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path: root/jouer.c
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#include <stdlib.h>
#include <stdio.h>
#include <SDL/SDL.h>
#include "structures.h"
#include "constantes.h"
#include "prototypes.h"

#include "priv_entries.h"

static inline void highlight_current_character(struct team_t *team)
{
    struct character_t *chr = &team->chrs[team->chr_cur];

    chr->surf = chr->red_surf;
}

static inline void unhighlight_prev_character(struct team_t *team)
{
    struct character_t *chr = &team->chrs[team->chr_cur];

    chr->surf = chr->def_surf;
}

static int find_next_team_member(const struct team_t *team, int current)
{
    for (int i = current + 1; i < team->chr_cnt; ++i) {
        const struct character_t *chr = &team->chrs[i];

        if (chr->alive)
            return i;
    }

    for (int i = 0; i <= current; ++i) {
        const struct character_t *chr = &team->chrs[i];

        if (chr->alive)
            return i;
    }

    return -1;
}

static int find_prev_team_member(const struct team_t *team, int current)
{
    for (int i = current - 1; i >= 0; --i) {
        const struct character_t *chr = &team->chrs[i];

        if (chr->alive)
            return i;
    }

    for (int i = team->chr_cnt - 1; i >= current; ++i) {
        const struct character_t *chr = &team->chrs[i];

        if (chr->alive)
            return i;
    }

    return -1;
}

static int get_alive_character(const struct team_t *team)
{
    for (int i = 0; i < team->chr_cnt; ++i) {
        if (team->chrs[i].alive)
            return i;
    }

    return -1;
}

/* function called after an action has been performed */
static void update_current_character(struct team_t *ally, bool *ally_turn)
{
    if (*ally_turn) {
        int next;

        unhighlight_prev_character(ally);

        next = find_next_team_member(ally, ally->chr_cur);

        /* if there is no next ally or they are dead */
        if (next <= ally->chr_cur) {
            inverse_boolean(*ally_turn);
        }

        ally->chr_cur = next;

        if (*ally_turn) {
            highlight_current_character(ally);
        }
    }
}

static
enum action_state_t select_target(SURFACES *surfaces, POSITIONS *positions, struct team_t *t1, struct team_t *t2,
        void *data, void (*cb)(SURFACES *, POSITIONS *, struct character_t *, struct character_t *, void *))
{
    SDL_Event event;
    /* select our own character because he exists no matter what */
    struct team_t *target_team = t1;
    int selection = target_team->chr_cur;
    int new_selection;

    update_selected_target(surfaces, positions, &t1->chrs[selection]);
    SDL_Flip(surfaces->Pecran);

    for (;;) {
        SDL_WaitEvent(&event);

        if (event.type != SDL_KEYDOWN)
            continue;

        switch (event.key.keysym.sym) {
            case SDLK_ESCAPE:
            case SDLK_a:
                update_selected_target(surfaces, positions, NULL);
                SDL_Flip(surfaces->Pecran);
                return ACTION_CANCELED;
            case SDLK_UP:
            case SDLK_k:
                new_selection = find_prev_team_member(target_team, selection);

                if (new_selection == selection)
                    continue;

                selection = new_selection;
                update_selected_target(surfaces, positions, &target_team->chrs[selection]);
                SDL_Flip(surfaces->Pecran);
                break;
            case SDLK_DOWN:
            case SDLK_j:
                new_selection = find_next_team_member(target_team, selection);

                if (new_selection == selection)
                    continue;

                selection = new_selection;
                update_selected_target(surfaces, positions, &target_team->chrs[selection]);
                SDL_Flip(surfaces->Pecran);
                break;
            case SDLK_LEFT:
            case SDLK_h:
            case SDLK_RIGHT:
            case SDLK_l:
                new_selection = get_alive_character((target_team == t1) ? t2 : t1);
                if (new_selection < 0)
                    continue;

                selection = new_selection;
                target_team = (target_team == t1) ? t2 : t1;
                update_selected_target(surfaces, positions, &target_team->chrs[selection]);
                SDL_Flip(surfaces->Pecran);
                break;
            case SDLK_RETURN:
            case SDLK_f:
                update_selected_target(surfaces, positions, NULL);

                (*cb)(surfaces, positions, &t1->chrs[t1->chr_cur], &target_team->chrs[selection], data);

