2007-01-15 12:09:25 -08:00
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/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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2007-06-28 10:47:08 -07:00
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/*
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* Structure.h
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*
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* Definitions for the structures.
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*
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*/
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#ifndef _structure_h
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#define _structure_h
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#include "objectdef.h"
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#include "structuredef.h"
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// how long to wait between CALL_STRUCT_ATTACKED's - plus how long to flash on radar for
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#define ATTACK_CB_PAUSE 5000
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#define STRUCTURE_DAMAGE_SCALING 400
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// This should really be logarithmic
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#define CALC_STRUCTURE_SMOKE_INTERVAL(x) ((((100-x)+10)/10) * STRUCTURE_DAMAGE_SCALING)
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#define STRUCTURE_HEIGHT_SCATTER (rand()%300)
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/* explosion data for when a structure is blown up - used by features as well*/
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#define FLAME_MAX_ANIMS 4
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#define FLAME_MAX_OFFSET 50
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#define FLAME_MIN_DELAY 2000
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#define FLAME_MAX_DELAY 8000
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#define FLAME_CYCLES_MAX 10
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#define NON_STOP_PRODUCTION (STAT_SLDSTOPS + 1)
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//production loop max
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#define INFINITE_PRODUCTION 9//10
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/*This should correspond to the structLimits! */
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#define MAX_FACTORY 5
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#define MAX_PROD_RUN 20
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//used to flag when the Factory is ready to start building
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#define ACTION_START_TIME 0
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//distance that VTOLs can be away from the reArm pad
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#define REARM_DIST (TILE_UNITS*2)
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extern iIMDShape * factoryModuleIMDs[NUM_FACTORY_MODULES][NUM_FACMOD_TYPES];
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extern iIMDShape * researchModuleIMDs[NUM_RESEARCH_MODULES];
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extern iIMDShape * powerModuleIMDs[NUM_POWER_MODULES];
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extern PRODUCTION_RUN asProductionRun[NUM_FACTORY_TYPES][MAX_FACTORY][MAX_PROD_RUN];
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//Value is stored for easy access to this structure stat
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extern UDWORD factoryModuleStat;
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extern UDWORD powerModuleStat;
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extern UDWORD researchModuleStat;
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// the structure that was last hit
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extern STRUCTURE *psLastStructHit;
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//stores which player the production list has been set up for
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extern SBYTE productionPlayer;
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//holder for all StructureStats
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extern STRUCTURE_STATS *asStructureStats;
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extern UDWORD numStructureStats;
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extern STRUCTURE_LIMITS *asStructLimits[MAX_PLAYERS];
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//holds the upgrades attained through research for structure stats
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extern STRUCTURE_UPGRADE asStructureUpgrade[MAX_PLAYERS];
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extern WALLDEFENCE_UPGRADE asWallDefenceUpgrade[MAX_PLAYERS];
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//holds the upgrades for the functionality of structures through research
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extern RESEARCH_UPGRADE asResearchUpgrade[MAX_PLAYERS];
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extern POWER_UPGRADE asPowerUpgrade[MAX_PLAYERS];
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extern REPAIR_FACILITY_UPGRADE asRepairFacUpgrade[MAX_PLAYERS];
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extern PRODUCTION_UPGRADE asProductionUpgrade[MAX_PLAYERS][NUM_FACTORY_TYPES];
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extern REARM_UPGRADE asReArmUpgrade[MAX_PLAYERS];
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//used to hold the modifiers cross refd by weapon effect and structureStrength
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extern STRUCTSTRENGTH_MODIFIER asStructStrengthModifier[WE_NUMEFFECTS][
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NUM_STRUCT_STRENGTH];
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extern BOOL IsPlayerDroidLimitReached(UDWORD PlayerNumber);
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extern BOOL IsPlayerStructureLimitReached(UDWORD PlayerNumber);
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extern BOOL CheckHaltOnMaxUnitsReached(STRUCTURE *psStructure);
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2007-06-03 06:46:50 -07:00
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extern BOOL loadStructureStats(const char *pStructData, UDWORD bufferSize);
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extern BOOL loadStructureWeapons(const char *pWeaponData, UDWORD bufferSize);
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extern BOOL loadStructureFunctions(const char *pFunctionData, UDWORD bufferSize);
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2007-06-28 10:47:08 -07:00
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/*Load the Structure Strength Modifiers from the file exported from Access*/
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2007-06-03 06:46:50 -07:00
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extern BOOL loadStructureStrengthModifiers(const char *pStrengthModData, UDWORD bufferSize);
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2007-06-28 10:47:08 -07:00
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extern BOOL structureStatsShutDown(void);
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2007-06-23 05:48:03 -07:00
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extern SDWORD structureDamage(STRUCTURE *psStructure, UDWORD damage,
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2007-06-28 10:47:08 -07:00
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UDWORD weaponClass, UDWORD weaponSubClass);
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/* Set the type of droid for a factory to build */
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extern BOOL structSetManufacture(STRUCTURE *psStruct, DROID_TEMPLATE *psTempl,
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UBYTE quantity);
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//temp test function for creating structures at the start of the game
