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2015-01-10emphasize the categories in the action listOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-10do not handle font I/O inside the game.Olivier Gayot
the fonts (actually the font) is opened at startup and closed at shutdown. This fixes possible crashes during the game if a font file is removed/moved. Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-10cleaned the initialization / shutdown a littleOlivier Gayot
The initialized surfaces are converted to display format so that they are ready for fastblit. Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-09allow to display a multiple selectionOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-08move some functions and headers so that the compilation is quickerOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-08blit the background only once (no need for a weird function)Olivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-08handle the selection of a target in a generic way.Olivier Gayot
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>
2015-01-08use a generic way to navigate through entriesOlivier Gayot
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>
2015-01-08use the objects assigned to the teams instead of a common arrayOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-08improve code and fix numerous bugsOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-08fix invalid display of the affinitiesOlivier Gayot
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>
2015-01-08update the damages handlingOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-08use the new enemy team instead of the old array of ENEMIESOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-08fix invalid field set to NULLOlivier Gayot
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>
2015-01-07make team blitting and characters highlighting genericOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-07Fix invalid blit positionOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-07use a team / character model instead of an array of personnagesOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-07clean the code and fix bugsOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-07do not pass a pointer to standard type when a copy is possibleOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-07fixed some compilation warningsOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2014-10-26game: fix segmentation fault whenever the game startsOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2014-10-26game: remove useless checksOlivier Gayot
it is safe to pass a null pointer to SDL_FreeSurface() BTW: change the format of the files from dos to unix Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2014-10-26game: Add a buildable version of the agmeOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>