Hide GM_HOARD tests behind static inline

This commit is contained in:
Kp 2013-08-11 16:03:47 +00:00
parent 202755e8e3
commit 0c3adc48df
13 changed files with 49 additions and 41 deletions

View file

@ -215,7 +215,15 @@ void reset_rear_view(void);
#if defined(DXX_BUILD_DESCENT_I)
void game_init_render_buffers (int render_max_w, int render_max_h);
static inline int game_mode_hoard()
{
return 0;
}
#elif defined(DXX_BUILD_DESCENT_II)
static inline int game_mode_hoard()
{
return (Game_mode & GM_HOARD);
}
// returns ptr to escort robot, or NULL
struct object *find_escort();

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@ -1843,7 +1843,7 @@ void drop_player_eggs(object *playerobj)
// If the player had proximity bombs, maybe arm one of them.
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_HOARD))
if ((Game_mode & GM_MULTI) && !game_mode_hoard())
{
rthresh = 30000;
while ((Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) {
@ -1901,7 +1901,7 @@ void drop_player_eggs(object *playerobj)
}
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
{
// Drop hoard orbs
@ -1941,7 +1941,7 @@ void drop_player_eggs(object *playerobj)
// Drop the secondary weapons
// Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX])/4);
maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[playerobj->id].secondary_ammo[SMART_INDEX]);

View file

@ -773,7 +773,7 @@ void fuelcen_check_for_hoard_goal(segment *segp)
segment2 *seg2p = &Segment2s[segp-Segments];
Assert( segp != NULL );
Assert (Game_mode & GM_HOARD);
Assert (game_mode_hoard());
if (Player_is_dead)
return;

