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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>
#include "players.h"
static
struct team_t *new_ally_team(SURFACES *surfaces,
const enum character_class_t *classes, int cnt)
{
struct team_t *team = malloc(sizeof(struct team_t));
team->name = "Team Player";
team->cpu = false;
team->chr_cnt = cnt;
team->chrs = malloc(sizeof(struct character_t) * team->chr_cnt);
for (int i = 0; i < team->chr_cnt; i++) {
struct character_t *chr = &team->chrs[i];
chr->name = "Player";
chr->cpu = false;
chr->team = team;
chr->class_ = classes[i];
chr->alive = true;
switch (chr->class_) {
case CLASS_PALADIN:
chr->def_surf = surfaces->Ppaladin;
chr->red_surf = surfaces->red_paladin;
break;
case CLASS_PRIEST:
chr->def_surf = surfaces->Ppretre;
chr->red_surf = surfaces->red_priest;
break;
case CLASS_THIEF:
chr->def_surf = surfaces->Pvoleur;
chr->red_surf = surfaces->red_thief;
break;
case CLASS_WARRIOR_GOBELIN:
chr->def_surf = surfaces->Pgobelin;
chr->red_surf = surfaces->red_warrior_gobelin;
break;
default:
abort();
}
chr->surf = chr->def_surf;
chr->hp = base_stats_g[chr->class_].hp;
chr->max_hp = base_stats_g[chr->class_].hp;
chr->mp = base_stats_g[chr->class_].mp;
chr->max_mp = base_stats_g[chr->class_].mp;
chr->magic = base_stats_g[chr->class_].magic;
chr->strength = base_stats_g[chr->class_].strength;
chr->defense = base_stats_g[chr->class_].defense;
chr->spirit = base_stats_g[chr->class_].spirit;
for (int j = 0; j < countof(chr->affinities); ++j) {
chr->affinities[j] = rand() % AFFINITY_COUNT;
}
/* set its position */
chr->pos.x = 20;
chr->pos.y = (YWIN / (cnt + 1)) * (i + 1) - chr->def_surf->h / 2;
}
return team;
}
void Fmenuchoixpersos (SURFACES *surfaces, POSITIONS *positions)
{
TTF_Font *police = NULL;
int Vchoix = PALADIN;
SDL_Color vert;
bool continuer = true;
struct team_t *ally_team;
enum character_class_t chr_classes[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:
chr_classes[Vnbperso++] = Vchoix;
continuer = false;
break;
default:
break;
}
break;
}
}
}
TTF_CloseFont (police);
SDL_Flip(surfaces->Pecran);
ally_team = new_ally_team(surfaces, chr_classes, 3);
Fmap(surfaces,positions, ally_team,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 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;
}
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