                SDL_Flip(surfaces->Pecran);

                SDL_Delay(1000);

                SDL_BlitSurface(surfaces->Pfondjeu, &positions->Vpositiondegats, surfaces->Pecran, &positions->Vpositiondegats);

                SDL_Flip(surfaces->Pecran);

                return ACTION_PERFORMED;
            default:
                break;
        }
    }
}

static
enum action_state_t dig_entry(const struct entry_t *entries, int cnt_entries, struct action_params_t *params)
{
    SDL_Event event;
    const struct entry_t *target;
    int selection = 0;

    update_list_entries(params->surfaces, params->positions, entries, cnt_entries, selection);

    for (;;) {
        SDL_WaitEvent(&event);

        if (event.type != SDL_KEYDOWN)
            continue;

        switch (event.key.keysym.sym) {
            case SDLK_a:
            case SDLK_ESCAPE:
                return ACTION_CANCELED;
            case SDLK_k:
            case SDLK_UP:
                selection = (selection > 0) ? selection - 1 : cnt_entries - 1;
                update_list_entries(params->surfaces, params->positions, entries, cnt_entries, selection);
                break;
            case SDLK_j:
            case SDLK_DOWN:
                selection = (selection < cnt_entries - 1) ? selection + 1 : 0;
                update_list_entries(params->surfaces, params->positions, entries, cnt_entries, selection);
                break;
            case SDLK_f:
            case SDLK_RETURN:
                target = &entries[selection];
                if (!target->children_cnt) {
                    enum action_state_t state = select_target(params->surfaces, params->positions, params->t1, params->t2, target->data, target->f);

                    if (state == ACTION_PERFORMED)
                        return ACTION_PERFORMED;
                } else  {
                    if (dig_entry(target->children, target->children_cnt, params) == ACTION_PERFORMED)
                        return ACTION_PERFORMED;
                }

                update_list_entries(params->surfaces, params->positions, entries, cnt_entries, selection);
            default:
                break;
        }
    }
}

int Fjouer (SURFACES *surfaces, POSITIONS *positions, struct team_t *ally, struct team_t *enemy)
{
    unsigned int continuer=1;
    int i;
    int Vtour;

    unsigned int gagne,perdu;

    if(surfaces->Pfondjeu!=NULL)
    {
        SDL_FreeSurface(surfaces->Pfondjeu);
        surfaces->Pfondjeu=NULL;
    }
    Fblitterfond(surfaces); // on blit le fond du jeu

    /* 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);
    }

    blit_team(surfaces, ally);
    blit_team(surfaces, enemy);

    SDL_Flip(surfaces->Pecran);

    while (continuer)
    {
        if(Vtour==ALLIE) //si un player joue
        {
            struct action_params_t params = {
                .surfaces = surfaces,
                .positions = positions,

                .t1 = ally,
                .t2 = enemy,
            };

            enum action_state_t state;

            while (!ally->chrs[ally->chr_cur].alive) //si le perso selectionné est mort
            {
                if (ally->chr_cur < ally->chr_cnt) // si ce n'est pas le dernier
                    ally->chr_cur++; // on prend le perso suivant
                else // sinon si c'est le dernier
                    ally->chr_cur = 0; // on reprend le 1er
            }

            state = dig_entry(action_entries_g, countof(action_entries_g), &params);
            switch (state) {
                case ACTION_CANCELED:
                    continuer = 0;
                    break;
                case ACTION_PERFORMED:
                    update_current_character(ally, (bool *)&Vtour);
                    blit_team(surfaces, ally);
                    break;
                default:
                    break;
            }
        }
        else if (Vtour == ENNEMI) // sinon si c'est le cpu qui joue
        {
            while (!enemy->chrs[enemy->chr_cur].alive) {
                if (enemy->chr_cur < enemy->chr_cnt) {
                    enemy->chr_cur++;
                } else if (enemy->chr_cur == enemy->chr_cnt) {
                    enemy->chr_cur = 0;
                }
            }
            /* TODO reactivate */
#if 0
            Factionennemi(&Vtourennemi,surfaces,positions,ennemis,persos,Vnbennemis,&Vtour,Vtourallie);
#else
            Vtour = ALLIE;
#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 < enemy->chr_cnt; i++) {
            if (enemy->chrs[i].alive)
                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;
}