View file

@ -685,7 +685,7 @@ void multi_compute_kill(int killer, int killed)
if (killer_pnum == killed_pnum)
{
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
{
if (Game_mode & GM_TEAM)
team_kills[get_team(killed_pnum)] -= 1;
@ -724,7 +724,7 @@ void multi_compute_kill(int killer, int killed)
else
{
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
{
if (Game_mode & GM_TEAM)
{
@ -780,7 +780,7 @@ void multi_compute_kill(int killer, int killed)
{
HUD_init_message(HM_MULTI, "%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
multi_add_lifetime_killed();
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
{
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
multi_send_play_by_play (1,killer_pnum,Player_num);
@ -2652,7 +2652,7 @@ void multi_powcap_cap_objects()
if (!(Game_mode & GM_NETWORK))
return;
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
Proximity_dropped=0;
@ -2672,14 +2672,14 @@ void multi_powcap_cap_objects()
// Don't do the adjustment stuff for Hoard mode
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
Players[Player_num].secondary_ammo[2]/=4;
Players[Player_num].secondary_ammo[7]/=4;
for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
{
if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
if (game_mode_hoard() && index==PROXIMITY_INDEX)
continue;
type=Secondary_weapon_to_powerup[index];
@ -2694,7 +2694,7 @@ void multi_powcap_cap_objects()
}
}
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
Players[Player_num].secondary_ammo[2]*=4;
Players[Player_num].secondary_ammo[7]*=4;
@ -2814,7 +2814,7 @@ void multi_powcap_adjust_remote_cap(int pnum)
{
type=Secondary_weapon_to_powerup[index];
if ((Game_mode & GM_HOARD) && index==2)
if (game_mode_hoard() && index==2)
continue;
if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
@ -3407,7 +3407,7 @@ void multi_prep_level(void)
// hoard mode because we use the proximity slot in the
// player struct to signify how many orbs the player has.
if (Objects[i].id == POW_PROXIMITY_WEAPON && (Game_mode & GM_HOARD))
if (Objects[i].id == POW_PROXIMITY_WEAPON && game_mode_hoard())
bash_to_shield (i,"proximity");
if (Objects[i].id==POW_VULCAN_AMMO && (!(Netgame.AllowedItems & NETFLAG_DOVULCAN) && !(Netgame.AllowedItems & NETFLAG_DOGAUSS)))
@ -3452,10 +3452,10 @@ void multi_prep_level(void)
}
}
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
init_hoard_data();
if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
if ((Game_mode & GM_CAPTURE) || game_mode_hoard())
multi_apply_goal_textures();
multi_sort_kill_list();
@ -3502,7 +3502,7 @@ void multi_apply_goal_textures()
Goal_blue_segnum = i;
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
tex=find_goal_texture (TMI_GOAL_HOARD);
else
tex=find_goal_texture (TMI_GOAL_BLUE);
@ -3525,7 +3525,7 @@ void multi_apply_goal_textures()
// Make both textures the same if Hoard mode
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
tex=find_goal_texture (TMI_GOAL_HOARD);
else
tex=find_goal_texture (TMI_GOAL_RED);
@ -4072,7 +4072,7 @@ void multi_send_capture_bonus (char pnum)
}
void multi_send_orb_bonus (char pnum)
{
Assert (Game_mode & GM_HOARD);
Assert (game_mode_hoard());
multibuf[0]=MULTI_ORB_BONUS;
multibuf[1]=pnum;
@ -4249,7 +4249,7 @@ void multi_do_got_orb (const ubyte *buf)
{
char pnum=buf[1];
Assert (Game_mode & GM_HOARD);
Assert (game_mode_hoard());
if (Game_mode & GM_TEAM)
{
@ -4270,7 +4270,7 @@ void DropOrb ()
{
int objnum,seed;
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
Int3(); // How did we get here? Get Leighton!
if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
@ -4289,7 +4289,7 @@ void DropOrb ()
HUD_init_message_literal(HM_MULTI, "Orb dropped!");
digi_play_sample (SOUND_DROP_WEAPON,F1_0);
if ((Game_mode & GM_HOARD) && objnum>-1)
if (game_mode_hoard() && objnum>-1)
multi_send_drop_flag(objnum,seed);
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
@ -4306,9 +4306,9 @@ void DropFlag ()
{
int objnum,seed;
if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
if (!(Game_mode & GM_CAPTURE) && !game_mode_hoard())
return;
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
{
DropOrb();
return;
@ -4358,7 +4358,7 @@ void multi_send_drop_flag (int objnum,int seed)
map_objnum_local_to_local(objnum);
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
if (Game_mode & GM_NETWORK)
PowerupsInMine[objp->id]++;
@ -4386,7 +4386,7 @@ void multi_do_drop_flag (const ubyte *buf)
if (objnum!=-1)
Objects[objnum].ctype.powerup_info.count = ammo;
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
{
if (Game_mode & GM_NETWORK)
PowerupsInMine[powerup_id]++;
@ -4593,7 +4593,7 @@ void multi_do_ranking (const ubyte *buf)
void multi_send_play_by_play (int num,int spnum,int dpnum)
{
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
return;
return;
@ -4611,7 +4611,7 @@ void multi_do_play_by_play (const ubyte *buf)
int spnum=buf[2];
int dpnum=buf[3];
if (!(Game_mode & GM_HOARD))
if (!game_mode_hoard())
{
Int3(); // Get Leighton, something bad has happened.
return;

View file

@ -1980,7 +1980,7 @@ void net_udp_update_netgame(void)
if (HoardEquipped())
{
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
{
Netgame.game_flags |=NETGAME_FLAG_HOARD;
if (Game_mode & GM_TEAM)

View file

@ -2806,10 +2806,10 @@ int newdemo_read_frame_information(int rewrite)
#ifdef NETWORK
Game_mode = Newdemo_game_mode;
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
init_hoard_data();
if (Game_mode & GM_CAPTURE || Game_mode & GM_HOARD)
if (Game_mode & GM_CAPTURE || game_mode_hoard())
multi_apply_goal_textures ();
Game_mode = GM_NORMAL;
#endif

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@ -169,7 +169,7 @@ void do_megawow_powerup(int quantity)
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
@ -620,7 +620,7 @@ int do_powerup(object *obj)
break;
case POW_HOARD_ORB:
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
powerup_basic(15, 0, 15, 0, "Orb!!!");
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;

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@ -225,7 +225,7 @@ int which_bomb()
// If hoard game, only let the player drop smart mines
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
return SMART_MINE_INDEX;
bomb = Secondary_last_was_super[PROXIMITY_INDEX]?SMART_MINE_INDEX:PROXIMITY_INDEX;