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extern void createTestStructures(void);
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// Set the tile no draw flags for a structure
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extern void setStructTileDraw(STRUCTURE *psStruct);
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//builds a specified structure at a given location
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2007-03-16 09:20:16 -07:00
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extern STRUCTURE* buildStructure(STRUCTURE_STATS* pStructureType, UDWORD x, UDWORD y,
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2007-06-28 10:47:08 -07:00
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UDWORD player,BOOL FromSave);
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/* The main update routine for all Structures */
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void structureUpdate(STRUCTURE *psBuilding);
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/* Release all resources associated with a structure */
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void structureRelease(STRUCTURE *psBuilding);
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/* Remove a structure and free it's memory */
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extern BOOL destroyStruct(STRUCTURE *psDel);
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// remove a structure from a game without any visible effects
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// bDestroy = TRUE if the object is to be destroyed
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// (for example used to change the type of wall at a location)
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BOOL removeStruct(STRUCTURE *psDel, BOOL bDestroy);
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//fills the list with Structures that can be built
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2007-03-16 09:20:16 -07:00
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extern UDWORD fillStructureList(STRUCTURE_STATS **ppList, UDWORD selectedPlayer,
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2007-06-28 10:47:08 -07:00
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UDWORD limit);
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/* checks that the location is a valid one to build on and sets the outline colour
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x and y in tile-coords*/
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2007-03-16 09:20:16 -07:00
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extern BOOL validLocation(BASE_STATS *psStats, UDWORD x, UDWORD y, UDWORD player,
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2007-06-28 10:47:08 -07:00
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BOOL bCheckBuildQueue);
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/* for a new structure, find a location along an edge which the droid can get
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to and return this as the destination for the droid */
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2007-03-16 09:20:16 -07:00
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//extern BOOL getDroidDestination(STRUCTURE_STATS *psPositionStats, UDWORD structX,
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// UDWORD structY, UDWORD * pDroidX, UDWORD *pDroidY);
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/*for a structure or feature, find a location along an edge which the droid can get
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to and return this as the destination for the droid*/
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2007-03-16 09:20:16 -07:00
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extern BOOL getDroidDestination(BASE_STATS *psPositionStats, UDWORD structX,
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UDWORD structY, UDWORD * pDroidX, UDWORD *pDroidY);
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/* check along the width of a structure for an empty space */
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extern BOOL checkWidth(UDWORD maxRange, UDWORD x, UDWORD y, UDWORD *pDroidX, UDWORD *pDroidY);
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/* check along the length of a structure for an empty space */
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extern BOOL checkLength(UDWORD maxRange, UDWORD x, UDWORD y, UDWORD *pDroidX, UDWORD *pDroidY);
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extern SWORD buildFoundation(STRUCTURE_STATS *psStructStats, UDWORD x, UDWORD y);
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//initialise the structure limits structure
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extern void initStructLimits(void);
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/* set the current number of structures of each type built */
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extern void setCurrentStructQuantity(BOOL displayError);
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/* get a stat inc based on the name */
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2006-11-03 13:35:50 -08:00
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extern SDWORD getStructStatFromName(char *pName);
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2007-06-28 10:47:08 -07:00
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/*check to see if the structure is 'doing' anything - return TRUE if idle*/
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extern BOOL structureIdle(STRUCTURE *psBuilding);
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/*checks to see if any structure exists of a specified type with a specified status */
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extern BOOL checkStructureStatus( STRUCTURE_STATS *psStats, UDWORD player, UDWORD status);
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/*sets the point new droids go to - x/y in world coords for a Factory*/
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2007-03-16 09:20:16 -07:00
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extern void setAssemblyPoint(FLAG_POSITION *psAssemblyPoint, UDWORD x, UDWORD y,
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UDWORD player, BOOL bCheck);
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//extern void createAssemblyPoint(STRUCTURE* psStruct);
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/* consider delivery points when selected by player*/
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extern void processDeliveryPoint(UDWORD player, UDWORD x, UDWORD y);
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2007-03-16 09:20:16 -07:00
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/*called when a structure has been built - checks through the list of callbacks
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for the scripts*/
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extern void structureCompletedCallback(STRUCTURE_STATS *psStructType);
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/*initialises the flag before a new data set is loaded up*/
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extern void initFactoryNumFlag(void);
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//called at start of missions
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extern void resetFactoryNumFlag(void);
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/* get demolish stat */
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extern STRUCTURE_STATS * structGetDemolishStat( void );
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/*find a location near to the factory to start the droid of*/
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extern BOOL placeDroid(STRUCTURE *psStructure, UDWORD *droidX, UDWORD *droidY);
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/*sets the flag to indicate a Power Generator Exists - so do Oil Derrick anim*/
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//extern void setPowerGenExists(BOOL state, UDWORD player);
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/*returns teh status of the flag*/
