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#ifdef _DEBUG
const char* surfacePixelFormatName = NULL;
char* SDL_Error = NULL;
bool Test = false;
#endif
SDL_Renderer *pRenderer = NULL;
SDL_Window *pWindow = NULL;
float_t ScaleX = 1.0f;
float_t ScaleY = 1.0f;
int8_t MethodeCollision = PIXEL_BY_PIXEL_HIGH;
register int32_t WinH = 0;
register int32_t WinW = 0;
char MotScore[NB_CHIFFRES_DU_SCORE + 1] = "";
int8_t CaractereScore = 0;
char MotNbLevel[NB_CHIFFRES_DU_LEVEL + 1] = "";
int8_t CaractereNbLevel1 = 0;
int8_t CaractereNbLevel2 = 0;
int8_t CaractereNbLevel3 = 0;
int8_t NbChiffresLevel = 0;
int32_t xProchainChiffre = 0;
register int32_t NBCasesH = 0;
register int32_t NBCasesW = 0;
register int32_t s = 0;
register int32_t h = 0;
register int32_t t = 0;
register int32_t l = 0;
register int32_t m = 0;
register int32_t p = 0;
register int32_t q = 0;
register int32_t r = 0;
register int32_t i = 0;
register int32_t j = 0;
register int32_t k = 0;
int16_t Level = 0;
int8_t VagueScroll_7 = 0;
int8_t VagueScroll_8 = 0;
int8_t VagueScroll_9 = 0;
int8_t VagueScroll_10 = 0;
int8_t VagueScroll_11 = 0;
int8_t VagueScroll_12 = 0;
int8_t VagueScroll_13 = 0;
int8_t VagueScroll_14 = 0;
int32_t sScroll_0 = 0;
int32_t hScroll_0 = 0;
int32_t sScroll_7 = 0;
int32_t hScroll_7 = 0;
int32_t hScroll_8 = 0;
int32_t sScroll_8 = 0;
int32_t sScroll_9 = 0;
int32_t hScroll_9 = 0;
int32_t hScroll_10 = 0;
int32_t sScroll_10 = 0;
int32_t sScroll_11 = 0;
int32_t hScroll_11 = 0;
int32_t hScroll_12 = 0;
int32_t sScroll_12 = 0;
int32_t xVaisseauPause = 0;
int32_t yVaisseauPause = 0;
int32_t xPause = 0;
int32_t yPause = 0;
bool GamePause = false;
int8_t AnimEnemi[NB_ENEMIS][MAX_ENEMIS];
int8_t NBImagesAnimEnemi[NB_ENEMIS][MAX_ENEMIS];
int8_t SetAnimationEnemi[NB_ENEMIS][MAX_ENEMIS];
int8_t NBImagesAnimEnemiGrisee[NB_ENEMIS][MAX_ENEMIS];
for (i = 0; i < NB_ENEMIS; i++)
for (j = 0; j < MAX_ENEMIS; j++)
{
AnimEnemi[i][j] = 0;
NBImagesAnimEnemi[i][j] = 0;
SetAnimationEnemi[i][j] = 0;
NBImagesAnimEnemiGrisee[i][j] = 0;
}
float_t ChanceTir = 0.10f;
int16_t NBEnemisDecors = 0;
int32_t ReferentCibleEnMouvementExplosionScroll_0 = 0;
int32_t ReferentCibleEnMouvementExplosionScroll_7 = 0;
int32_t ReferentCibleEnMouvementExplosionScroll_8 = 0;
register bool TamponBool = false;
register int32_t xTampon1 = 0;
register int32_t yTampon1 = 0;
//register int32_t xTampon2 = 0;
//register int32_t yTampon2 = 0;
int32_t iMenu = 0;
int32_t xMenu = 0;
int32_t yMenu = 0;
int8_t LettresMenu = 0;
bool Menu = true;
int32_t iGameOver = 0;
int32_t xGameOver = 0;
int32_t yGameOver = 0;
int8_t LettresGameOver = 0;
bool GameOver = false;
int32_t iDebutNiveau = 0;
int32_t xDebutNiveau = 0;
int32_t yDebutNiveau = 0;
int8_t LettresDebutNiveau = 0;
bool DebutNiveau = false;
int32_t iFinNiveau = 0;
int32_t xFinNiveau = 0;
int32_t yFinNiveau = 0;
int8_t LettresFinNiveau = 0;
bool FinNiveau = false;
int32_t xScroll_3 = 0;
int32_t xScroll_4 = 0;
int32_t xScroll_5 = 0;
int32_t xScroll_6 = 0;
