/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /** @file * Interface to the common stats module */ #ifndef __INCLUDED_SRC_STATS_H__ #define __INCLUDED_SRC_STATS_H__ #include "objectdef.h" /************************************************************************************** * * Function prototypes and data storage for the stats */ /* The stores for the different stats */ extern BODY_STATS *asBodyStats; extern BRAIN_STATS *asBrainStats; extern PROPULSION_STATS *asPropulsionStats; extern SENSOR_STATS *asSensorStats; extern ECM_STATS *asECMStats; //extern ARMOUR_STATS *asArmourStats; extern REPAIR_STATS *asRepairStats; extern WEAPON_STATS *asWeaponStats; extern CONSTRUCT_STATS *asConstructStats; extern PROPULSION_TYPES *asPropulsionTypes; //used to hold the modifiers cross refd by weapon effect and propulsion type extern WEAPON_MODIFIER asWeaponModifier[WE_NUMEFFECTS][NUM_PROP_TYPES]; //used to hold the current upgrade level per player per weapon subclass extern WEAPON_UPGRADE asWeaponUpgrade[MAX_PLAYERS][NUM_WEAPON_SUBCLASS]; extern SENSOR_UPGRADE asSensorUpgrade[MAX_PLAYERS]; extern ECM_UPGRADE asECMUpgrade[MAX_PLAYERS]; extern REPAIR_UPGRADE asRepairUpgrade[MAX_PLAYERS]; extern CONSTRUCTOR_UPGRADE asConstUpgrade[MAX_PLAYERS]; //body upgrades are possible for droids and/or cyborgs #define DROID_BODY_UPGRADE 0 #define CYBORG_BODY_UPGRADE 1 #define BODY_TYPE 2 extern BODY_UPGRADE asBodyUpgrade[MAX_PLAYERS][BODY_TYPE]; /* The number of different stats stored */ extern UDWORD numBodyStats; extern UDWORD numBrainStats; extern UDWORD numPropulsionStats; extern UDWORD numSensorStats; extern UDWORD numECMStats; extern UDWORD numRepairStats; extern UDWORD numWeaponStats; extern UDWORD numConstructStats; extern UDWORD numTerrainTypes; /* What number the ref numbers start at for each type of stat */ #define REF_BODY_START 0x010000 #define REF_BRAIN_START 0x020000 //#define REF_POWER_START 0x030000 #define REF_PROPULSION_START 0x040000 #define REF_SENSOR_START 0x050000 #define REF_ECM_START 0x060000 //#define REF_ARMOUR_START 0x070000 #define REF_REPAIR_START 0x080000 #define REF_WEAPON_START 0x0a0000 #define REF_RESEARCH_START 0x0b0000 #define REF_TEMPLATE_START 0x0c0000 #define REF_STRUCTURE_START 0x0d0000 #define REF_FUNCTION_START 0x0e0000 #define REF_CONSTRUCT_START 0x0f0000 #define REF_FEATURE_START 0x100000 /* The maximum number of refs for a type of stat */ #define REF_RANGE 0x010000 //stores for each players component states - see below extern UBYTE *apCompLists[MAX_PLAYERS][COMP_NUMCOMPONENTS]; //store for each players Structure states extern UBYTE *apStructTypeLists[MAX_PLAYERS]; //flags to fill apCompLists and apStructTypeLists #define AVAILABLE 0x01 //this item can be used to design droids #define UNAVAILABLE 0x02 //the player does not know about this item #define FOUND 0x04 //this item has been found, but is unresearched /******************************************************************************* * Allocate stats functions *******************************************************************************/ /* Allocate Weapon stats */ extern BOOL statsAllocWeapons(UDWORD numEntries); /*Allocate Armour stats*/ //extern BOOL statsAllocArmour(UDWORD numEntries); /*Allocate Body stats*/ extern BOOL statsAllocBody(UDWORD numEntries); /*Allocate Brain stats*/ extern BOOL statsAllocBrain(UDWORD numEntries); /*Allocate Power stats*/ //extern BOOL statsAllocPower(UDWORD numEntries); /*Allocate Propulsion stats*/ extern BOOL statsAllocPropulsion(UDWORD numEntries); /*Allocate Sensor stats*/ extern BOOL statsAllocSensor(UDWORD numEntries); /*Allocate Ecm Stats*/ extern BOOL statsAllocECM(UDWORD numEntries); /*Allocate Repair Stats*/ extern BOOL statsAllocRepair(UDWORD numEntries); /*Allocate Construct Stats*/ extern BOOL statsAllocConstruct(UDWORD numEntries); extern UWORD weaponROF(WEAPON_STATS *psStat, SBYTE player); /******************************************************************************* * Load stats functions *******************************************************************************/ /* Return the number of newlines in a file buffer */ extern UDWORD numCR(const char *pFileBuffer, UDWORD fileSize); /*Load the weapon stats from the file exported from Access*/ extern BOOL loadWeaponStats(const char *pWeaponData, UDWORD bufferSize); /*Load the armour stats from the file exported from Access*/ //extern BOOL loadArmourStats(void); /*Load