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 |  
/*
Game.c
-----
	Par Van Nevel
			Mathieu
 
		Fichier Principal du mode Aventure
 
*/
 
#include "Header.h"
 
/* Methode principale
*/
 
 
 
 
 
void AventureMode(SDL_Surface *screen,FMOD_SYSTEM *systeme)
{
 
	int timerJeu=SDL_GetTicks(), timerAnim=SDL_GetTicks(),i,j;
	bool LevelInProgress=true;
	Input in;
	Player player;
	FMOD_SOUND *musique_jeu = NULL;
	FMOD_RESULT resultat_accueil;
 
	animation playermove[4];
	Direct direction=DOWN;
	char Default[10]={0};
 
	FMOD_System_CreateSound(systeme, "musique_jeu.mp3",  FMOD_CREATESAMPLE|  FMOD_LOOP_NORMAL, 0, &musique_jeu);
	FMOD_System_PlaySound(systeme, FMOD_CHANNEL_FREE, musique_jeu, 0, NULL);
	FMOD_Sound_SetLoopCount(musique_jeu, 15);
 
 
	GameScreen=(Screen*)malloc(sizeof(Screen));
 
 
 
         //initialisation manuel pour test
	GameScreen->nbTiles=3;
	GameScreen->nbChar=2;
	GameScreen->nbTiles_height_world=50;
	GameScreen->nbTiles_width_world=50;
	GameScreen->height_screen_game=20*51;
	GameScreen->width_screen_game=20*51;
	GameScreen->xscroll=0;
	GameScreen->yscroll=0;
 
	GameScreen->CharSet=(SDL_Surface**)malloc(4*sizeof(SDL_Surface*));
 
	for(i=0;i<4;i++)
		GameScreen->CharSet[i]=(SDL_Surface*)malloc(sizeof(SDL_Surface));
 
	GameScreen->CharSet[0]=IMG_Load("images/CharSet_Bomberman.png");
	GameScreen->CharSet[1]=IMG_Load("images/bombe.png");
	GameScreen->CharSet[2]=IMG_Load("images/CharSet 01.bmp");
	GameScreen->CharSet[3]=IMG_Load("images/explosBombe.png");
	GameScreen->TileSet=IMG_Load("images/TileSet1.bmp");
 
 
	GameScreen->TypeSprites=(Sprite*)malloc(GameScreen->nbChar*sizeof(Sprite));
 
	GameScreen->TypeSprites[PLAYER].Players=(Player)malloc(sizeof(player));
 
	GameScreen->TypeSprites[PLAYER].Players->box.x=12*WIDTH_TILE;
	GameScreen->TypeSprites[PLAYER].Players->box.y=12*HEIGHT_TILE;
	GameScreen->TypeSprites[PLAYER].Players->box.w=30;
	GameScreen->TypeSprites[PLAYER].Players->box.h=30;
	GameScreen->TypeSprites[PLAYER].Players->positionPlayer.x=GameScreen->TypeSprites[PLAYER].Players->box.x-10;
	GameScreen->TypeSprites[PLAYER].Players->positionPlayer.y=GameScreen->TypeSprites[PLAYER].Players->box.y-56;
	GameScreen->TypeSprites[PLAYER].Players->life=1;
	GameScreen->TypeSprites[PLAYER].Players->positionCharset.x=0;
	GameScreen->TypeSprites[PLAYER].Players->positionCharset.y=0;
	GameScreen->TypeSprites[PLAYER].Players->positionCharset.w=49;
	GameScreen->TypeSprites[PLAYER].Players->positionCharset.h=86;
	GameScreen->TypeSprites[PLAYER].Players->direction=DOWN;
 
 
	GameScreen->TypeSprites[MONSTER_1].Monsters=(Monster)malloc(sizeof(monster));
 
	GameScreen->TypeSprites[MONSTER_1].Monsters->box.x=10*WIDTH_TILE;
	GameScreen->TypeSprites[MONSTER_1].Monsters->box.y=5*HEIGHT_TILE;
	GameScreen->TypeSprites[MONSTER_1].Monsters->box.w=30;
	GameScreen->TypeSprites[MONSTER_1].Monsters->box.h=30;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionMonster.x=GameScreen->TypeSprites[MONSTER_1].Monsters->box.x-10;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionMonster.y=GameScreen->TypeSprites[MONSTER_1].Monsters->box.y-56;
	GameScreen->TypeSprites[MONSTER_1].Monsters->life=1;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionCharset.x=0;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionCharset.y=0;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionCharset.w=49;
	GameScreen->TypeSprites[MONSTER_1].Monsters->positionCharset.h=86;
	GameScreen->TypeSprites[MONSTER_1].Monsters->timerMove=0;
 
	GameScreen->TypeSprites[MONSTER_2].Monsters=(Monster)malloc(sizeof(monster));
 
