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#include <stdlib.h>
#include <stdio.h>
#include <SDL/SDL.h>
#include "structures.h"
#include "constantes.h"
#include "prototypes.h"

enum action_state_t Fmagieelement (SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy, enum element_t element)
{
    struct character_t *target;
    enum action_state_t ret = ACTION_CANCELED;
    unsigned int continuer = 1;
    int degats;
    int selection = 0;
    int delay=1;
    int clan=ENNEMI;
    SDL_Event event;
    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions);
    while (!enemy->chrs[selection].alive)
        selection++;
    Fchangercurseurennemis (surfaces,positions, &enemy->chrs[selection]);
    while (continuer)
    {
        SDL_Flip (surfaces->Pecran);
        SDL_WaitEvent (&event);
        switch (event.type)
        {
            case SDL_KEYDOWN:
            switch (event.key.keysym.sym)
            {
                case SDLK_ESCAPE:
                case SDLK_a:
                continuer = 0;
                if(clan==ENNEMI)
                {
                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible);
                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis);
                }
                else
                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies);
                SDL_Flip (surfaces->Pecran);
                break;
                SELECTION_CIBLE()
                case SDLK_RETURN:
                case SDLK_f:
                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible);

                    if (clan == ENNEMI) {
                        target = &enemy->chrs[selection];
                    } else {
                        target = &ally->chrs[selection];
                    }

                    degats = compute_damages(&ally->chrs[ally->chr_cur], target, DAMAGES_MAGICAL, element);

                    damage_target_hp(surfaces, target, degats);

                    SDL_Flip(surfaces->Pecran);

                    ret = ACTION_PERFORMED;
                    continuer=0;
                    break;
                default:
                    break;
            }
            break;
        }
    }
    if (delay)
        SDL_Delay(1000);
    SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats);
    SDL_Flip(surfaces->Pecran);

    return ret;
}

enum action_state_t Fmagiesoin(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy)
{
    struct character_t *target;
    enum action_state_t ret = ACTION_CANCELED;
    unsigned int continuer=1;
    SDL_Event event;
    int soins;
    int clan=ALLIE;
    int delay=1;
    int selection=0;
    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadreactions,surfaces->Pecran,&positions->Vpositioncadreactions);
    while(!ally->chrs[selection].alive)
        selection++;
    Fchangercurseurpersos (surfaces,positions,selection);
    while(continuer)
    {
        SDL_WaitEvent(&event);
        switch(event.type)
        {
            case SDL_KEYDOWN:
            switch(event.key.keysym.sym)
            {
                case SDLK_ESCAPE:
                case SDLK_a:
                continuer = 0;
                if(clan==ENNEMI)
                {
                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible);
                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurennemis,surfaces->Pecran,&positions->Vpositioncurseurennemis);
                }
                else
                    SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncurseurallies,surfaces->Pecran,&positions->Vpositioncurseurallies);
                SDL_Flip (surfaces->Pecran);
                break;
                SELECTION_CIBLE()
                case SDLK_RETURN:
                case SDLK_f:
                SDL_BlitSurface (surfaces->Pfondjeu,&positions->Vpositioncadrecible,surfaces->Pecran,&positions->Vpositioncadrecible);

                if (clan == ENNEMI) {
                    target = &enemy->chrs[selection];
                } else {
                    target = &ally->chrs[selection];
                }

                soins = compute_cure(&ally->chrs[ally->chr_cur], target);

                cure_target_hp(surfaces, target, soins);

                SDL_Flip (surfaces->Pecran);

                ret = ACTION_PERFORMED;
                continuer=0;
                break;
                default:
                break;
            }
            break;
        }
    }
    if (delay)
        SDL_Delay(1000);
    SDL_BlitSurface(surfaces->Pfondjeu,&positions->Vpositiondegats,surfaces->Pecran,&positions->Vpositiondegats);
    SDL_Flip(surfaces->Pecran);
    return ret;
}

int compute_cure(const struct character_t *src, const struct character_t *dest)
{
    int avg, max, min;

    /* TODO maybe we should use the dest to compute the cure ? */
    (void) dest;

    avg = src->magic * 20;
    min = avg - avg / 4;
    max = avg + avg / 4;

    return rand() % (max - min + 1) + min;
}