Mark weapon related globals as const

This commit is contained in:
Kp 2012-10-28 02:27:28 +00:00
parent 653b81bc23
commit 4f63b346e6
3 changed files with 22 additions and 23 deletions

View file

@ -2650,7 +2650,6 @@ multi_send_player_explode(char type)
multi_strip_robots(Player_num);
}
extern ubyte Secondary_weapon_to_powerup[], Primary_weapon_to_powerup[];
extern int Proximity_dropped, Smartmines_dropped;
/*

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@ -46,20 +46,20 @@ int SOrderList (int num);
//ubyte Default_secondary_ammo_level[MAX_SECONDARY_WEAPONS] = {3, 0, 0, 0, 0};
// Convert primary weapons to indices in Weapon_info array.
ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {LASER_ID, VULCAN_ID, SPREADFIRE_ID, PLASMA_ID, FUSION_ID, SUPER_LASER_ID, GAUSS_ID, HELIX_ID, PHOENIX_ID, OMEGA_ID};
ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID, FLASH_ID, GUIDEDMISS_ID, SUPERPROX_ID, MERCURY_ID, EARTHSHAKER_ID};
const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {LASER_ID, VULCAN_ID, SPREADFIRE_ID, PLASMA_ID, FUSION_ID, SUPER_LASER_ID, GAUSS_ID, HELIX_ID, PHOENIX_ID, OMEGA_ID};
const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID, FLASH_ID, GUIDEDMISS_ID, SUPERPROX_ID, MERCURY_ID, EARTHSHAKER_ID};
//for each Secondary weapon, which gun it fires out of
ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS] = {4,4,7,7,7,4,4,7,4,7};
const ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS] = {4,4,7,7,7,4,4,7,4,7};
int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0, 0, VULCAN_AMMO_MAX, 0, 0, 0};
ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5, 20, 20, 15, 10, 10};
const int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0, 0, VULCAN_AMMO_MAX, 0, 0, 0};
const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5, 20, 20, 15, 10, 10};
//for each primary weapon, what kind of powerup gives weapon
ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON};
const ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON};
//for each Secondary weapon, what kind of powerup gives weapon
ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE};
const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE};
weapon_info Weapon_info[MAX_WEAPON_TYPES];
int N_weapon_types=0;
@ -67,8 +67,8 @@ sbyte Primary_weapon, Secondary_weapon;
// autoselect ordering
ubyte DefaultPrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
ubyte DefaultSecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
static const ubyte DefaultPrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
static const ubyte DefaultSecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
//allow player to reorder menus?
extern ubyte MenuReordering;
@ -105,7 +105,7 @@ extern ubyte MenuReordering;
// "Mega\nMissile"
//};
sbyte Weapon_is_energy[MAX_WEAPON_TYPES] = {
const sbyte Weapon_is_energy[MAX_WEAPON_TYPES] = {
1, 1, 1, 1, 1,
1, 1, 1, 0, 1,
1, 0, 1, 1, 1,

View file

@ -162,17 +162,17 @@ extern void show_weapon_status(void);
extern sbyte Primary_weapon, Secondary_weapon;
extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
extern const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
extern const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
//for each Secondary weapon, which gun it fires out of
extern ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
extern const ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
//for each primary weapon, what kind of powerup gives weapon
extern ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
extern const ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
//for each Secondary weapon, what kind of powerup gives weapon
extern ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
extern const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
//flags whether the last time we use this weapon, it was the 'super' version
extern ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
@ -181,13 +181,13 @@ extern ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
extern char *Primary_weapon_names_short[];
extern char *Secondary_weapon_names_short[];
extern char *Primary_weapon_names[];
extern char *Secondary_weapon_names[];
extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
extern sbyte Weapon_is_energy[MAX_WEAPON_TYPES];
extern const char *const Primary_weapon_names_short[];
extern const char *const Secondary_weapon_names_short[];
extern const char *const Primary_weapon_names[];
extern const char *const Secondary_weapon_names[];
extern const int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
extern const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
extern const sbyte Weapon_is_energy[MAX_WEAPON_TYPES];
#define HAS_WEAPON_FLAG 1
#define HAS_ENERGY_FLAG 2