register SDL_Rect dest = { 0,0,0,0 };
register SDL_Rect src = { 0,0,0,0 };
SDL_Rect SurfaceDeJeu = { 0,0,0,0 };
float_t AngleEnemi = 0.0f;
int8_t CourbeEnemi = 0;
Uint8 AlphaFondu = 0;
Uint32 TempsTampon = 0;
Uint32 TempsTirDepart = 0;
Uint32 TempsTirEcoule = 0;
Uint32 TempsTirPause = 0;
Uint32 TempsClavierDepart = 0;
Uint32 TempsClavierEcoule = 0;
Uint32 TempsDebutLevelDepart = 0;
Uint32 TempsDebutLevelEcoule = 0;
Uint32 TempsFinLevelDepart = 0;
Uint32 TempsFinLevelEcoule = 0;
Uint32 TempsGameOverDepart = 0;
Uint32 TempsGameOverEcoule = 0;
Uint64 TempsFPSDepart = 0;
Uint64 TempsFPSEcouleCreation = 0;
Uint64 TempsFPSEcouleAffichage = 0;
Uint64 TempsFPSCount = SDL_GetPerformanceFrequency();
bool AffichageTempsFPS = false;
Uint8 CompteurFrameFPS = 0;
int16_t NbIndexExplosion[NB_EXPLOSIONS];
int16_t NbIndexTirs[NB_TIRS];
int16_t NbIndexTirsEnemis[NB_TIRS_ENEMIS];
for (i = 0; i < NB_TIRS; i++)
NbIndexTirs[i] = 0;
for (i = 0; i < NB_EXPLOSIONS; i++)
NbIndexExplosion[i] = 0;
for (i = 0; i < NB_TIRS_ENEMIS; i++)
NbIndexTirsEnemis[i] = 0;
bool TamponBoolScroll_7 = false;
bool TamponBoolScroll_8 = false;
bool TamponBoolScroll_9 = false;
bool TamponBoolScroll_10 = false;
bool TamponBoolScroll_11 = false;
bool TamponBoolScroll_12 = false;
EnemiParametres EnemisParametresObtenu[NB_ENEMIS][MAX_ENEMIS];
TirParametres TirsParametresObtenu[NB_TIRS][MAX_TIRS];
TirParametres TirsEnemisParametresObtenu[NB_TIRS_ENEMIS][MAX_TIRS_ENEMIS];
for (m = 0; m < NB_ENEMIS; m++)
for (t = 0; t < MAX_ENEMIS; t++)
InitialiserEnemi(EnemisParametresObtenu[m] + t);
for (m = 0; m < NB_TIRS; m++)
for (t = 0; t < MAX_TIRS; t++)
InitialiserTir(TirsParametresObtenu[m] + t);
for (m = 0; m < NB_TIRS_ENEMIS; m++)
for (t = 0; t < MAX_TIRS_ENEMIS; t++)
InitialiserTir(TirsEnemisParametresObtenu[m] + t);
bool PremiereImage = true;
bool JeuFini = false;
bool TransitionFondu = true;
bool DemarrerJeu = false;
bool NiveauComplete = false;
bool FaireQueUneFoisReinitialiserScenario = true;
bool VagueScroll_3_4_Actif = true;
bool VagueScroll_5_6_Actif = true;
bool VagueScroll_7_Actif = false;
bool VagueScroll_8_Actif = false;
bool VagueScroll_9_Actif = false;
bool VagueScroll_10_Actif = false;
bool VagueScroll_11_Actif = false;
bool VagueScroll_12_Actif = false;
bool VagueScroll_13_Actif = false;
bool VagueScroll_14_Actif = false;
SDL_Thread *pThreadScenario = NULL;
int16_t NbTuilesLevelScroll_0_H[NB_LEVELS];
int16_t NbTuilesLevelScroll_1_H[NB_LEVELS];
int16_t NbTuilesLevelScroll_2_H[NB_LEVELS];
int16_t NbTuilesLevelScroll_7_H[NB_LEVELS][MAX_VAGUES];
int16_t NbTuilesLevelScroll_8_H[NB_LEVELS][MAX_VAGUES];
int16_t NbTuilesLevelScroll_9_H[NB_LEVELS][MAX_VAGUES];
int16_t NbTuilesLevelScroll_10_H[NB_LEVELS][MAX_VAGUES];
int16_t NbTuilesLevelScroll_11_H[NB_LEVELS][MAX_VAGUES];
int16_t NbTuilesLevelScroll_12_H[NB_LEVELS][MAX_VAGUES];
int16_t NbTuilesLevelScroll_13_H[NB_LEVELS][MAX_VAGUES];
int16_t NbTuilesLevelScroll_14_H[NB_LEVELS][MAX_VAGUES];
for (p = 0; p < NB_LEVELS; p++)
{
NbTuilesLevelScroll_0_H[p] = 0;