	GameScreen->TypeSprites[MONSTER_2].Monsters->box.x=4*WIDTH_TILE;
	GameScreen->TypeSprites[MONSTER_2].Monsters->box.y=8*HEIGHT_TILE;
	GameScreen->TypeSprites[MONSTER_2].Monsters->box.w=30;
	GameScreen->TypeSprites[MONSTER_2].Monsters->box.h=30;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionMonster.x=GameScreen->TypeSprites[MONSTER_1].Monsters->box.x-10;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionMonster.y=GameScreen->TypeSprites[MONSTER_1].Monsters->box.y-56;
	GameScreen->TypeSprites[MONSTER_2].Monsters->life=1;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionCharset.x=0;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionCharset.y=0;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionCharset.w=49;
	GameScreen->TypeSprites[MONSTER_2].Monsters->positionCharset.h=86;
	GameScreen->TypeSprites[MONSTER_2].Monsters->timerMove=0;
 
		GameScreen->map=(elements**)malloc(GameScreen->nbTiles_height_world*sizeof(elements*));
		GameScreen->sprites=(sprit**)malloc(GameScreen->nbTiles_height_world*sizeof(sprit*));
 
	for( i=0; i<GameScreen->nbTiles_height_world;i++){
		GameScreen->map[i]=(elements*)malloc(GameScreen->nbTiles_width_world*sizeof(elements));
		GameScreen->sprites[i]=(sprit*)malloc(GameScreen->nbTiles_width_world*sizeof(sprit));
 
		for( j=0; j<GameScreen->nbTiles_width_world; j++){
			GameScreen->map[i][j]=SOL;
			GameScreen->sprites[i][j]=VIDE;
		}}
 
 
	GameScreen->map[5][5]=WALL;
	GameScreen->map[7][7]=INDESTRUC_WALL;
	GameScreen->map[10][10]=WALL;
	GameScreen->map[6][6]=WALL;
 
	for(i=0;i<GameScreen->nbTiles_width_world;i++){
		GameScreen->map[0][i]=INDESTRUC_WALL;
		GameScreen->map[GameScreen->nbTiles_height_world-1][i]=INDESTRUC_WALL;
	}
 
	for(i=0;i<GameScreen->nbTiles_height_world;i++){
		GameScreen->map[i][0]=INDESTRUC_WALL;
		GameScreen->map[i][GameScreen->nbTiles_width_world-1]=INDESTRUC_WALL;
	}
 
	GameScreen->TypeCase=(TypeCase*)malloc((GameScreen->nbTiles)*sizeof(TypeCas));
 
 
	GameScreen->TypeCase[SOL]->positionTileSet.x=0;
	GameScreen->TypeCase[SOL]->positionTileSet.y=0;
	GameScreen->TypeCase[SOL]->positionTileSet.w=51;
	GameScreen->TypeCase[SOL]->positionTileSet.h=51;
	GameScreen->TypeCase[WALL]->positionTileSet.x=51;
	GameScreen->TypeCase[WALL]->positionTileSet.y=0;
	GameScreen->TypeCase[WALL]->positionTileSet.w=51;
	GameScreen->TypeCase[WALL]->positionTileSet.h=51;
	GameScreen->TypeCase[WALL]->isPassable=false;
	GameScreen->TypeCase[WALL]->box.w=51;
	GameScreen->TypeCase[WALL]->box.h=51;
	GameScreen->TypeCase[WALL]->limitBombe=true;
	GameScreen->TypeCase[WALL]->isDestructible=true;
	GameScreen->TypeCase[WALL]->destruction=false;
	GameScreen->TypeCase[INDESTRUC_WALL]->positionTileSet.x=102;
	GameScreen->TypeCase[INDESTRUC_WALL]->positionTileSet.y=0;
	GameScreen->TypeCase[INDESTRUC_WALL]->positionTileSet.w=51;
	GameScreen->TypeCase[INDESTRUC_WALL]->positionTileSet.h=51;
	GameScreen->TypeCase[INDESTRUC_WALL]->isPassable=false;
	GameScreen->TypeCase[INDESTRUC_WALL]->box.w=51;
	GameScreen->TypeCase[INDESTRUC_WALL]->box.h=51;
	GameScreen->TypeCase[INDESTRUC_WALL]->limitBombe=true;
	GameScreen->TypeCase[INDESTRUC_WALL]->isDestructible=false;
	GameScreen->TypeCase[INDESTRUC_WALL]->destruction=false;
 
	GameScreen->TypeSprites[PLAYER].Players->BombeBag=10;
	GameScreen->TypeSprites[PLAYER].Players->BombeUp=3;
	GameScreen->TypeSprites[PLAYER].Players->Type=WHITE;
	GameScreen->TypeSprites[PLAYER].Players->Bombe=NULL;
 
