Age | Commit message (Collapse) | Author |
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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since the map is not used now, no need to display it
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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make the old ones (Pfondjeu and Pecran) deprecated but keep them so the
code continues working properly.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Because the function Fjouer still relies on some of the deprecated
features, some bugs arise.
fixed by replacing by the new features.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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in the function `new_enemy_team()',
we used to loop through the enemies while the incrementer is less or
equal to the count. However, since there are `count' elements, we need
to stop the loop when the incrementer gets equal to `count'
the same bug is present in `Fjouer()' when checking if the player wins.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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The pointer is automatically freed by the SDL library
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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we do not split the code of the selection of a target anymore.
Each action now does a very simple thing and as much efficiently as
possible.
every old function that are not used anymore have been removed.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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entries are actually any action or subaction that can be performed.
Attack, White Magic and so on are root actions.
Fire, Ice X are subactions of Black Magic.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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we forgot to remove the old version of the computation regarding the
affinities (aka. using the affinity as a coefficient).
fixed by removing the old version.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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we used to loop through the elements in our outer loop and the
affinities in the inner one.
However since, the display is done line by line, we have to do the
contrary.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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the wrong surface was set to NULL after being freed. It could result in
an crash if it is not fixed.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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the current character is generated randomly at the initialization of the
team.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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we can now pass any team and it will be generated.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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do not differenciate between the players and the enemies as well
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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There is no need to reopen the bitmap files each time we need a new
paladin or priest or whatever. Instead, just load them at startup and
them make them point to the good destination.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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at the initialization, red surfaces are generated
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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The $(...) notation is meant to be used as a replacement for backticks
`...`
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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thanks to compiler, we wre able to detect an usage of operator= instead
of operator== which leads to undefined behaviour in the program.
fixed ty replacing it by operator==
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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There was multiple problems with this function:
void inverse(int *bool);
First, we use "bool", which is actually a standard type, as the identifier.
Then, we cannot pass different types to the function without cast.
Then, inverse is not a meaninful name.
At last, we have to pass the address of the variable we want to inverse.
Fixed all these points by replacing the function by a macro :
#define inverse_boolean(_b) /* impl */
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Since no prototype for Fchangercurseurpersos was given, a nasty
exception was raised when we passed an invalid data to this function.
By providing its prototype, the compiler gives us a clue about the usage
of an invalid pointer type that we can fix.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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since gcc produces warnings when default cases are not handled, make it
happy.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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h/j/k/l are mapped to behave like arrow keys so that the navigation is
easier in the menus.
F and A are respectiverly used to validate and cancel as well.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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