NbTuilesLevelScroll_1_H[p] = 0;
NbTuilesLevelScroll_2_H[p] = 0;
for (m = 0; m < MAX_VAGUES; m++)
{
NbTuilesLevelScroll_7_H[p][m] = 0;
NbTuilesLevelScroll_8_H[p][m] = 0;
NbTuilesLevelScroll_9_H[p][m] = 0;
NbTuilesLevelScroll_10_H[p][m] = 0;
NbTuilesLevelScroll_11_H[p][m] = 0;
NbTuilesLevelScroll_12_H[p][m] = 0;
NbTuilesLevelScroll_13_H[p][m] = 0;
NbTuilesLevelScroll_14_H[p][m] = 0;
}
}
Uint32 ParametresTir[2];
ParametresTir[0] = 0;
ParametresTir[1] = 0;
Uint32 ParametresTirEnemi[5];
ParametresTirEnemi[0] = 0;
ParametresTirEnemi[1] = 0;
ParametresTirEnemi[2] = 0;
ParametresTirEnemi[3] = 0;
ParametresTirEnemi[4] = 0;
SDL_Event Evenement;
VaisseauParametres Vaisseau;
int32_t xMarge = 0;
int32_t yMarge = 0;
int32_t xMargeMAX = 0;
int32_t yMargeMAX = 0;
int32_t xMargeMIN = 0;
int32_t yMargeMIN = 0;
int32_t xRel = 0;
int32_t yRel = 0;
SDL_Rect RectTampon = { 0,0,0,0 };
SDL_Rect RectTamponScroll = { 0,0,0,0 };
SDL_Rect RectTamponAC = {0,0,0,0};
SDL_Rect RectTamponBC = { 0,0,0,0 };
// FIN DE LA DECLARATION DES VARIABLES LOCALES DU PROGRAMME DU JEU
// DEBUT DE LA DECLARATION DES VARIABLES DYNAMIQUES LOCALES DU PROGRAMME DU JEU
// Allocations des vérificateurs booléens avec NEW pour une bonne initialisation du jeu
bool *AllocationsDynamiquesReussies = new bool;
if (AllocationsDynamiquesReussies == NULL)
{
#ifdef _DEBUG
fprintf(stdout, "\nERREUR... ERREUR... ERREUR... ERREUR... Le programme a rencontré un problème à la 1ère allocaton dynamique : MEMORY BUSY ?????\n\n");
#else
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "ERREUR", "Le programme a rencontre un probleme a la 1ere allocaton dynamique : MEMORY BUSY ?????", pWindow);
#endif
return 1;
}
*AllocationsDynamiquesReussies = true;
bool *ImagesChargeesEnSurFaces = new bool;
*ImagesChargeesEnSurFaces = true;
bool *TaillesImagesValidees = new bool;
*TaillesImagesValidees = true;
bool *ClesCouleursAttribuees = new bool;
*ClesCouleursAttribuees = true;
bool *SurFacesTransformeesEnTexture = new bool;
*SurFacesTransformeesEnTexture = true;
bool *ReglageOpenGLTexture = new bool;
*ReglageOpenGLTexture = true;
// Allocations avec CALLOC
//int16_t MapLevelScroll_0[NB_LEVELS][MAX_TUILES_H_SCROLL_0][WINDOWS_NB_TUILES_W];
int16_t ***MapLevelScroll_0 = (int16_t***)calloc(NB_LEVELS, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_0[j] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_0, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (i = 0; i < MAX_TUILES_H_SCROLL_0; i++)
MapLevelScroll_0[j][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_W, sizeof(int16_t));
//int16_t MapLevelScroll_0_PointsVie[NB_LEVELS][MAX_TUILES_H_SCROLL_0][WINDOWS_NB_TUILES_W];
int16_t*** MapLevelScroll_0_PointsVie = (int16_t***)calloc(NB_LEVELS, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_0_PointsVie[j] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_0, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (i = 0; i < MAX_TUILES_H_SCROLL_0; i++)