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//extern BOOL getPowerGenExists(UDWORD player);
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2007-05-30 11:03:26 -07:00
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/* is this a lassat structure? */
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2007-06-04 10:26:43 -07:00
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static inline BOOL isLasSat(STRUCTURE_STATS *pStructureType)
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2007-05-30 11:03:26 -07:00
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{
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return (pStructureType->psWeapStat[0]
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&& pStructureType->psWeapStat[0]->weaponSubClass == WSC_LAS_SAT);
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}
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2007-06-28 10:47:08 -07:00
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/*sets the flag to indicate a HQ Exists - so draw Radar*/
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extern void setHQExists(BOOL state, UDWORD player);
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/*returns the status of the flag*/
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extern BOOL getHQExists(UDWORD player);
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/*sets the flag to indicate a SatUplink Exists - so draw everything!*/
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extern void setSatUplinkExists(BOOL state, UDWORD player);
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/*returns the status of the flag*/
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extern BOOL getSatUplinkExists(UDWORD player);
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/*sets the flag to indicate a Las Sat Exists - ONLY EVER WANT ONE*/
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extern void setLasSatExists(BOOL state, UDWORD player);
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/*returns the status of the flag*/
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extern BOOL getLasSatExists(UDWORD player);
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2006-11-25 09:38:27 -08:00
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/* added int weapon_slot to fix the alway slot 0 hack */
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2007-03-16 09:20:16 -07:00
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extern BOOL calcStructureMuzzleLocation(STRUCTURE *psStructure, Vector3i *muzzle, int weapon_slot);
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2007-06-28 10:47:08 -07:00
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/*this is called whenever a structure has finished building*/
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extern void buildingComplete(STRUCTURE *psBuilding);
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// these functions are used in game.c inplace of building complete
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extern void checkForResExtractors(STRUCTURE *psPowerGen);
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extern void checkForPowerGen(STRUCTURE *psPowerGen);
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// Set the command droid that factory production should go to
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//struct _command_droid;
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extern void assignFactoryCommandDroid(STRUCTURE *psStruct, struct _droid *psCommander);
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// remove all factories from a command droid
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void clearCommandDroidFactory(DROID *psDroid);
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/*for a given structure, return a pointer to its module stat */
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extern STRUCTURE_STATS* getModuleStat(STRUCTURE *psStruct);
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/*called when a Res extractor is destroyed or runs out of power or is disconnected
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adjusts the owning Power Gen so that it can link to a different Res Extractor if one
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is available*/
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extern void releaseResExtractor(STRUCTURE *psRelease);
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/*called when a Power Gen is destroyed or is disconnected
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adjusts the associated Res Extractors so that they can link to different Power
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2007-06-28 10:47:08 -07:00
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Gens if any are available*/
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extern void releasePowerGen(STRUCTURE *psRelease);
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//print some info at the top of the screen dependant on the structure
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extern void printStructureInfo(STRUCTURE *psStructure);
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2007-03-16 09:20:16 -07:00
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/*Checks the template type against the factory type - returns FALSE
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2007-06-28 10:47:08 -07:00
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if not a good combination!*/
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extern BOOL validTemplateForFactory(DROID_TEMPLATE *psTemplate, STRUCTURE *psFactory);
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/*calculates the damage caused to the resistance levels of structures*/
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//extern BOOL electronicDamage(STRUCTURE *psStructure, UDWORD damage, UBYTE attackPlayer);
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//electronic damage can be targetted at droids as well as structures now - AB 5/11/98
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extern BOOL electronicDamage(BASE_OBJECT *psTarget, UDWORD damage, UBYTE attackPlayer);
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/* EW works differently in multiplayer mode compared with single player.*/
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extern BOOL validStructResistance(STRUCTURE *psStruct);
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2007-03-16 09:20:16 -07:00
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/*checks to see if a specific structure type exists -as opposed to a structure
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2007-06-28 10:47:08 -07:00
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stat type*/
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extern BOOL checkSpecificStructExists(UDWORD structInc, UDWORD player);
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/*Access functions for the upgradeable stats of a structure*/
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2007-06-02 16:01:29 -07:00
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extern UDWORD structureBody(const STRUCTURE *psStruct);
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2007-06-28 10:47:08 -07:00
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extern UDWORD structureArmour(STRUCTURE_STATS *psStats, UBYTE player);
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extern UDWORD structureResistance(STRUCTURE_STATS *psStats, UBYTE player);
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/*this returns the Base Body points of a structure - regardless of upgrade*/
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2007-06-02 16:01:29 -07:00
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extern UDWORD structureBaseBody(const STRUCTURE *psStructure);
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2007-06-28 10:47:08 -07:00
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extern void hqReward(UBYTE losingPlayer, UBYTE rewardPlayer);
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// Is a structure a factory of somekind?
