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#include <stdio.h>
#include <stdlib.h>
#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include "constantes.h"
#include "structures.h"
#include "prototypes.h"
void Fmap (SURFACES*surfaces, POSITIONS* positions, struct team_t *ally, struct team_t *enemy)
{
int map[15][11];
int continuer=1;
SDL_Event event;
Fchargersurfaces_map(surfaces,positions);
Fgetmap (map);
Fblittermap(surfaces,positions,map);
while(continuer)
{
SDL_WaitEvent (&event);
switch (event.type)
{
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_RETURN:
case SDLK_f:
continuer = Fjouer(surfaces,positions, ally, enemy);
break;
case SDLK_ESCAPE:
case SDLK_a:
continuer=0;
break;
default:
break;
}
break;
}
}
//une fois le jeu quitté !
Fdechargersurfaces_map(surfaces);
}
void Fgetmap (int map[][11])
{
FILE* fichier=NULL;
char chaine[165];
int i,j,k=0;
fichier=fopen("map.war","r");
if(fichier==NULL)
fprintf(stderr, "Impossible d'ouvrir le fichier map.war");
fgets(chaine,166,fichier);
fclose(fichier);
for(j=0;j<11;j++)
{
for(i=0;i<15;i++)
{
switch (chaine[k])
{
case '0':
map[i][j]=SOL;
break;
case '1':
map[i][j]=MUR;
break;
case '2':
map[i][j]=COFFRE;
break;
case '3':
map[i][j]=GUS;
break;
}
k++;
}
}
}
void Fchargersurfaces_map (SURFACES *surfaces,POSITIONS*positions)
{
int i,j;
for(j=0;j<11;j++)
{
for(i=0;i<15;i++)
{
positions->Vpositionmap_item[i][j].x=i*64+32;
positions->Vpositionmap_item[i][j].y=j*64+32;
}
}
surfaces->Pmap_sol=NULL;
surfaces->Pmap_sol=IMG_Load("images/map/sol.bmp");
surfaces->Pmap_mur=NULL;
surfaces->Pmap_mur=IMG_Load("images/map/mur.bmp");
surfaces->Pmap_coffre=NULL;
surfaces->Pmap_coffre=IMG_Load("images/map/coffre.bmp");
surfaces->Pmap_perso=NULL;
surfaces->Pmap_perso=IMG_Load("images/map/perso.bmp");
}
void Fdechargersurfaces_map(SURFACES*surfaces)
{
SDL_FreeSurface(surfaces->Pmap_sol);
SDL_FreeSurface(surfaces->Pmap_mur);
SDL_FreeSurface(surfaces->Pmap_coffre);
SDL_FreeSurface(surfaces->Pmap_perso);
}
void Fblittermap (SURFACES*surfaces,POSITIONS*positions,int map[][11])
{
int i,j;
for(j=0;j<11;j++)
{
for(i=0;i<15;i++)
{
switch (map[i][j])
{
case SOL:
SDL_BlitSurface(surfaces->Pmap_sol,NULL,surfaces->Pecran,&positions->Vpositionmap_item[i][j]);
break;
case MUR:
SDL_BlitSurface(surfaces->Pmap_mur,NULL,surfaces->Pecran,&positions->Vpositionmap_item[i][j]);
break;
case COFFRE:
SDL_BlitSurface(surfaces->Pmap_coffre,NULL,surfaces->Pecran,&positions->Vpositionmap_item[i][j]);
break;
case GUS:
SDL_BlitSurface(surfaces->Pmap_perso,NULL,surfaces->Pecran,&positions->Vpositionmap_item[i][j]);
break;
}
}
}
SDL_Flip(surfaces->Pecran);
}
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