MapLevelScroll_0_PointsVie[j][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_W, sizeof(int16_t));
//int16_t MapLevelScroll_1[NB_LEVELS][MAX_TUILES_H_SCROLL_1][WINDOWS_NB_TUILES_W];
int16_t*** MapLevelScroll_1 = (int16_t***)calloc(NB_LEVELS, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_1[j] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_1, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (i = 0; i < MAX_TUILES_H_SCROLL_1; i++)
MapLevelScroll_1[j][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_W, sizeof(int16_t));
//int16_t MapLevelScroll_2[NB_LEVELS][MAX_TUILES_H_SCROLL_2][WINDOWS_NB_TUILES_W];
int16_t*** MapLevelScroll_2 = (int16_t***)calloc(NB_LEVELS, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_2[j] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_2, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (i = 0; i < MAX_TUILES_H_SCROLL_2; i++)
MapLevelScroll_2[j][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_W, sizeof(int16_t));
//int16_t MapLevelScroll_7[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_7_8][WINDOWS_NB_TUILES_SCROLL_7_8_W];
int16_t**** MapLevelScroll_7 = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_7[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_7[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_7_8, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_7_8; i++)
MapLevelScroll_7[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_7_8_W, sizeof(int16_t));
//int16_t MapLevelScroll_8[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_7_8][WINDOWS_NB_TUILES_SCROLL_7_8_W];
int16_t**** MapLevelScroll_8 = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_8[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_8[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_7_8, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_7_8; i++)
MapLevelScroll_8[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_7_8_W, sizeof(int16_t));
//int16_t MapLevelScroll_7_Bis[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_7_8][WINDOWS_NB_TUILES_SCROLL_7_8_W];
int16_t**** MapLevelScroll_7_Bis = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_7_Bis[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_7_Bis[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_7_8, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_7_8; i++)
MapLevelScroll_7_Bis[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_7_8_W, sizeof(int16_t));
//int16_t MapLevelScroll_8_Bis[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_7_8][WINDOWS_NB_TUILES_SCROLL_7_8_W];
int16_t**** MapLevelScroll_8_Bis = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_8_Bis[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_8_Bis[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_7_8, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_7_8; i++)
MapLevelScroll_8_Bis[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_7_8_W, sizeof(int16_t));
//int16_t MapLevelScroll_7_PointsVie[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_7_8][WINDOWS_NB_TUILES_SCROLL_7_8_W];