	SDL_SetColorKey(GameScreen->CharSet[2], SDL_SRCCOLORKEY, SDL_MapRGB(GameScreen->CharSet[2]->format, 0, 255, 0));
 
 
 
 
			//initialisation mouvement
	playermove[0]=loadAnim(Default,"playerUp.bin");
	playermove[1]=loadAnim(Default,"playerDown.bin");
	playermove[2]=loadAnim(Default,"playerLeft.bin");
	playermove[3]=loadAnim(Default,"playerRight.bin");
 
	for(i=0;i<4;i++){
	animator_init(&playerMove[i],&playermove[i]);
		for(j=0;j<3;j++){
	playerMove[i].anim->frames[j].image.w=49;
	playerMove[i].anim->frames[j].image.h=86;
	playerMove[i].anim->frames[j].delay=3;
		}
	}
 
	player=GameScreen->TypeSprites[PLAYER].Players;
 
	time_init();				//initialisation du timer
	memset(&in,0,sizeof(in));
 
	while(player->life>0 && monsterAlive()){
 
	/*Traitement des Evenements
	*/
		UpdateEvents(&in);
		if (in.key[SDLK_UP]){	// appui sur la touche haut
			PlayerMove(player,UP);
			direction=UP;
		}
 
		else if (in.key[SDLK_DOWN]){	// appui sur la touche bas
			PlayerMove(player,DOWN);
			direction=DOWN;
		}
 
		else if (in.key[SDLK_RIGHT]){	// appui sur la touche droite
			PlayerMove(player,RIGHT);
			direction=RIGHT;
		}
 
		else if (in.key[SDLK_LEFT]){	// appui sur la touche gauche
			PlayerMove(player,LEFT);
			direction=LEFT;
		}
 
			if(timerJeu-timerAnim>=100){
			updateAnimMovePlayer(direction,player,playerMove);
			timerAnim=timerJeu;
		}
 
 
		if (in.key[SDLK_SPACE]) // appui sur la touche espace
		{
			PutBombe(player);
		}
 
 
		for(i=0;i<2;i++)
			if(GameScreen->TypeSprites[MONSTER_1+i].Monsters->life>0)
				RandomMonsterMove(GameScreen->TypeSprites[MONSTER_1+i].Monsters,i+1);
 
 
		time_update();
		timerJeu=SDL_GetTicks();
 
 
		//FocusScrollCenter(GameScreen,&player->box);
		BlitMap(GameScreen,screen,systeme);
		SDL_Flip(screen);
		}
 
		FMOD_Sound_Release(musique_jeu);
	//UpdateLevel();
}
 
 
 
 
/* Methodes complementaires
*/
 
 
	//Fonction du multi evenements
void UpdateEvents(Input* in)
{
	SDL_Event event;
	while(SDL_PollEvent(&event))
	{
		switch (event.type)
		{
		case SDL_KEYDOWN:
			in->key[event.key.keysym.sym]=1;
			break;
		case SDL_KEYUP:
			in->key[event.key.keysym.sym]=0;
			break;
		case SDL_MOUSEMOTION:
			in->mousex=event.motion.x;
			in->mousey=event.motion.y;
			in->mousexrel=event.motion.xrel;
			in->mouseyrel=event.motion.yrel;
			break;
		case SDL_MOUSEBUTTONDOWN:
			in->mousebuttons[event.button.button]=1;
			break;
		case SDL_MOUSEBUTTONUP:
			in->mousebuttons[event.button.button]=0;
			break;
		case SDL_QUIT:
			in->quit = 1;
			break;
		default:
			break;
		}
	}
}
 
bool monsterAlive(){
	int i;
	for(i=0;i<2;i++)
		if(GameScreen->TypeSprites[MONSTER_1+i].Monsters->life>0)
			return true;
	return false;
}
 
animation loadAnim(char* charset,char *name_file){
	int i;
	animation anim;
 
	FILE *file=NULL;
	file=fopen(name_file,"rb");
 
	fread(charset,sizeof(char),10,file);
	fread(&anim.nbr_of_frames,sizeof(Uint16),1,file);
 
	anim.frames=(animation_frame*)malloc(anim.nbr_of_frames*sizeof(animation_frame));
	for(i=0;i<anim.nbr_of_frames;i++){
	fread(&anim.frames[i].delay,sizeof(anim.frames->delay),1,file);
	fread(&anim.frames[i].image,sizeof(anim.frames->image),1,file);
	}
 
	fclose(file);
 
	return anim;
}
 
void updateAnimMovePlayer(Direct direction,Player player, animator *playerMove){
 
	if(direction!=player->direction){
		animator_rewind(&playerMove[player->direction]);
		animator_play(&playerMove[direction]);
		player->direction=direction;
	}
	else
	animator_update(&playerMove[player->direction]);
	} | 
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