Cosmetic update to stats.c|h, and make more variables static.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3807 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2008-02-16 21:04:45 +00:00
parent 0d76a90bec
commit 3ddb74e0d3
2 changed files with 53 additions and 62 deletions

View File

@ -36,21 +36,21 @@
#include "lib/sound/audio_id.h"
#include "projectile.h"
#include "text.h"
#define WEAPON_TIME 100
/* The stores for the different stats */
BODY_STATS *asBodyStats;
BRAIN_STATS *asBrainStats;
BODY_STATS *asBodyStats;
BRAIN_STATS *asBrainStats;
PROPULSION_STATS *asPropulsionStats;
SENSOR_STATS *asSensorStats;
ECM_STATS *asECMStats;
ECM_STATS *asECMStats;
REPAIR_STATS *asRepairStats;
WEAPON_STATS *asWeaponStats;
CONSTRUCT_STATS *asConstructStats;
PROPULSION_TYPES *asPropulsionTypes;
TERRAIN_TABLE *asTerrainTable;
SPECIAL_ABILITY *asSpecialAbility;
static TERRAIN_TABLE *asTerrainTable;
static SPECIAL_ABILITY *asSpecialAbility;
//used to hold the modifiers cross refd by weapon effect and propulsion type
WEAPON_MODIFIER asWeaponModifier[WE_NUMEFFECTS][NUM_PROP_TYPES];
@ -58,7 +58,7 @@ WEAPON_MODIFIER asWeaponModifier[WE_NUMEFFECTS][NUM_PROP_TYPES];
//used to hold the current upgrade level per player per weapon subclass
WEAPON_UPGRADE asWeaponUpgrade[MAX_PLAYERS][NUM_WEAPON_SUBCLASS];
SENSOR_UPGRADE asSensorUpgrade[MAX_PLAYERS];
ECM_UPGRADE asECMUpgrade[MAX_PLAYERS];
ECM_UPGRADE asECMUpgrade[MAX_PLAYERS];
REPAIR_UPGRADE asRepairUpgrade[MAX_PLAYERS];
CONSTRUCTOR_UPGRADE asConstUpgrade[MAX_PLAYERS];
BODY_UPGRADE asBodyUpgrade[MAX_PLAYERS][BODY_TYPE];
@ -72,22 +72,22 @@ UDWORD numECMStats;
UDWORD numRepairStats;
UDWORD numWeaponStats;
UDWORD numConstructStats;
UDWORD numSpecialAbility;
static UDWORD numSpecialAbility;
//the max values of the stats used in the design screen
UDWORD maxComponentWeight;
UDWORD maxBodyArmour;
UDWORD maxBodyPower;
UDWORD maxBodyPoints;
UDWORD maxSensorRange;
UDWORD maxSensorPower;
UDWORD maxECMPower;
UDWORD maxConstPoints;
UDWORD maxRepairPoints;
UDWORD maxWeaponRange;
UDWORD maxWeaponDamage;
UDWORD maxWeaponROF;
UDWORD maxPropulsionSpeed;
static UDWORD maxComponentWeight;
static UDWORD maxBodyArmour;
static UDWORD maxBodyPower;
static UDWORD maxBodyPoints;
static UDWORD maxSensorRange;
static UDWORD maxSensorPower;
static UDWORD maxECMPower;
static UDWORD maxConstPoints;
static UDWORD maxRepairPoints;
static UDWORD maxWeaponRange;
static UDWORD maxWeaponDamage;
static UDWORD maxWeaponROF;
static UDWORD maxPropulsionSpeed;
//stores for each players component states - can be either UNAVAILABLE, FOUND or AVAILABLE
UBYTE *apCompLists[MAX_PLAYERS][COMP_NUMCOMPONENTS];
@ -226,7 +226,6 @@ static BOOL allocateStatName(BASE_STATS* pStat, const char *Name)
}
/* body stats need the extra list removing */
static void deallocBodyStats(void)
{
@ -693,18 +692,18 @@ BOOL loadWeaponStats(const char *pWeaponData, UDWORD bufferSize)
getStatName(psStats) );
return FALSE;
}
if (surfaceToAir == 0)
{
psStats->surfaceToAir = (UBYTE)SHOOT_ON_GROUND;
}
else if (surfaceToAir <= 50)
{
psStats->surfaceToAir = (UBYTE)SHOOT_IN_AIR;
}
else
{
psStats->surfaceToAir = (UBYTE)(SHOOT_ON_GROUND | SHOOT_IN_AIR);
}
if (surfaceToAir == 0)
{
psStats->surfaceToAir = (UBYTE)SHOOT_ON_GROUND;
}
else if (surfaceToAir <= 50)
{
psStats->surfaceToAir = (UBYTE)SHOOT_IN_AIR;
}
else
{
psStats->surfaceToAir = (UBYTE)(SHOOT_ON_GROUND | SHOOT_IN_AIR);
}
//set the attackRuns for VTOLs
if (numAttackRuns > UBYTE_MAX)
@ -760,14 +759,14 @@ BOOL loadWeaponStats(const char *pWeaponData, UDWORD bufferSize)
//save the stats
statsSetWeapon(psStats, i);
//set the max stat values for the design screen
if (psStats->design)
{
setMaxWeaponRange(psStats->longRange);
setMaxWeaponDamage(psStats->damage);
setMaxWeaponROF(weaponROF(psStats, -1));
setMaxComponentWeight(psStats->weight);
}
// Set the max stat values for the design screen
if (psStats->design)
{
setMaxWeaponRange(psStats->longRange);
setMaxWeaponDamage(psStats->damage);
setMaxWeaponROF(weaponROF(psStats, -1));
setMaxComponentWeight(psStats->weight);
}
psStats = psStartStats;
//increment the pointer to the start of the next record
@ -1380,12 +1379,12 @@ BOOL loadECMStats(const char *pECMData, UDWORD bufferSize)
//save the stats
statsSetECM(psStats, i);
//set the max stat values for the design screen
if (psStats->design)
{
setMaxECMPower(psStats->power);
setMaxComponentWeight(psStats->weight);
}
// Set the max stat values for the design screen
if (psStats->design)
{
setMaxECMPower(psStats->power);
setMaxComponentWeight(psStats->weight);
}
psStats = psStartStats;
//increment the pointer to the start of the next record
@ -1609,12 +1608,12 @@ BOOL loadConstructStats(const char *pConstructData, UDWORD bufferSize)
//save the stats
statsSetConstruct(psStats, i);
//set the max stat values for the design screen
if (psStats->design)
{
setMaxConstPoints(psStats->constructPoints);
setMaxComponentWeight(psStats->weight);
}
// Set the max stat values for the design screen
if (psStats->design)
{
setMaxConstPoints(psStats->constructPoints);
setMaxComponentWeight(psStats->weight);
}
psStats = psStartStats;
//increment the pointer to the start of the next record

