <stdlib.h>
#include <stdio.h>
#include <SDL/SDL.h>
#include "structures.h"
#include "constantes.h"
#include "prototypes.h"
static inline void highlight_current_character(struct team_t *ally, int character_idx)
{
struct character_t *chr = &ally->chrs[character_idx];
chr->surf = chr->red_surf;
}
static inline void unhighlight_prev_character(struct team_t *ally, int character_idx)
{
struct character_t *chr = &ally->chrs[character_idx];
chr->surf = chr->def_surf;
}
static void generate_enemy_types(struct team_t *ally_team, ENNEMIS ennemis[], int Vnbennemis)
{
int avg = 0;
for (int i = 0; i < ally_team->chr_cnt; i++) {
avg += ally_team->chrs[i].ally.nv;
}
avg /= ally_team->chr_cnt;
if (avg < 5)
{
/* easy */
for (int i=0; i <= Vnbennemis; i++) {
ennemis[i].classe=GUERRIER_GOBELIN;
}
} else {
/* XXX should not happen for now since we do not change the levels */
abort();
}
}
static int find_next_ally(const struct team_t *ally, int current)
{
for (int i = current + 1; i < ally->chr_cnt; ++i) {
const struct character_t *chr = &ally->chrs[i];
if (chr->alive)
return i;
}
for (int i = 0; i <= current; ++i) {
const struct character_t *chr = &ally->chrs[i];
if (chr->alive)
return i;
}
return -1;
}
/* function called after an action has been performed */
static void update_current_character(struct team_t *ally, int *ally_idx, bool *ally_turn)
{
if (*ally_turn) {
int next;
unhighlight_prev_character(ally, *ally_idx);
next = find_next_ally(ally, *ally_idx);
/* if there is no next ally or they are dead */
if (next <= *ally_idx) {
inverse_boolean(*ally_turn);
}
*ally_idx = next;
if (*ally_turn) {
highlight_current_character(ally, *ally_idx);
}
}
}
int Fjouer (SURFACES *surfaces, POSITIONS *positions, struct team_t *ally,ENNEMIS ennemis[])
{
unsigned int continuer=1;
int selection=0;
int i;
SDL_Event event;
int Vtourallie=0;
int Vtourennemi=0;
int Vtour;
int Vnbennemis=0;
int page=0;
int nbactions=5;
unsigned int gagne,perdu;
if(surfaces->Pfondjeu!=NULL)
{
SDL_FreeSurface(surfaces->Pfondjeu);
surfaces->Pfondjeu=NULL;
}
Fblitterfond(surfaces); // on blit le fond du jeu
Fremplirobjets(&ally->objects); // on monte les variables potions ether, etc
Vnbennemis=Fcalculernbennemis(); // on tire aléatoirement le nombre d'ennemis présents dans le combat
generate_enemy_types(ally, ennemis,Vnbennemis); // on choisit la classe des ennemis comme guerrier gobelin etc
Fremplirennemis(surfaces,Vnbennemis,ennemis);
/* compute whether the allies or the enemies should begin */
Vtour = rand() % 2;
if (Vtour == ALLIE) {
/* the current character will be highlighted in red */
/* TODO should be generic for an enemy or an ally */
highlight_current_character(ally, Vtourallie);
}
blit_ally_team(surfaces,positions, ally); // on blit les persos sur l'ecran
Fblitterennemis(surfaces,positions,ennemis,Vnbennemis); // idem pour les ennemis
Fremplircompetencesennemis(ennemis,Vnbennemis); // on initialise les pv, pm, exp, etc DES ENNEMIS
while (continuer)
{
if(Vtour==ALLIE) //si un player joue
{
while (!ally->chrs[Vtourallie].alive) //si le perso selectionné est mort
{
if(Vtourallie<2) // si ce n'est pas le dernier
Vtourallie++; // on prend le perso suivant
else // sinon si c'est le dernier
Vtourallie=0; // on reprend le 1er
}
Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,ACTIONS,NULL);
SDL_WaitEvent(&event);
switch(event.type)
{
case SDL_KEYDOWN:
switch(event.key.keysym.unicode)
{
case SDLK_ESCAPE:
case SDLK_a:
continuer=0;
break;
}
switch (event.key.keysym.sym)
{
case SDLK_UP:
case SDLK_k:
if (selection!=0)
selection--;
else
selection=nbactions-1;
page=selection/3;
Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,ACTIONS,NULL);
break;
case SDLK_DOWN:
case SDLK_j:
if (selection!=nbactions-1)
selection++;
else
selection=0;
page=selection/3;
Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,ACTIONS,NULL);
break;
case SDLK_RETURN:
case SDLK_f:
{
enum action_state_t (*actionp)(SURFACES *, POSITIONS *, struct team_t *ally, int, ENNEMIS[], int) = NULL;
switch (selection) {
case ATTAQUE: actionp = Fattaquer; break;
case MAGIE_BLANCHE: actionp = Fselectionnermagieblanche; break;
case MAGIE_NOIRE: actionp = Fselectionnermagienoire; break;
case TECHNIQUES: break;
case OBJETS: actionp = Fselectionnerobjet; break;
default: abort(); break;
}
if (actionp && (*actionp)(surfaces,positions, ally, Vtourallie,ennemis,Vnbennemis) == ACTION_PERFORMED) {
update_current_character(ally, &Vtourallie, (bool *)&Vtour);
blit_ally_team(surfaces, positions, ally);
}
}
break;
default:
break;
}
break;
}
}
else if(Vtour==ENNEMI) // sinon si c'est le cpu qui joue
{
while (ennemis[Vtourennemi].etat == MORT) {
if (Vtourennemi < Vnbennemis) {
Vtourennemi++;
} else if (Vtourennemi == Vnbennemis) {
Vtourennemi = 0;
}
}
/* TODO reactivate */
#if 0
Factionennemi(&Vtourennemi,surfaces,positions,ennemis,persos,Vnbennemis,&Vtour,Vtourallie);
#endif
} // les actions sont faites
// on vérifie à présent si on a gagné ou si on a perdu !