View file

@ -236,7 +236,7 @@ void show_netplayerinfo()
eff=0;
#if defined(DXX_BUILD_DESCENT_II)
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
{
if (PhallicMan==-1)
gr_printf(0x8000,y,"There is no record yet for this level.");

View file

@ -995,7 +995,7 @@ extern grs_bitmap Orb_icons[2];
void hud_show_orbs (void)
{
if (Game_mode & GM_HOARD) {
if (game_mode_hoard()) {
int x=0,y=LINE_SPACING+FSPACY(1);
grs_bitmap *bm;
@ -2718,7 +2718,7 @@ void show_HUD_names()
#if defined(DXX_BUILD_DESCENT_I)
show_indi = ((/*(Game_mode & ( GM_CAPTURE | GM_HOARD ) && Players[pnum].flags & PLAYER_FLAGS_FLAG) || */(Game_mode & GM_BOUNTY && pnum == Bounty_target)) && (is_friend || !(Players[pnum].flags & PLAYER_FLAGS_CLOAKED)));
#elif defined(DXX_BUILD_DESCENT_II)
show_indi = (((Game_mode & ( GM_CAPTURE | GM_HOARD ) && Players[pnum].flags & PLAYER_FLAGS_FLAG) || (Game_mode & GM_BOUNTY && pnum == Bounty_target)) && (is_friend || !(Players[pnum].flags & PLAYER_FLAGS_CLOAKED)));
show_indi = (((((Game_mode & GM_CAPTURE ) || game_mode_hoard()) && Players[pnum].flags & PLAYER_FLAGS_FLAG) || (Game_mode & GM_BOUNTY && pnum == Bounty_target)) && (is_friend || !(Players[pnum].flags & PLAYER_FLAGS_CLOAKED)));
#endif
if (Newdemo_state == ND_STATE_PLAYBACK) {
@ -2785,7 +2785,7 @@ void show_HUD_names()
#if defined(DXX_BUILD_DESCENT_II)
if (Game_mode & GM_CAPTURE)
gr_setcolor((get_team(pnum) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
else if (Game_mode & GM_HOARD)
else if (game_mode_hoard())
{
if (Game_mode & GM_TEAM)
gr_setcolor((get_team(pnum) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));

View file

@ -218,7 +218,7 @@ void kmatrix_redraw(kmatrix_screen *km)
#if defined(DXX_BUILD_DESCENT_II)
if (Game_mode & GM_CAPTURE)
gr_string( 0x8000, FSPACY(10), "CAPTURE THE FLAG SUMMARY");
else if (Game_mode & GM_HOARD)
else if (game_mode_hoard())
gr_string( 0x8000, FSPACY(10), "HOARD SUMMARY");
else
#endif

View file

@ -254,7 +254,7 @@ g3s_lrgb compute_light_emission(int objnum)
Headlights[Num_headlights++] = obj;
light_intensity = HEADLIGHT_SCALE;
}
else if ((Game_mode & GM_HOARD) && Players[obj->id].secondary_ammo[PROXIMITY_INDEX]) // If hoard game and player, add extra light based on how many orbs you have Pulse as well.
else if (game_mode_hoard() && Players[obj->id].secondary_ammo[PROXIMITY_INDEX]) // If hoard game and player, add extra light based on how many orbs you have Pulse as well.
{
fix s,hoardlight;
hoardlight=i2f(Players[obj->id].secondary_ammo[PROXIMITY_INDEX])/2; //i2f(12));

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@ -1554,7 +1554,7 @@ void start_player_death_sequence(object *player)
killer_pnum = Objects[Players[Player_num].killer_objnum].id;
// If Hoard, increase number of orbs by 1. Only if you haven't killed yourself. This prevents cheating
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
if (!(Players[Player_num].killer_objnum == Players[Player_num].objnum || ((Game_mode & GM_TEAM) && get_team(Player_num) == get_team(killer_pnum))))
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
@ -1705,7 +1705,7 @@ void object_move_one( object * obj )
#if defined(DXX_BUILD_DESCENT_II)
if (Game_mode & GM_CAPTURE)
fuelcen_check_for_goal (&Segments[obj->segnum]);
if (Game_mode & GM_HOARD)
if (game_mode_hoard())
fuelcen_check_for_hoard_goal (&Segments[obj->segnum]);
#endif