the body stats from the file exported from Access*/ extern BOOL loadBodyStats(const char *pBodyData, UDWORD bufferSize); /*Load the brain stats from the file exported from Access*/ extern BOOL loadBrainStats(const char *pBrainData, UDWORD bufferSize); /*Load the power stats from the file exported from Access*/ //extern BOOL loadPowerStats(void); /*Load the propulsion stats from the file exported from Access*/ extern BOOL loadPropulsionStats(const char *pPropulsionData, UDWORD bufferSize); /*Load the sensor stats from the file exported from Access*/ extern BOOL loadSensorStats(const char *pSensorData, UDWORD bufferSize); /*Load the ecm stats from the file exported from Access*/ extern BOOL loadECMStats(const char *pECMData, UDWORD bufferSize); /*Load the repair stats from the file exported from Access*/ extern BOOL loadRepairStats(const char *pRepairData, UDWORD bufferSize); /*Load the construct stats from the file exported from Access*/ extern BOOL loadConstructStats(const char *pConstructData, UDWORD bufferSize); /*Load the Propulsion Types from the file exported from Access*/ extern BOOL loadPropulsionTypes(const char *pPropTypeData, UDWORD bufferSize); /*Load the propulsion sounds from the file exported from Access*/ extern BOOL loadPropulsionSounds(const char *pSoundData, UDWORD bufferSize); /*Load the Terrain Table from the file exported from Access*/ extern BOOL loadTerrainTable(const char *pTerrainTableData, UDWORD bufferSize); /*Load the Special Ability stats from the file exported from Access*/ extern BOOL loadSpecialAbility(const char *pSAbilityData, UDWORD bufferSize); /* load the IMDs to use for each body-propulsion combination */ extern BOOL loadBodyPropulsionIMDs(const char *pData, UDWORD bufferSize); /*Load the weapon sounds from the file exported from Access*/ extern BOOL loadWeaponSounds(const char *pSoundData, UDWORD bufferSize); /*Load the Weapon Effect Modifiers from the file exported from Access*/ extern BOOL loadWeaponModifiers(const char *pWeapModData, UDWORD bufferSize); /******************************************************************************* * Set stats functions *******************************************************************************/ /* Set the stats for a particular weapon type * The function uses the ref number in the stats structure to * index the correct array entry */ extern void statsSetWeapon(WEAPON_STATS *psStats, UDWORD index); /*Set the stats for a particular armour type*/ //extern void statsSetArmour(ARMOUR_STATS *psStats, UDWORD index); /*Set the stats for a particular body type*/ extern void statsSetBody(BODY_STATS *psStats, UDWORD index); /*Set the stats for a particular brain type*/ extern void statsSetBrain(BRAIN_STATS *psStats, UDWORD index); /*Set the stats for a particular propulsion type*/ extern void statsSetPropulsion(PROPULSION_STATS *psStats, UDWORD index); /*Set the stats for a particular sensor type*/ extern void statsSetSensor(SENSOR_STATS *psStats, UDWORD index); /*Set the stats for a particular ecm type*/ extern void statsSetECM(ECM_STATS *psStats, UDWORD index); /*Set the stats for a particular repair type*/ extern void statsSetRepair(REPAIR_STATS *psStats, UDWORD index); /*Set the stats for a particular construct type*/ extern void statsSetConstruct(CONSTRUCT_STATS *psStats, UDWORD index); /******************************************************************************* * Get stats functions *******************************************************************************/ extern WEAPON_STATS *statsGetWeapon(UDWORD ref); //extern ARMOUR_STATS *statsGetArmour(UDWORD ref); extern BODY_STATS *statsGetBody(UDWORD ref); extern BRAIN_STATS *statsGetBrain(UDWORD ref); extern PROPULSION_STATS *statsGetPropulsion(UDWORD ref); extern SENSOR_STATS *statsGetSensor(UDWORD ref); extern ECM_STATS *statsGetECM(UDWORD ref); extern REPAIR_STATS *statsGetRepair(UDWORD ref); extern CONSTRUCT_STATS *statsGetConstruct(UDWORD ref); /******************************************************************************* * Generic stats functions *******************************************************************************/ /*calls the STATS_DEALLOC macro for each set of stats*/ extern BOOL statsShutDown(void); /*Deallocate the stats passed in as parameter */ extern void statsDealloc(COMP_BASE_STATS* pStats, UDWORD listSize, UDWORD structureSize); extern void deallocPropulsionTypes(void); extern void