gagne=1;
perdu=1;
for(i=0;i<=Vnbennemis;i++)
{
if(ennemis[i].etat==VIE)
gagne=0;
}
for (i = 0; i < ally->chr_cnt; i++) {
if (ally->chrs[i].alive)
perdu=0;
}
// la y'a des trucs a mettre pour si on gagne ou on perd parce que sa fait assez pitié :p
if(perdu)
{
SDL_Delay(2000);
continuer=0;
}
else if(gagne)
{
SDL_Delay(2000);
continuer=0;
}
}
return 0;
}
void Finitialiserpositionsennemis(SURFACES *surfaces,POSITIONS *positions,int Vnbennemis)
{
if (Vnbennemis==0)
{
positions->Vpositionennemis[0].x=XWIN-20-surfaces->Tennemi[0]->w;
positions->Vpositionennemis[0].y=YWIN/2-surfaces->Tennemi[0]->h/2;
}
if (Vnbennemis==1)
{
positions->Vpositionennemis[0].x = XWIN - 20 - surfaces->Tennemi[0]->w;
positions->Vpositionennemis[0].y = YWIN/3 - surfaces->Tennemi[0]->h/2;
positions->Vpositionennemis[1].x = XWIN - 20 - surfaces->Tennemi[2]->w;
positions->Vpositionennemis[1].y = YWIN/3*2 - surfaces->Tennemi[1]->h/2;
}
else if (Vnbennemis==2)
{
positions->Vpositionennemis[1].x = XWIN - 20 - surfaces->Tennemi[1]->w;
positions->Vpositionennemis[1].y = YWIN/2 - surfaces->Tennemi[1]->h/2;
positions->Vpositionennemis[0].x = XWIN - 20 - surfaces->Tennemi[0]->w;
positions->Vpositionennemis[0].y = YWIN/4 - surfaces->Tennemi[1]->h/2;
positions->Vpositionennemis[2].x = XWIN - 20 - surfaces->Tennemi[2]->w;
positions->Vpositionennemis[2].y = YWIN/4*3 - surfaces->Tennemi[2]->h/2;
}
else if (Vnbennemis==3)
{
positions->Vpositionennemis[1].x = XWIN - 20 - surfaces->Tennemi[1]->w;
positions->Vpositionennemis[1].y = YWIN/5*2 - surfaces->Tennemi[1]->h/2;
positions->Vpositionennemis[2].x = XWIN - 20 - surfaces->Tennemi[2]->w;
positions->Vpositionennemis[2].y = YWIN/5*3 - surfaces->Tennemi[2]->h/2;
positions->Vpositionennemis[0].x = XWIN - surfaces->Tennemi[1]->w - surfaces->Tennemi[0]->w/2;
positions->Vpositionennemis[0].y = YWIN/5 -surfaces->Tennemi[0]->h/2;
positions->Vpositionennemis[3].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[3]->w/2;
positions->Vpositionennemis[3].y = YWIN/5*4 - surfaces->Tennemi[3]->h/2;
}
else if (Vnbennemis==4)
{
positions->Vpositionennemis[2].x = XWIN - 20 - surfaces->Tennemi[2]->w;
positions->Vpositionennemis[2].y = YWIN/2 - surfaces->Tennemi[2]->h/2;
positions->Vpositionennemis[1].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[1]->w/2;
positions->Vpositionennemis[1].y = YWIN/6*2 - surfaces->Tennemi[1]->h/2;
positions->Vpositionennemis[3].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[3]->w/2;
positions->Vpositionennemis[3].y = YWIN/6*4 - surfaces->Tennemi[3]->h/2;
positions->Vpositionennemis[0].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[1]->w - surfaces->Tennemi[0]->w/2;
positions->Vpositionennemis[0].y = YWIN/6 - surfaces->Tennemi[0]->h/2;
positions->Vpositionennemis[4].x = XWIN - surfaces->Tennemi[2]->w - surfaces->Tennemi[3]->w - surfaces->Tennemi[4]->w/2;
positions->Vpositionennemis[4].y = YWIN/6*5 - surfaces->Tennemi[4]->h/2;
}
}
void Fremplirobjets(OBJET *objets)
{
objets->potions=10;
objets->ethers=10;
objets->potionsplus=5;
objets->ethersplus=5;
}
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