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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 *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_ally(const struct team_t *ally)
{
    for (int i = ally->chr_cur + 1; i < ally->chr_cnt; ++i) {
        const struct character_t *chr = &ally->chrs[i];

        if (chr->alive)
            return i;
    }

    for (int i = 0; i <= ally->chr_cur; ++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, bool *ally_turn)
{
    if (*ally_turn) {
        int next;

        unhighlight_prev_character(ally);

        next = find_next_ally(ally);

        /* 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);
        }
    }
}

int Fjouer (SURFACES *surfaces, POSITIONS *positions, struct team_t *ally, struct team_t *enemy)
{
    unsigned int continuer=1;
    int selection=0;
    int i;
    SDL_Event event;
    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

    /* 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);

    while (continuer)
    {
        if(Vtour==ALLIE) //si un player joue
        {
            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
            }
            Fchangeractionselectionnee(surfaces,positions,selection,page,nbactions,ACTIONS);
            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);
                    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);
                    break;
                    case SDLK_RETURN:
                    case SDLK_f:
                    {
                        enum action_state_t (*actionp)(SURFACES *, POSITIONS *, struct team_t *ally, struct team_t *enemy) = 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, enemy) == ACTION_PERFORMED) {
                            update_current_character(ally, (bool *)&Vtour);
                            blit_team(surfaces, ally);
                        }
                    }
                    break;
                    default:
                    break;
                }
                break;
            }
        }
        else if(Vtour==ENNEMI) // sinon si c'est le cpu qui joue
        {
            while (!enemy->chrs[Vtourennemi].alive) {
                if (Vtourennemi < Vnbennemis) {
                    Vtourennemi++;
                } else if (Vtourennemi == Vnbennemis) {
                    Vtourennemi = 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;
}

void Fremplirobjets(OBJET *objets)
{
    objets->potions=10;
    objets->ethers=10;
    objets->potionsplus=5;
    objets->ethersplus=5;
}