deallocTerrainTypes(void); extern void deallocTerrainTable(void); extern void deallocSpecialAbility(void); extern void storeSpeedFactor(UDWORD terrainType, UDWORD propulsionType, UDWORD speedFactor); extern UDWORD getSpeedFactor(UDWORD terrainType, UDWORD propulsionType); //return the type of stat this ref refers to! extern UDWORD statType(UDWORD ref); //return the REF_START value of this type of stat extern UDWORD statRefStart(UDWORD stat); /*Returns the component type based on the string - used for reading in data */ extern UDWORD componentType(const char* pType); //get the component Inc for a stat based on the name extern SDWORD getCompFromName(UDWORD compType, const char *pName); //get the component Inc for a stat based on the Resource name held in Names.txt extern SDWORD getCompFromResName(UDWORD compType, const char *pName); /*sets the tech level for the stat passed in */ extern BOOL setTechLevel(BASE_STATS *psStats, const char *pLevel); /*returns the weapon sub class based on the string name passed in */ extern WEAPON_SUBCLASS getWeaponSubClass(const char *pSubClass); /*either gets the name associated with the resource (if one) or allocates space and copies pName*/ extern BOOL allocateName(char **ppStore, const char *pName); //converts the name read in from Access into the name which is used in the Stat lists (or ignores it) extern BOOL getResourceName(const char *pName); /*return the name to display for the interface - valid for OBJECTS and STATS*/ extern const char* getName(const char *pNameID); /*sets the store to the body size based on the name passed in - returns false if doesn't compare with any*/ extern BOOL getBodySize(const char *pSize, UBYTE *pStore); // Pass in a stat and get its name extern const char* getStatName(const void * pStat); /*returns the propulsion type based on the string name passed in */ extern PROPULSION_TYPE getPropulsionType(const char *pType); /*returns the weapon effect based on the string name passed in */ extern WEAPON_EFFECT getWeaponEffect(const char *pWeaponEffect); extern UWORD weaponROF(WEAPON_STATS *psStat, SBYTE player); /*Access functions for the upgradeable stats of a weapon*/ extern UDWORD weaponFirePause(const WEAPON_STATS* psStats, UBYTE player); extern UDWORD weaponReloadTime(WEAPON_STATS *psStats, UBYTE player); extern UDWORD weaponShortHit(const WEAPON_STATS* psStats, UBYTE player); extern UDWORD weaponLongHit(const WEAPON_STATS* psStats, UBYTE player); extern UDWORD weaponDamage(const WEAPON_STATS* psStats, UBYTE player); extern UDWORD weaponRadDamage(WEAPON_STATS *psStats, UBYTE player); extern UDWORD weaponIncenDamage(WEAPON_STATS *psStats, UBYTE player); extern UDWORD weaponRadiusHit(WEAPON_STATS *psStats, UBYTE player); /*Access functions for the upgradeable stats of a sensor*/ extern UDWORD sensorPower(SENSOR_STATS *psStats, UBYTE player); extern UDWORD sensorRange(SENSOR_STATS *psStats, UBYTE player); /*Access functions for the upgradeable stats of a ECM*/ extern UDWORD ecmPower(ECM_STATS *psStats, UBYTE player); extern UDWORD ecmRange(ECM_STATS *psStats, UBYTE player); /*Access functions for the upgradeable stats of a repair*/ extern UDWORD repairPoints(REPAIR_STATS *psStats, UBYTE player); /*Access functions for the upgradeable stats of a constructor*/ extern UDWORD constructorPoints(CONSTRUCT_STATS *psStats, UBYTE player); /*Access functions for the upgradeable stats of a body*/ extern UDWORD bodyPower(BODY_STATS *psStats, UBYTE player, UBYTE bodyType); extern UDWORD bodyArmour(BODY_STATS *psStats, UBYTE player, UBYTE bodyType, WEAPON_CLASS weaponClass, int side); /*dummy function for John*/ extern void brainAvailable(BRAIN_STATS *psStat); extern void adjustMaxDesignStats(void); //Access functions for the max values to be used in the Design Screen extern UDWORD getMaxComponentWeight(void); extern UDWORD getMaxBodyArmour(void); extern UDWORD getMaxBodyPower(void); extern UDWORD getMaxBodyPoints(void); extern UDWORD getMaxSensorRange(void); extern UDWORD getMaxSensorPower(void); extern UDWORD getMaxECMPower(void); extern UDWORD getMaxECMRange(void); extern UDWORD getMaxConstPoints(void); extern UDWORD getMaxRepairPoints(void); extern UDWORD getMaxWeaponRange(void); extern UDWORD getMaxWeaponDamage(void); extern UDWORD getMaxWeaponROF(void); extern UDWORD getMaxPropulsionSpeed(void); extern BOOL objHasWeapon(BASE_OBJECT *psObj); extern void statsInitVars(void); #endif // __INCLUDED_SRC_STATS_H__