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authorXavier Del Campo Romero <xavi.dcr@tutanota.com>2022-02-08 15:39:56 +0100
committerXavier Del Campo Romero <xavi.dcr@tutanota.com>2022-03-30 08:20:21 +0200
commit3d90015c627f05edd32260758581a0e11c269948 (patch)
treecef420e393d030cebc4f0b4870b6107fe972acab /src/terrain
parentdf2ecf50e0679f7792f0d356de51d16b56049110 (diff)
downloadrts-3d90015c627f05edd32260758581a0e11c269948.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.c5
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])
{