int16_t**** MapLevelScroll_7_PointsVie = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_7_PointsVie[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_7_PointsVie[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_7_8, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_7_8; i++)
MapLevelScroll_7_PointsVie[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_7_8_W, sizeof(int16_t));
//int16_t MapLevelScroll_8_PointsVie[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_7_8][WINDOWS_NB_TUILES_SCROLL_7_8_W];
int16_t**** MapLevelScroll_8_PointsVie = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_8_PointsVie[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_8_PointsVie[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_7_8, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_7_8; i++)
MapLevelScroll_8_PointsVie[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_7_8_W, sizeof(int16_t));
//int16_t MapLevelScroll_7_ImageGrisee[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_7_8][WINDOWS_NB_TUILES_SCROLL_7_8_W];
int16_t**** MapLevelScroll_7_ImageGrisee = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_7_ImageGrisee[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_7_ImageGrisee[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_7_8, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_7_8; i++)
MapLevelScroll_7_ImageGrisee[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_7_8_W, sizeof(int16_t));
//int16_t MapLevelScroll_8_ImageGrisee[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_7_8][WINDOWS_NB_TUILES_SCROLL_7_8_W];
int16_t**** MapLevelScroll_8_ImageGrisee = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_8_ImageGrisee[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_8_ImageGrisee[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_7_8, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_7_8; i++)
MapLevelScroll_8_ImageGrisee[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_7_8_W, sizeof(int16_t));
//int16_t MapLevelScroll_9[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_9_10][WINDOWS_NB_TUILES_SCROLL_9_10_W];
int16_t**** MapLevelScroll_9 = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_9[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_9[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_9_10, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_9_10; i++)
MapLevelScroll_9[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_9_10_W, sizeof(int16_t));
//int16_t MapLevelScroll_10[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_9_10][WINDOWS_NB_TUILES_SCROLL_9_10_W];
int16_t**** MapLevelScroll_10 = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_10[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_10[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_9_10, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_9_10; i++)
MapLevelScroll_10[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_9_10_W, sizeof(int16_t));