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extern BOOL StructIsFactory(STRUCTURE *Struct);
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// Is a flag a factory delivery point?
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extern BOOL FlagIsFactory(FLAG_POSITION *psCurrFlag);
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// Find a factories corresonding delivery point.
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extern FLAG_POSITION *FindFactoryDelivery(STRUCTURE *Struct);
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//Find the factory associated with the delivery point - returns NULL if none exist
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extern STRUCTURE *findDeliveryFactory(FLAG_POSITION *psDelPoint);
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2007-03-16 09:20:16 -07:00
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/*this is called when a factory produces a droid. The Template returned is the next
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2007-06-28 10:47:08 -07:00
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one to build - if any*/
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extern DROID_TEMPLATE * factoryProdUpdate(STRUCTURE *psStructure, DROID_TEMPLATE *psTemplate);
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//increment the production run for this type
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extern void factoryProdAdjust(STRUCTURE *psStructure, DROID_TEMPLATE *psTemplate, BOOL add);
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//returns the quantity of a specific template in the production list
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extern UDWORD getProductionQuantity(STRUCTURE *psStructure, DROID_TEMPLATE *psTemplate);
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2007-03-16 09:20:16 -07:00
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/*returns the quantity of a specific template in the production list that
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2007-06-28 10:47:08 -07:00
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have already been built*/
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extern UDWORD getProductionBuilt(STRUCTURE *psStructure, DROID_TEMPLATE *psTemplate);
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//looks through a players production list to see if a command droid is being built
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extern UBYTE checkProductionForCommand(UBYTE player);
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//check that delivery points haven't been put down in invalid location
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extern void checkDeliveryPoints(UDWORD version);
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//adjust the loop quantity for this factory
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extern void factoryLoopAdjust(STRUCTURE *psStruct, BOOL add);
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2007-03-16 09:20:16 -07:00
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/*cancels the production run for the factory and returns any power that was
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2007-06-28 10:47:08 -07:00
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accrued but not used*/
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extern void cancelProduction(STRUCTURE *psBuilding);
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/*set a factory's production run to hold*/
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extern void holdProduction(STRUCTURE *psBuilding);
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/*release a factory's production run from hold*/
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extern void releaseProduction(STRUCTURE *psBuilding);
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2007-03-16 09:20:16 -07:00
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/*This function is called after a game is loaded so that any resource extractors
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2007-06-28 10:47:08 -07:00
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that are active are initialised for when to start*/
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extern void checkResExtractorsActive(void);
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// Count number of factories assignable to a command droid.
