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#ifndef PROTOTYPES_H
#define PROTOTYPES_H

#include "constantes.h"
#include "players.h"

void Fmenuprincipal (SURFACES *surfaces, POSITIONS *positions);
void Fchangersurlignage (int Vmode, SURFACES *surfaces, POSITIONS *positions);
int Fentrermode (int Vmode, SURFACES *surfaces, POSITIONS *positions);
void Fmenuchoixpersos (SURFACES *surfaces, POSITIONS *positions);
void Fchangersurlignage2 (int Vperso, SURFACES *surfaces, POSITIONS *positions);
void Fremplirpersos2 (SURFACES *surfaces, PERSONNAGES persos[]);
int Fjouer(SURFACES *surfaces, POSITIONS *positions, struct team_t *ally, struct team_t *enemy);
void blit_team(SURFACES *surfaces, struct team_t *);
void blit_character(SURFACES *surfaces, struct character_t *);

void Finitialisersurfaces (SURFACES *surfaces);
int Fchargerimages (SURFACES *surfaces);
void Fdechargerimages (SURFACES *surfaces);
void Finitialiserpositions (POSITIONS *positions, SURFACES *surfaces);
void Finitialiserpositionsennemis (SURFACES *surfaces, POSITIONS *positions,int Vnbennemis);

/* actions */
enum action_state_t Fattaquer (SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy);
enum action_state_t Fselectionnermagienoire (SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy);
enum action_state_t Fselectionnermagieblanche(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy);
enum action_state_t Fselectionnerobjet(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy);
enum action_state_t Fmagieelement (SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy, enum element_t);
enum action_state_t Fmagiesoin (SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy);
enum action_state_t Fpotion(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy,OBJET *objets,int type);
enum action_state_t Fether(SURFACES *surfaces,POSITIONS *positions, struct team_t *ally, struct team_t *enemy,OBJET *objets,int type);

int Fcalculernbennemis ();

int compute_damages(const struct character_t *src, const struct character_t *target, enum damages_type_t, enum element_t);
int compute_cure(const struct character_t *src, const struct character_t *target);

void damage_target_hp(SURFACES *surfaces, struct character_t *target, int damages);
void cure_target_hp(SURFACES *surfaces, struct character_t *target, int cure);

void damage_target_mp(SURFACES *surfaces, struct character_t *target, int damages);
void cure_target_mp(SURFACES *surfaces, struct character_t *target, int cure);

void Fchangercurseur (SURFACES *surfaces, POSITIONS *positions,int selection,ENNEMIS ennemis[]);
void Fchangercurseurennemis (SURFACES *surfaces, POSITIONS *positions, struct character_t *);
void Fchangercurseurpersos (SURFACES *surfaces, POSITIONS *positions,int selection);
void Fafficherdegats (SURFACES *surfaces, POSITIONS *positions, int degats,int camp, int cible, struct team_t *ally);
void Fblitteractivedesactive (SURFACES *surfaces,POSITIONS *positions,ENNEMIS ennemis[],int selection);
void blit_character_affinities(SURFACES *, POSITIONS *, const struct character_t *);
void Fchangeractionselectionnee(SURFACES *surfaces, POSITIONS *positions,int selection,int page,int nbactions,int type,OBJET *objets);
void Fblitterpvcible (SURFACES *surfaces,POSITIONS *positions, const struct character_t *);
void Fblitterpmcible (SURFACES *surfaces,POSITIONS *positions, const struct character_t *);
void Fchangermagienoireselectionnee(SURFACES *surfaces,POSITIONS *positions,int selection,int page,int nbactions);
void Fchangermagieblancheselectionnee(SURFACES *surfaces, POSITIONS *positions,int selection,int page,int nbactions);
void Faffichersoins (SURFACES *surfaces, POSITIONS *positions, int degats,int clan, int cible, struct team_t *ally);
void Fremplirobjets(OBJET *objets);
void Fblitterfond(SURFACES* surfaces);

Uint32 obtenirPixel(SDL_Surface *surface, int x, int y);
void definirPixel(SDL_Surface *surface, int x, int y, Uint32 pixel);
int Fgeneratedegats(PERSONNAGES persos[],ENNEMIS ennemis[],int Vtourennemi,int target);
int Fchoosetargetallie(PERSONNAGES persos[]);
void Factionennemi(int* Vtourennemi,SURFACES* surfaces,POSITIONS* positions, ENNEMIS ennemis[], PERSONNAGES persos[],int Vnbennemis,int*Vtour);
void Fgetmap (int map[][11]);
void Fmap (SURFACES*surfaces, POSITIONS* positions, struct team_t *ally, struct team_t *enemy);
void Fchargersurfaces_map (SURFACES *surfaces,POSITIONS*positions);
void Fblittermap (SURFACES*surfaces,POSITIONS*positions,int map[][11]);
void Fdechargersurfaces_map(SURFACES*surfaces);

void Foptions(SURFACES *surface, POSITIONS *positions);

#endif