//int16_t MapLevelScroll_11[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_11_12][WINDOWS_NB_TUILES_SCROLL_11_12_W];
int16_t**** MapLevelScroll_11 = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_11[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_11[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_11_12, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_11_12; i++)
MapLevelScroll_11[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_11_12_W, sizeof(int16_t));
//int16_t MapLevelScroll_12[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_11_12][WINDOWS_NB_TUILES_SCROLL_11_12_W];
int16_t**** MapLevelScroll_12 = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_12[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_12[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_11_12, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_11_12; i++)
MapLevelScroll_12[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_11_12_W, sizeof(int16_t));
//int16_t MapLevelScroll_13[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_13_14][WINDOWS_NB_TUILES_SCROLL_13_14_W];
int16_t**** MapLevelScroll_13 = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_13[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_13[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_13_14, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_13_14; i++)
MapLevelScroll_13[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_13_14_W, sizeof(int16_t));
//int16_t MapLevelScroll_14[NB_LEVELS][MAX_VAGUES][MAX_TUILES_H_SCROLL_13_14][WINDOWS_NB_TUILES_SCROLL_13_14_W];
int16_t**** MapLevelScroll_14 = (int16_t****)calloc(NB_LEVELS, sizeof(int16_t***));
for (j = 0; j < NB_LEVELS; j++)
MapLevelScroll_14[j] = (int16_t***)calloc(MAX_VAGUES, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
MapLevelScroll_14[j][k] = (int16_t**)calloc(MAX_TUILES_H_SCROLL_13_14, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (k = 0; k < MAX_VAGUES; k++)
for (i = 0; i < MAX_TUILES_H_SCROLL_13_14; i++)
MapLevelScroll_14[j][k][i] = (int16_t*)calloc(WINDOWS_NB_TUILES_SCROLL_13_14_W, sizeof(int16_t));
//int16_t MapScenario[NB_LEVELS][MAX_ACTIONS_SCENARIO][NB_PARAMETRES_SCENARIO];
int16_t*** MapScenario = (int16_t***)calloc(NB_LEVELS, sizeof(int16_t**));
for (j = 0; j < NB_LEVELS; j++)
MapScenario[j] = (int16_t**)calloc(MAX_ACTIONS_SCENARIO, sizeof(int16_t*));
for (j = 0; j < NB_LEVELS; j++)
for (i = 0; i < MAX_ACTIONS_SCENARIO; i++)
MapScenario[j][i] = (int16_t*)calloc(NB_PARAMETRES_SCENARIO, sizeof(int16_t));
// Allocations avec MALLOC
//ExplosionParametres MapExplosions[NB_EXPLOSIONS][MAX_EXPLOSIONS];
ExplosionParametres ***MapExplosions = (ExplosionParametres***)calloc(NB_EXPLOSIONS,sizeof(ExplosionParametres**));
for (j = 0; j < NB_EXPLOSIONS; j++)
MapExplosions[j] = (ExplosionParametres**)calloc(MAX_EXPLOSIONS,sizeof(ExplosionParametres*));
for (p = 0; p < NB_EXPLOSIONS; p++)
for (q = 0; q < MAX_EXPLOSIONS; q++)
