Use SDL_Point instead of rolling our own point struct

The `point` struct was a relic of ActionScript and was added because of
the Flash 'point' object. However, it seems like Simon Roth didn't
realize that SDL has its own point struct.

With this, `Maths.h` can be un-included from a couple headers, which
exposes the fact that `preloader.cpp` was relying on `Maths.h` being
transitively included from `Graphics.h`.
This commit is contained in:
Misa
2023-01-28 23:32:14 -08:00
parent c7098f84e5
commit fbc9b3ddd7
9 changed files with 17 additions and 21 deletions

View File

@@ -9,6 +9,7 @@
#include "Graphics.h"
#include "Localization.h"
#include "Map.h"
#include "Maths.h"
#include "Music.h"
#include "Script.h"
#include "UtilityClass.h"
@@ -4777,10 +4778,10 @@ void entityclass::collisioncheck(int i, int j, bool scm /*= false*/)
if (entities[i].size == 0 && (entities[j].size == 0 || entities[j].size == 12))
{
//They're both sprites, so do a per pixel collision
point colpoint1;
SDL_Point colpoint1;
colpoint1.x = entities[i].xp;
colpoint1.y = entities[i].yp;
point colpoint2;
SDL_Point colpoint2;
colpoint2.x = entities[j].xp;
colpoint2.y = entities[j].yp;
int drawframe1 = entities[i].collisiondrawframe;