More clean up of function and variable declarations in display code.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1260 4a71c877-e1ca-e34f-864e-861f7616d084master
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ec4755b181
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4cbf5789ea
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@ -160,23 +160,29 @@ static void addConstructionLine(DROID *psDroid, STRUCTURE *psStructure);
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static void doConstructionLines(void);
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WZ_DECL_UNUSED static void showDroidSelection(DROID *psDroid);
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WZ_DECL_UNUSED static void drawDeliveryPointSelection(void);
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static void drawDroidCmndNo(DROID *psDroid);
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static void drawDroidRank(DROID *psDroid);
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static void drawDroidSensorLock(DROID *psDroid);
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BOOL doWeDrawRadarBlips(void);
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BOOL doWeDrawProximitys(void);
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/******************** Variables ********************/
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// Should be cleaned up properly and be put in structures.
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BOOL bRender3DOnly;
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BOOL bSensorDisplay = TRUE; //was FALSE **COUGH and I spend 2 days making my own. LOL -Q 5-10-05
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BOOL bRangeDisplay = FALSE;
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SDWORD rangeCenterX,rangeCenterY,rangeRadius;
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BOOL doWeDrawRadarBlips(void);
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BOOL doWeDrawProximitys(void);
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void drawDroidRank(DROID *psDroid);
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void drawDroidSensorLock(DROID *psDroid);
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void drawDroidCmndNo(DROID *psDroid);
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BOOL bDrawBlips=TRUE;
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BOOL bDrawProximitys=TRUE;
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static BOOL bDrawBlips=TRUE;
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static BOOL bDrawProximitys=TRUE;
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BOOL godMode;
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/******************** Variables ********************/
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// Should be cleaned up properly and be put in structures.
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/*Flag to switch code for bucket sorting in renderFeatures etc
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for the renderMapToBuffer code */
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/*This is no longer used but may be useful for testing so I've left it in - maybe
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get rid of it eventually? - AB 1/4/98*/
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BOOL doBucket = TRUE;
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static UWORD WaterTileID = WATER_TILE;
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static UWORD RiverBedTileID = BED_TILE;
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@ -206,7 +212,7 @@ BOOL selectAttempt = FALSE;
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iView player, camera;
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/* Temporary rotation vectors to store rotations for droids etc */
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Vector3i imdRot,imdRot2;
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static Vector3i imdRot,imdRot2;
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/* How far away are we from the terrain */
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UDWORD distance = START_DISTANCE;//(DISTANCE - (DISTANCE/6));
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@ -218,14 +224,11 @@ UDWORD terrainOutline = FALSE;
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SVMESH tileScreenInfo[LAND_YGRD][LAND_XGRD];
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/* Stores the tilepointers for rendered tiles */
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TILE_BUCKET tileIJ[LAND_YGRD][LAND_XGRD];
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/* File size - used for any loads. Move to another specific file handling module? */
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SDWORD fileSize;
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static TILE_BUCKET tileIJ[LAND_YGRD][LAND_XGRD];
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/* Points for flipping the texture around if the tile is flipped or rotated */
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extern POINT sP1,sP2,sP3,sP4;
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extern POINT *psP1,*psP2,*psP3,*psP4,*psPTemp;
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static POINT sP1, sP2, sP3, sP4;
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static POINT *psP1, *psP2, *psP3, *psP4, *psPTemp;
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/* Pointer to which tile the mouse is currently over */
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MAPTILE *tile3dOver = NULL;
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@ -234,7 +237,7 @@ MAPTILE *tile3dOver = NULL;
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SDWORD mouseTileX,mouseTileY;
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/* World coordinates that the mouse is over */
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UDWORD tile3dX,tile3dY;
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static UDWORD tile3dX,tile3dY;
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/* Offsets for the screen being shrunk/expanded - how far in, how far down */
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UDWORD xOffset=CLIP_BORDER,yOffset=CLIP_BORDER;
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@ -249,7 +252,7 @@ BOOL rangeOnScreen = FALSE; // For now, most likely will change later! -Q 5-1
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Sint32 playerXTile, playerZTile, rx, rz;
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/* Have we located the mouse? */
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BOOL mouseLocated = TRUE;
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static BOOL mouseLocated = TRUE;
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/* The box used for multiple selection - present screen coordinates */
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/* The game palette */
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@ -258,7 +261,6 @@ UDWORD currentGameFrame;
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static UDWORD numTiles = 0;
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static SDWORD tileZ = 8000;
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static QUAD dragQuad;
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UDWORD cameraHeight = 400;
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//UDWORD averageHeight;
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// The maximum number of points for flattenImd
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@ -313,10 +315,8 @@ typedef struct _defaultColours
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/* Colour strobe values for the strobing drag selection box */
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UBYTE boxPulseColours[BOX_PULSE_SIZE] = {233,232,231,230,229,228,227,226,225,224};
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UDWORD lightLevel=12;
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UDWORD tCon,tIgn,tCal;
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DEF_COLOURS defaultColours;
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SDWORD pitch;
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//UDWORD tCon,tIgn,tCal;
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static DEF_COLOURS defaultColours;
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/******************** Functions ********************/
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@ -3941,7 +3941,7 @@ SDWORD xShift,yShift;
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}
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}
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/* ---------------------------------------------------------------------------- */
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void drawDroidCmndNo(DROID *psDroid)
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static void drawDroidCmndNo(DROID *psDroid)
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{
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UWORD id;
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UDWORD id2;
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@ -5602,7 +5602,7 @@ UDWORD getDroidRankGraphic(DROID *psDroid)
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Will render a graphic depiction of the droid's present rank.
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BY : Alex McLean.
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*/
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void drawDroidRank(DROID *psDroid)
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static void drawDroidRank(DROID *psDroid)
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{
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//UDWORD droidLevel;
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UDWORD gfxId;
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@ -5620,7 +5620,7 @@ UDWORD gfxId;
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/* DOES : Assumes matrix context set and that z-buffer write is force enabled (Always).
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Will render a graphic depiction of the droid's present rank.
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*/
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void drawDroidSensorLock(DROID *psDroid)
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static void drawDroidSensorLock(DROID *psDroid)
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{
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//if on fire support duty - must be locked to a Sensor Droid/Structure
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if (orderState(psDroid, DORDER_FIRESUPPORT))
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@ -79,7 +79,6 @@ extern BOOL clipXY ( SDWORD x, SDWORD y);
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extern BOOL init3DView(void);
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extern void initViewPosition(void);
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extern iView player,camera;
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extern Vector3i imdRot;
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extern UDWORD distance;
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extern UDWORD terrainOutline;
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extern UDWORD xOffset,yOffset;
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@ -59,26 +59,10 @@
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#include "texture.h"
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#include "intdisplay.h"
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extern UWORD ButXPos; // From intDisplay.c
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extern UWORD ButYPos;
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extern UWORD ButWidth,ButHeight;
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extern BOOL godMode;
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#define ROTATE_TIME (2*GAME_TICKS_PER_SEC)
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/* ----------------------------------------------------------------------------------------- */
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SDWORD elevation;
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Vector3i mapPos, mapView;
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POINT sP1,sP2,sP3,sP4;
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POINT *psP1,*psP2,*psP3,*psP4,*psPTemp;
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/*Flag to switch code for bucket sorting in renderFeatures etc
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for the renderMapToBuffer code */
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/*This is no longer used but may be useful for testing so I've left it in - maybe
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get rid of it eventually? - AB 1/4/98*/
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BOOL doBucket = TRUE;
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#define MAX_INTEL_SHADES 20
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//colours used to 'paint' the background of 3D view
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