MapExplosions[p][q] = (ExplosionParametres*)malloc(sizeof(ExplosionParametres));
for (p = 0; p < NB_EXPLOSIONS; p++)
for (q = 0; q < MAX_EXPLOSIONS; q++)
InitialiserExplosion(MapExplosions[p][q]);
//Image SpriteScroll[NB_LEVELS][NB_SCROLLS][MAX_TUILES];
Image ****SpriteScroll = (Image****)calloc(NB_LEVELS, sizeof(Image***));
for (p = 0; p < NB_LEVELS; p++)
SpriteScroll[p] = (Image***)calloc(NB_SCROLLS, sizeof(Image**));
for (p = 0; p < NB_LEVELS; p++)
for (q = 0; q < NB_SCROLLS; q++)
SpriteScroll[p][q] = (Image**)calloc(MAX_TUILES, sizeof(Image*));
for (p = 0; p < NB_LEVELS; p++)
for (q = 0; q < NB_SCROLLS; q++)
for (r = 0; r < MAX_TUILES; r++)
SpriteScroll[p][q][r] = (Image*)malloc(sizeof(Image));
for (p = 0; p < NB_LEVELS; p++)
for (q = 0; q < NB_SCROLLS; q++)
for (r = 0; r < MAX_TUILES; r++)
InitialiserImage(SpriteScroll[p][q][r]);
//Image SpriteScrollGrisee[NB_LEVELS][NB_SCROLLS][MAX_TUILES];
Image**** SpriteScrollGrisee = (Image****)calloc(NB_LEVELS, sizeof(Image***));
for (p = 0; p < NB_LEVELS; p++)
SpriteScrollGrisee[p] = (Image***)calloc(NB_SCROLLS, sizeof(Image**));
for (p = 0; p < NB_LEVELS; p++)
for (q = 0; q < NB_SCROLLS; q++)
SpriteScrollGrisee[p][q] = (Image**)calloc(MAX_TUILES, sizeof(Image*));
for (p = 0; p < NB_LEVELS; p++)
for (q = 0; q < NB_SCROLLS; q++)
for (r = 0; r < MAX_TUILES; r++)
SpriteScrollGrisee[p][q][r] = (Image*)malloc(sizeof(Image));
for (p = 0; p < NB_LEVELS; p++)
for (q = 0; q < NB_SCROLLS; q++)
for (r = 0; r < MAX_TUILES; r++)
InitialiserImage(SpriteScrollGrisee[p][q][r]);
//Image SpriteEnemi[NB_ENEMIS][NB_SETS_ANIMATIONS_ENEMIS][NB_ANIMATIONS_ENEMIS];
Image**** SpriteEnemi = (Image****)calloc(NB_ENEMIS, sizeof(Image***));
for (p = 0; p < NB_ENEMIS; p++)
SpriteEnemi[p] = (Image***)calloc(NB_SETS_ANIMATIONS_ENEMIS, sizeof(Image**));
for (p = 0; p < NB_ENEMIS; p++)
for (q = 0; q < NB_SETS_ANIMATIONS_ENEMIS; q++)
SpriteEnemi[p][q] = (Image**)calloc(NB_ANIMATIONS_ENEMIS, sizeof(Image*));
for (p = 0; p < NB_ENEMIS; p++)
for (q = 0; q < NB_SETS_ANIMATIONS_ENEMIS; q++)
for (r = 0; r < NB_ANIMATIONS_ENEMIS; r++)
SpriteEnemi[p][q][r] = (Image*)malloc(sizeof(Image));
for (p = 0; p < NB_ENEMIS; p++)
for (q = 0; q < NB_SETS_ANIMATIONS_ENEMIS; q++)
for (r = 0; r < NB_ANIMATIONS_ENEMIS; r++)
InitialiserImage(SpriteEnemi[p][q][r]);
//Image SpriteEnemiGrisee[NB_ENEMIS][NB_SETS_ANIMATIONS_ENEMIS][NB_ANIMATIONS_ENEMIS];
Image**** SpriteEnemiGrisee = (Image****)calloc(NB_ENEMIS, sizeof(Image***));
for (p = 0; p < NB_ENEMIS; p++)
SpriteEnemiGrisee[p] = (Image***)calloc(NB_SETS_ANIMATIONS_ENEMIS, sizeof(Image**));
for (p = 0; p < NB_ENEMIS; p++)
for (q = 0; q < NB_SETS_ANIMATIONS_ENEMIS; q++)
SpriteEnemiGrisee[p][q] = (Image**)calloc(NB_ANIMATIONS_ENEMIS, sizeof(Image*));
for (p = 0; p < NB_ENEMIS; p++)
for (q = 0; q < NB_SETS_ANIMATIONS_ENEMIS; q++)
for (r = 0; r < NB_ANIMATIONS_ENEMIS; r++)
SpriteEnemiGrisee[p][q][r] = (Image*)malloc(sizeof(Image));
for (p = 0; p < NB_ENEMIS; p++)
for (q = 0; q < NB_SETS_ANIMATIONS_ENEMIS; q++)