View File

@ -42,10 +42,7 @@ extern ECM_STATS *asECMStats;
extern REPAIR_STATS *asRepairStats;
extern WEAPON_STATS *asWeaponStats;
extern CONSTRUCT_STATS *asConstructStats;
extern PROPULSION_TYPES *asPropulsionTypes;
extern TERRAIN_TABLE *asTerrainTable;
extern SPECIAL_ABILITY *asSpecialAbility;
//used to hold the modifiers cross refd by weapon effect and propulsion type
extern WEAPON_MODIFIER asWeaponModifier[WE_NUMEFFECTS][NUM_PROP_TYPES];
@ -65,18 +62,13 @@ extern BODY_UPGRADE asBodyUpgrade[MAX_PLAYERS][BODY_TYPE];
/* The number of different stats stored */
extern UDWORD numBodyStats;
extern UDWORD numBrainStats;
//extern UDWORD numPowerStats;
extern UDWORD numPropulsionStats;
extern UDWORD numSensorStats;
extern UDWORD numECMStats;
//extern UDWORD numArmourStats;
extern UDWORD numRepairStats;
extern UDWORD numWeaponStats;
extern UDWORD numConstructStats;
//extern UDWORD numPropulsionTypes;
extern UDWORD numTerrainTypes;
extern UDWORD numSpecialAbility;
/* What number the ref numbers start at for each type of stat */
#define REF_BODY_START 0x010000