From 490908f530a4ad0887d86a2938048f1d5d27e6e8 Mon Sep 17 00:00:00 2001 From: Kp Date: Sun, 14 Jul 2013 18:54:48 +0000 Subject: [PATCH] Make various g3s_point pointers const --- 3d/draw.c | 6 +++--- 3d/interp.c | 2 +- 3d/rod.c | 2 +- arch/ogl/ogl.c | 8 ++++---- editor/meddraw.c | 2 +- include/3d.h | 10 +++++----- include/ogl_init.h | 2 +- main/render.c | 6 +++--- main/terrain.c | 4 ++-- 9 files changed, 21 insertions(+), 21 deletions(-) diff --git a/3d/draw.c b/3d/draw.c index 7177d41b5..c666d300b 100644 --- a/3d/draw.c +++ b/3d/draw.c @@ -105,7 +105,7 @@ bool g3_check_normal_facing(const vms_vector *v,const vms_vector *norm) return (vm_vec_dot(&tempv,norm) > 0); } -bool do_facing_check(vms_vector *norm,g3s_point **vertlist,vms_vector *p) +bool do_facing_check(vms_vector *norm,const g3s_point **vertlist,vms_vector *p) { if (norm) { //have normal @@ -131,7 +131,7 @@ bool do_facing_check(vms_vector *norm,g3s_point **vertlist,vms_vector *p) //is passed, this function works like g3_check_normal_facing() plus //g3_draw_poly(). //returns -1 if not facing, 1 if off screen, 0 if drew -bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt) +bool g3_check_and_draw_poly(int nv,const g3s_point **pointlist,vms_vector *norm,vms_vector *pnt) { if (do_facing_check(norm,pointlist,pnt)) return g3_draw_poly(nv,pointlist); @@ -139,7 +139,7 @@ bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_ve return 255; } -bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt) +bool g3_check_and_draw_tmap(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm,vms_vector *norm,vms_vector *pnt) { if (do_facing_check(norm,pointlist,pnt)) return g3_draw_tmap(nv,pointlist,uvl_list,light_rgb,bm); diff --git a/3d/interp.c b/3d/interp.c index 7f85f8e93..d2ab6ed46 100644 --- a/3d/interp.c +++ b/3d/interp.c @@ -71,7 +71,7 @@ void rotate_point_list(g3s_point *dest,vms_vector *src,int n) static const vms_angvec zero_angles = {0,0,0}; -g3s_point *point_list[MAX_POINTS_PER_POLY]; +static const g3s_point *point_list[MAX_POINTS_PER_POLY]; int glow_num = -1; diff --git a/3d/rod.c b/3d/rod.c index d51177e0e..f3770ef8f 100644 --- a/3d/rod.c +++ b/3d/rod.c @@ -23,7 +23,7 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. grs_point blob_vertices[4]; g3s_point rod_points[4]; -g3s_point *rod_point_list[] = {&rod_points[0],&rod_points[1],&rod_points[2],&rod_points[3]}; +static const g3s_point *rod_point_list[] = {&rod_points[0],&rod_points[1],&rod_points[2],&rod_points[3]}; g3s_uvl uvl_list[4] = { { 0x0200,0x0200,0 }, { 0xfe00,0x0200,0 }, diff --git a/arch/ogl/ogl.c b/arch/ogl/ogl.c index 07f1e0126..276304600 100644 --- a/arch/ogl/ogl.c +++ b/arch/ogl/ogl.c @@ -498,7 +498,7 @@ void ogl_cache_level_textures(void) r_cachedtexcount = r_texcount; } -bool g3_draw_line(g3s_point *p0,g3s_point *p1) +bool g3_draw_line(const g3s_point *p0,const g3s_point *p1) { int c; GLfloat color_r, color_g, color_b; @@ -814,7 +814,7 @@ int gr_disk(fix x,fix y,fix r) /* * Draw flat-shaded Polygon (Lasers, Drone-arms, Driller-ears) */ -bool g3_draw_poly(int nv,g3s_point **pointlist) +bool g3_draw_poly(int nv,const g3s_point **pointlist) { int c, index3, index4; float color_r, color_g, color_b, color_a; @@ -874,7 +874,7 @@ extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist); /* * Everything texturemapped (walls, robots, ship) */ -bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm) +bool g3_draw_tmap(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm) { int c, index2, index3, index4; GLfloat *vertex_array, *color_array, *texcoord_array, color_alpha = 1.0; @@ -948,7 +948,7 @@ bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light /* * Everything texturemapped with secondary texture (walls with secondary texture) */ -bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, g3s_lrgb *light_rgb, grs_bitmap *bmbot, grs_bitmap *bm, int orient) +bool g3_draw_tmap_2(int nv, const g3s_point **pointlist, g3s_uvl *uvl_list, g3s_lrgb *light_rgb, grs_bitmap *bmbot, grs_bitmap *bm, int orient) { int c, index2, index3, index4; GLfloat *vertex_array, *color_array, *texcoord_array; diff --git a/editor/meddraw.c b/editor/meddraw.c index 88f8be3a7..ad5515840 100644 --- a/editor/meddraw.c +++ b/editor/meddraw.c @@ -146,7 +146,7 @@ void check_segment(segment *seg) gr_setcolor(1); //and render in color one for (fn=0;fn<6;fn++) { - g3s_point *vert_list[4]; + const g3s_point *vert_list[4]; vert_list[0] = &Segment_points[seg->verts[Side_to_verts[fn][0]]]; vert_list[1] = &Segment_points[seg->verts[Side_to_verts[fn][1]]]; diff --git a/include/3d.h b/include/3d.h index c9a7b5f4a..5ed68a584 100644 --- a/include/3d.h +++ b/include/3d.h @@ -165,11 +165,11 @@ ubyte g3_add_delta_vec(g3s_point *dest,const g3s_point *src,const vms_vector *de //draw a flat-shaded face. //returns 1 if off screen, 0 if drew -bool g3_draw_poly(int nv,g3s_point **pointlist); +bool g3_draw_poly(int nv,const g3s_point **pointlist); //draw a texture-mapped face. //returns 1 if off screen, 0 if drew -bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm); +bool g3_draw_tmap(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb,grs_bitmap *bm); //draw a sortof sphere - i.e., the 2d radius is proportional to the 3d //radius, but not to the distance from the eye @@ -185,11 +185,11 @@ int g3_draw_sphere(g3s_point *pnt,fix rad); //is passed, this function works like g3_check_normal_facing() plus //g3_draw_poly(). //returns -1 if not facing, 1 if off screen, 0 if drew -bool g3_check_and_draw_poly(int nv,g3s_point **pointlist,vms_vector *norm,vms_vector *pnt); -bool g3_check_and_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bm,vms_vector *norm,vms_vector *pnt); +bool g3_check_and_draw_poly(int nv,const g3s_point **pointlist,vms_vector *norm,vms_vector *pnt); +bool g3_check_and_draw_tmap(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bm,vms_vector *norm,vms_vector *pnt); //draws a line. takes two points. -bool g3_draw_line(g3s_point *p0,g3s_point *p1); +bool g3_draw_line(const g3s_point *p0,const g3s_point *p1); //draw a polygon that is always facing you //returns 1 if off screen, 0 if drew diff --git a/include/ogl_init.h b/include/ogl_init.h index f489d4aa7..52bf6e59c 100644 --- a/include/ogl_init.h +++ b/include/ogl_init.h @@ -102,7 +102,7 @@ unsigned char ogl_ugpixel( grs_bitmap * bitmap, int x, int y ); void ogl_ulinec(int left, int top, int right, int bot, int c); #include "3d.h" -bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bmbot,grs_bitmap *bm, int orient); +bool g3_draw_tmap_2(int nv,const g3s_point **pointlist,g3s_uvl *uvl_list,g3s_lrgb *light_rgb, grs_bitmap *bmbot,grs_bitmap *bm, int orient); void ogl_draw_vertex_reticle(int cross,int primary,int secondary,int color,int alpha,int size_offs); void ogl_toggle_depth_test(int enable); diff --git a/main/render.c b/main/render.c index a2e6d81c6..8e42f56bc 100644 --- a/main/render.c +++ b/main/render.c @@ -131,7 +131,7 @@ int toggle_show_only_curside(void) return Show_only_curside = !Show_only_curside; } -void draw_outline(int nverts,g3s_point **pointlist) +void draw_outline(int nverts,const g3s_point **pointlist) { int i; @@ -205,7 +205,7 @@ void render_face(int segnum, int sidenum, int nv, int *vp, int tmap1, int tmap2, g3s_uvl uvl_copy[8]; g3s_lrgb dyn_light[8]; int i; - g3s_point *pointlist[8]; + const g3s_point *pointlist[8]; Assert(nv <= 8); @@ -349,7 +349,7 @@ void check_face(int segnum, int sidenum, int facenum, int nv, int *vp, int tmap1 #endif g3s_uvl uvl_copy[8]; g3s_lrgb dyn_light[8]; - g3s_point *pointlist[4]; + const g3s_point *pointlist[4]; memset(dyn_light, 0, sizeof(dyn_light)); #ifndef OGL diff --git a/main/terrain.c b/main/terrain.c index d4bab21c9..641374b74 100644 --- a/main/terrain.c +++ b/main/terrain.c @@ -75,9 +75,9 @@ void build_light_table(void); void free_light_table(void); // ------------------------------------------------------------------------ -void draw_cell(int i,int j,g3s_point *p0,g3s_point *p1,g3s_point *p2,g3s_point *p3) +void draw_cell(int i,int j,const g3s_point *p0,const g3s_point *p1,const g3s_point *p2,const g3s_point *p3) { - g3s_point *pointlist[3]; + const g3s_point *pointlist[3]; pointlist[0] = p0; pointlist[1] = p1;