for (r = 0; r < NB_ANIMATIONS_ENEMIS; r++)
InitialiserImage(SpriteEnemiGrisee[p][q][r]);
//ExplosionParametres SpriteExplosion[NB_EXPLOSIONS][NB_ANIMATIONS_EXPLOSIONS];
Image*** SpriteExplosion = (Image***)calloc(NB_EXPLOSIONS, sizeof(Image**));
for (j = 0; j < NB_EXPLOSIONS; j++)
SpriteExplosion[j] = (Image**)calloc(NB_ANIMATIONS_EXPLOSIONS, sizeof(Image*));
for (p = 0; p < NB_EXPLOSIONS; p++)
for (q = 0; q < NB_ANIMATIONS_EXPLOSIONS; q++)
SpriteExplosion[p][q] = (Image*)malloc(sizeof(Image));
for (p = 0; p < NB_EXPLOSIONS; p++)
for (q = 0; q < NB_ANIMATIONS_EXPLOSIONS; q++)
InitialiserImage(SpriteExplosion[p][q]);
//Image SpriteEnemiDecor[NB_ENEMIS_DECOR][NB_ANIMATIONS_ENEMIS_DECOR];
Image*** SpriteEnemiDecor = (Image***)calloc(NB_ENEMIS_DECOR, sizeof(Image**));
for (j = 0; j < NB_ENEMIS_DECOR; j++)
SpriteEnemiDecor[j] = (Image**)calloc(NB_ANIMATIONS_ENEMIS_DECOR, sizeof(Image*));
for (p = 0; p < NB_ENEMIS_DECOR; p++)
for (q = 0; q < NB_ANIMATIONS_ENEMIS_DECOR; q++)
SpriteEnemiDecor[p][q] = (Image*)malloc(sizeof(Image));
for (p = 0; p < NB_ENEMIS_DECOR; p++)
for (q = 0; q < NB_ANIMATIONS_ENEMIS_DECOR; q++)
InitialiserImage(SpriteEnemiDecor[p][q]);
//Image SpriteEnemiDecorGrisee[NB_ENEMIS_DECOR][NB_ANIMATIONS_ENEMIS_DECOR];
Image*** SpriteEnemiDecorGrisee = (Image***)calloc(NB_ENEMIS_DECOR, sizeof(Image**));
for (j = 0; j < NB_ENEMIS_DECOR; j++)
SpriteEnemiDecorGrisee[j] = (Image**)calloc(NB_ANIMATIONS_ENEMIS_DECOR, sizeof(Image*));
for (p = 0; p < NB_ENEMIS_DECOR; p++)
for (q = 0; q < NB_ANIMATIONS_ENEMIS_DECOR; q++)
SpriteEnemiDecorGrisee[p][q] = (Image*)malloc(sizeof(Image));
for (p = 0; p < NB_ENEMIS_DECOR; p++)
for (q = 0; q < NB_ANIMATIONS_ENEMIS_DECOR; q++)
InitialiserImage(SpriteEnemiDecorGrisee[p][q]);
Image* ImageComparaisonScroll = (Image*)malloc(sizeof(Image));
InitialiserImage(ImageComparaisonScroll);
// Allocations avec NEW
Image *SpriteVaisseau = new Image[NB_ANIMATIONS_VAISSEAU];
for (p = 0; p < NB_ANIMATIONS_VAISSEAU; p++)
InitialiserImage(SpriteVaisseau+p);
Image* SpriteVaisseauGrisee = new Image[NB_ANIMATIONS_VAISSEAU];
for (p = 0; p < NB_ANIMATIONS_VAISSEAU; p++)
InitialiserImage(SpriteVaisseauGrisee + p);
Image *SpriteTir = new Image[NB_TIRS];
for (p = 0; p < NB_TIRS; p++)
InitialiserImage(SpriteTir+p);
Image* SpriteTirEnemi = new Image[NB_TIRS_ENEMIS];
for (p = 0; p < NB_ENEMIS; p++)
InitialiserImage(SpriteTirEnemi + p);
Image *SpriteChiffreScore = new Image[NB_CHIFFRES_SCORE];
for (p = 0; p < NB_CHIFFRES_SCORE; p++)
InitialiserImage(SpriteChiffreScore+p);
Image *SpriteLettreJeu_1 = new Image[NB_LETTRES_JEU_1];
for (p = 0; p < NB_LETTRES_JEU_1; p++)
InitialiserImage(SpriteLettreJeu_1 +p);
Image *SpriteFontMenu = new Image[NB_FONTS_MENU];
for (p = 0; p < NB_FONTS_MENU; p++)
InitialiserImage(SpriteFontMenu +p);
Image *SpriteDivers = new Image[NB_SPRITES_DIVERS];
for (p = 0; p < NB_SPRITES_DIVERS; p++)
InitialiserImage(SpriteDivers +p);
Image* SpriteFontCaracteres = new Image;
InitialiserImage(SpriteFontCaracteres); |