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authorOlivier Gayot <og@satcom1.com>2016-09-04 17:36:59 +0200
committerOlivier Gayot <og@satcom1.com>2016-09-04 17:36:59 +0200
commit0a58c87f21ec0717e17318528a7c252c9d0997e7 (patch)
tree25d1523eba6f0bcb4f6f34f4df2e51aadd6d587e /battle.c
parentc6a8032e93deddb70e268b2ef6521410cbb8afac (diff)
started removing SURFACES and POSITIONS
Signed-off-by: Olivier Gayot <og@satcom1.com>
Diffstat (limited to 'battle.c')
-rw-r--r--battle.c30
1 files changed, 15 insertions, 15 deletions
diff --git a/battle.c b/battle.c
index e18ebb1..874d27a 100644
--- a/battle.c
+++ b/battle.c
@@ -1,4 +1,5 @@
-#include <SDL/SDL.h>
+#include "rpg.h"
+
#include "structures.h"
#include "constantes.h"
@@ -461,27 +462,26 @@ static bool is_battle_over(const struct team_t *t1, const struct team_t *t2)
return get_first_alive_character(t2) == NULL;
}
-int battle(SURFACES *surfaces, POSITIONS *positions,
- struct team_t *t1, struct team_t *t2)
+int battle(struct team_t *t1, struct team_t *t2)
{
struct team_t *playing_team;
- SDL_BlitSurface(surfaces->background, NULL, surfaces->screen, NULL);
+ SDL_BlitSurface(rpg_g.surfaces.background, NULL, rpg_g.screen, NULL);
/* compute whether the allies or the enemies should begin */
playing_team = (rand() % 2) ? t1 : t2;
highlight_current_character(playing_team);
- blit_team(surfaces, t1);
- blit_team(surfaces, t2);
+ blit_team(t1);
+ blit_team(t2);
- SDL_Flip(surfaces->screen);
+ SDL_Flip(rpg_g.screen);
while (!is_battle_over(t1, t2)) {
struct action_params_t params = {
- .surfaces = surfaces,
- .positions = positions,
+ .surfaces = &rpg_g.surfaces,
+ .positions = &rpg_g.positions,
.t1 = t1,
.t2 = t2,
@@ -494,20 +494,20 @@ int battle(SURFACES *surfaces, POSITIONS *positions,
return -1;
case ACTION_PERFORMED:
- SDL_Flip(surfaces->screen);
+ SDL_Flip(rpg_g.screen);
SDL_Delay(1000);
- SDL_BlitSurface(surfaces->background, &positions->degats,
- surfaces->screen, &positions->degats);
+ SDL_BlitSurface(rpg_g.surfaces.background, &rpg_g.positions.degats,
+ rpg_g.screen, &rpg_g.positions.degats);
- SDL_Flip(surfaces->screen);
+ SDL_Flip(rpg_g.screen);
hook_post_action(&params);
update_current_character(t1, t2, &playing_team);
- blit_team(surfaces, t1);
- blit_team(surfaces, t2);
+ blit_team(t1);
+ blit_team(t2);
break;
default:
break;