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2015-01-09implement a way to define who is targetable by an actionOlivier Gayot
we can specify who are the targets of an action by setting the field entry->action.target it can be a combination of one or more specifiers, such as: one team an eneny self everyone Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-08removed unused deprecated constantsOlivier 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>
2015-01-08use the new enemy team instead of the old array of ENEMIESOlivier Gayot
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
2015-01-07generate the affinities during the creation of the charactersOlivier Gayot
do not differenciate between the players and the enemies as well 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>
2015-01-07replaced function inverse() by macroOlivier Gayot
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>
2015-01-07Fix segmentation fault when the game startsOlivier Gayot
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>
2015-01-07game: added vim key bindings to UP/DOWN/LEFT/RIGHTOlivier Gayot
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>
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>