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extern UWORD countAssignableFactories(UBYTE player,UWORD FactoryType);
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/*Used for determining how much of the structure to draw as being built or demolished*/
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2007-05-19 14:32:19 -07:00
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extern float structHeightScale(STRUCTURE *psStruct);
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2007-06-28 10:47:08 -07:00
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2007-03-16 09:20:16 -07:00
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/*compares the structure sensor type with the droid weapon type to see if the
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2007-06-28 10:47:08 -07:00
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FIRE_SUPPORT order can be assigned*/
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extern BOOL structSensorDroidWeapon(STRUCTURE *psStruct, DROID *psDroid);
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2007-03-16 09:20:16 -07:00
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/*checks if the structure has a Counter Battery sensor attached - returns
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2007-06-28 10:47:08 -07:00
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TRUE if it has*/
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extern BOOL structCBSensor(STRUCTURE *psStruct);
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2007-03-16 09:20:16 -07:00
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/*checks if the structure has a Standard Turret sensor attached - returns
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2007-06-28 10:47:08 -07:00
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TRUE if it has*/
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extern BOOL structStandardSensor(STRUCTURE *psStruct);
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2007-03-16 09:20:16 -07:00
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/*checks if the structure has a VTOL Intercept sensor attached - returns
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2007-06-28 10:47:08 -07:00
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TRUE if it has*/
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extern BOOL structVTOLSensor(STRUCTURE *psStruct);
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2007-03-16 09:20:16 -07:00
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/*checks if the structure has a VTOL Counter Battery sensor attached - returns
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2007-06-28 10:47:08 -07:00
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TRUE if it has*/
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extern BOOL structVTOLCBSensor(STRUCTURE *psStruct);
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// return the nearest rearm pad
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// if bClear is true it tries to find the nearest clear rearm pad in
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// the same cluster as psTarget
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// psTarget can be NULL
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STRUCTURE * findNearestReArmPad(DROID *psDroid, STRUCTURE *psTarget, BOOL bClear);
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// check whether a rearm pad is clear
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BOOL clearRearmPad(STRUCTURE *psStruct);
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// clear a rearm pad for a vtol to land on it
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void ensureRearmPadClear(STRUCTURE *psStruct, DROID *psDroid);
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// return whether a rearm pad has a vtol on it
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BOOL vtolOnRearmPad(STRUCTURE *psStruct, DROID *psDroid);
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/* Just returns true if the structure's present body points aren't as high as the original*/
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extern BOOL structIsDamaged(STRUCTURE *psStruct);
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// give a structure from one player to another - used in Electronic Warfare
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extern STRUCTURE * giftSingleStructure(STRUCTURE *psStructure, UBYTE attackPlayer, BOOL bFromScript);
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/*Initialise the production list and set up the production player*/
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extern void changeProductionPlayer(UBYTE player);
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// La!
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extern BOOL IsStatExpansionModule(STRUCTURE_STATS *psStats);
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2007-03-16 09:20:16 -07:00
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/*checks that the structure stats have loaded up as expected - must be done after
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2007-06-28 10:47:08 -07:00
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all StructureStats parts have been loaded*/
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extern BOOL checkStructureStats(void);
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/*returns the power cost to build this structure*/
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extern UDWORD structPowerToBuild(STRUCTURE *psStruct);
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extern UDWORD getMaxDroids(UDWORD PlayerNumber);
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// check whether a factory of a certain number and type exists
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extern BOOL checkFactoryExists(UDWORD player, UDWORD factoryType, UDWORD inc);
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extern BOOL ptInStructure(STRUCTURE *psStruct, UDWORD x, UDWORD y);
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|
2007-03-16 09:20:16 -07:00
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/*checks the structure passed in is a Las Sat structure which is currently
|
2007-06-28 10:47:08 -07:00
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selected - returns TRUE if valid*/
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extern BOOL lasSatStructSelected(STRUCTURE *psStruct);
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|
2007-07-01 05:27:25 -07:00
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static inline void setStructureTarget(STRUCTURE *psBuilding, BASE_OBJECT *psNewTarget, UWORD idx)
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{
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assert(idx < STRUCT_MAXWEAPS);
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psBuilding->psTarget[idx] = psNewTarget;
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}
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2007-06-21 10:43:50 -07:00
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#define CHECK_STRUCTURE(object) \
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do { \
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unsigned int i; \
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\
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assert(object != NULL); \
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assert(object->type == OBJ_STRUCTURE); \
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assert(object->player < MAX_PLAYERS); \
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assert(object->pStructureType->type < NUM_DIFF_BUILDINGS); \
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assert(object->numWeaps < STRUCT_MAXWEAPS); \
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for (i = 0; i < STRUCT_MAXWEAPS; ++i) \
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{ \
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assert(object->turretRotation[i] <= 360); \
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if (object->psTarget[i]) \
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{ \
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CHECK_OBJECT(object->psTarget[i]); \
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} \
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|
} \
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|
} while (0)
|
2006-11-25 09:38:27 -08:00
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|
2007-06-21 10:43:50 -07:00
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#endif
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