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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;
}
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