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| author | Xavier Del Campo Romero <xavi.dcr@tutanota.com> | 2022-02-08 15:39:56 +0100 |
|---|---|---|
| committer | Xavier Del Campo Romero <xavi.dcr@tutanota.com> | 2022-03-30 08:20:21 +0200 |
| commit | 98f0d3e026f978d556cc91cfaa815d92a0b182c8 (patch) | |
| tree | bd9f39354da8fcbed0453bf45152c39e803abbf6 /src/terrain | |
| parent | 56286a0a962119ddebf26df58d4a7c5d2f6a3fc7 (diff) | |
| download | jancity-98f0d3e026f978d556cc91cfaa815d92a0b182c8.tar.gz | |
Replace x_get functions with macros
The PS1 port relies on a heap for primitives since the GPU renders the
scene asynchronously. However, SDL-based platforms render primitives
synchronously, so structures can be allocated on the stack instead.
Diffstat (limited to 'src/terrain')
| -rw-r--r-- | src/terrain/src/terrain.c | 5 |
1 files changed, 1 insertions, 4 deletions
diff --git a/src/terrain/src/terrain.c b/src/terrain/src/terrain.c index a528c10..e3cfc4a 100644 --- a/src/terrain/src/terrain.c +++ b/src/terrain/src/terrain.c @@ -54,10 +54,7 @@ int terrain_render(const struct terrain_map *const map, for (struct m y = {.i = start_y, .p = remy}; y.i < ny + start_y; y.i++, y.p += TERRAIN_SZ) { - struct sprite *const s = sprite_get(); - - if (!s) - return -1; + sprite_get_or_ret(s, -1); switch (map->m[y.i][x.i]) { |
