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path: root/menuchoixpersos.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 <SDL/SDL_image.h>
#include <SDL/SDL_ttf.h>

void Fmenuchoixpersos (SURFACES *surfaces, POSITIONS *positions)
{
    TTF_Font *police = NULL;
    int Vchoix = PALADIN;
    SDL_Color vert;
    bool continuer = true;
    PERSONNAGES persos[3];
    ENNEMIS ennemis[5];
    SDL_Event event;
    int Vnbperso = 0;

    vert.r = 39;
    vert.g = 189;
    vert.b = 31;

    police = TTF_OpenFont ("TIMESI.TTF",36);

    /* loop until we have actually chosen our three characters */
    while (Vnbperso < 3) {
        static const char *strings[] = {
            "Please choose the class of your first character",
            "Please choose the class of your second character",
            "Please choose the class of your third character",
        };

        /* display the background with the selected text */
        if (Vchoix == PALADIN) {
            SDL_BlitSurface (surfaces->Pchoixpaladin,NULL,surfaces->Pecran,&positions->Vpositionmenu);
        } else if (Vchoix == PRETRE) {
            SDL_BlitSurface (surfaces->Pchoixpretre,NULL,surfaces->Pecran,&positions->Vpositionmenu);
        } else if (Vchoix == VOLEUR) {
            SDL_BlitSurface (surfaces->Pchoixvoleur,NULL,surfaces->Pecran,&positions->Vpositionmenu);
        } else {
            abort();
        }

        /* display the string associated with the current character number (aka Please choose ...) */
        surfaces->Ptextechoixmenu = TTF_RenderText_Blended (police, strings[Vnbperso], vert);

        positions->Vpositiontextemenu.x=XWIN/2-surfaces->Ptextechoixmenu->w/2;
        SDL_BlitSurface (surfaces->Ptextechoixmenu,NULL,surfaces->Pecran,&positions->Vpositiontextemenu);

        SDL_BlitSurface (surfaces->Ppretre,NULL,surfaces->Pecran,&positions->Vpositionmenupretre);
        SDL_BlitSurface (surfaces->Ppaladin,NULL,surfaces->Pecran,&positions->Vpositionmenupaladin);
        SDL_BlitSurface (surfaces->Pvoleur,NULL,surfaces->Pecran,&positions->Vpositionmenuvoleur);
        SDL_Flip (surfaces->Pecran);

        continuer = true;
        while (continuer)
        {
            SDL_WaitEvent (&event);
            switch (event.type)
            {
                case SDL_KEYDOWN:
                switch (event.key.keysym.sym)
                {
                    case SDLK_LEFT:
                    case SDLK_h:
                        if (Vchoix > PALADIN) {
                            Vchoix--;
                        } else {
                            Vchoix=VOLEUR;
                        }
                        Fchangersurlignage2 (Vchoix,surfaces,positions);

                        break;
                    case SDLK_RIGHT:
                    case SDLK_l:
                        if (Vchoix < VOLEUR) {
                            Vchoix++;
                        } else {
                            Vchoix = PALADIN;
                        }
                        Fchangersurlignage2 (Vchoix,surfaces,positions);
                    break;
                    case SDLK_RETURN:
                    case SDLK_f:
                    persos[Vnbperso++].classe = Vchoix;
                    continuer = false;
                    break;
                    default:
                    break;
                }
                break;
            }
        }
    }
    TTF_CloseFont (police);
    SDL_Flip(surfaces->Pecran);
    Fremplirpersos2 (surfaces,persos);
    Fmap(surfaces,positions,persos,ennemis);
}

void Fchangersurlignage2 (int Vchoix, SURFACES *surfaces, POSITIONS *positions)
{
    if (Vchoix==PALADIN)
        SDL_BlitSurface (surfaces->Pchoixpaladin,NULL,surfaces->Pecran,&positions->Vpositionmenu);
    else if (Vchoix==PRETRE)
        SDL_BlitSurface (surfaces->Pchoixpretre,NULL,surfaces->Pecran,&positions->Vpositionmenu);
    else if (Vchoix==VOLEUR)
        SDL_BlitSurface (surfaces->Pchoixvoleur,NULL,surfaces->Pecran,&positions->Vpositionmenu);
    SDL_BlitSurface (surfaces->Ppretre,NULL,surfaces->Pecran,&positions->Vpositionmenupretre);
    SDL_BlitSurface (surfaces->Ppaladin,NULL,surfaces->Pecran,&positions->Vpositionmenupaladin);
    SDL_BlitSurface (surfaces->Pvoleur,NULL,surfaces->Pecran,&positions->Vpositionmenuvoleur);
    SDL_BlitSurface (surfaces->Ptextechoixmenu,NULL,surfaces->Pecran,&positions->Vpositiontextemenu);
    SDL_Flip (surfaces->Pecran);
}

void Fremplirpersos2 (SURFACES *surfaces, PERSONNAGES persos[])
{

    int i;
    for (i=0;i<3;i++)
    {
        if (persos[i].classe==PALADIN)
            surfaces->Tperso[i]=IMG_Load("images/paladin.bmp");
        else if (persos[i].classe==PRETRE)
            surfaces->Tperso[i]=IMG_Load("images/prĂȘtre.bmp");
        else if (persos[i].classe==VOLEUR)
            surfaces->Tperso[i]=IMG_Load("images/voleur.bmp");
    }
}

void Fremplirennemis (SURFACES *surfaces,int Vnbennemis,ENNEMIS ennemis[])
{

    int i;
    for (i=0;i<=Vnbennemis;i++)
    {
        if (ennemis[i].classe==GUERRIER_GOBELIN)
            surfaces->Tennemi[i]=surfaces->Pgobelin;
    }
}

int Fcalculernbennemis ()
{
    int nb;
    nb=(rand()%(4-0+1))+0;
    return nb;
}