warzone2100/src/component.h

111 lines
5.1 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 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
*/
#ifndef __INCLUDED_SRC_COMPONENT_H__
#define __INCLUDED_SRC_COMPONENT_H__
#include "droiddef.h"
#include "structuredef.h"
/*
Header file for component.c
Pumpkin Studios, EIDOS Interactive.
*/
bool setPlayerColour(UDWORD player, UDWORD col);
UBYTE getPlayerColour(UDWORD pl);
UDWORD getComponentDroidRadius(DROID *psDroid);
UDWORD getComponentDroidTemplateRadius(DROID_TEMPLATE *psDroid);
UDWORD getComponentRadius(BASE_STATS *psComponent);
UDWORD getResearchRadius(BASE_STATS *Stat);
UDWORD getStructureSizeMax(STRUCTURE *psStructure);
UDWORD getStructureStatSizeMax(STRUCTURE_STATS *Stats);
#define BLIP_ANIM_DURATION (200)
#define OBJECT_RADIUS (128)
#define COMPONENT_RADIUS (64)
#define DESIGN_DROID_SCALE (200)
#define DESIGN_COMPONENT_SCALE (150)
#define RESEARCH_COMPONENT_SCALE (300)
#define COMP_BUT_SCALE (100)
#define DROID_BUT_SCALE (72)
#define SMALL_STRUCT_SCALE (55)
#define MED_STRUCT_SCALE (25)//reduced from 30 to fit command centre in window
#define LARGE_STRUCT_SCALE (25)
#define ULTRA_SMALL_FEATURE_SCALE (146)
#define REALLY_SMALL_FEATURE_SCALE (116)
#define SMALL_FEATURE_SCALE (55)
#define MED_FEATURE_SCALE (26)
#define LARGE_FEATURE_SCALE (16)
#define TOWER_HEIGHT 100
UDWORD getStructureStatHeight(STRUCTURE_STATS *psStat);
void displayIMDButton(iIMDShape *IMDShape, Vector3i *Rotation, Vector3i *Position, SDWORD scale);
void displayStructureButton(STRUCTURE *psStructure, Vector3i *Rotation, Vector3i *Position, SDWORD scale);
void displayStructureStatButton(STRUCTURE_STATS *Stats, Vector3i *Rotation, Vector3i *Position, SDWORD scale);
void displayComponentButton(BASE_STATS *Stat, Vector3i *Rotation, Vector3i *Position, SDWORD scale);
void displayResearchButton(BASE_STATS *Stat, Vector3i *Rotation, Vector3i *Position, SDWORD scale);
void displayComponentButtonTemplate(DROID_TEMPLATE *psTemplate, Vector3i *Rotation, Vector3i *Position, SDWORD scale);
void displayComponentButtonObject(DROID *psDroid, Vector3i *Rotation, Vector3i *Position, SDWORD scale);
void displayComponentObject(DROID *psDroid);
void compPersonToBits(DROID *psDroid);
SDWORD rescaleButtonObject(SDWORD radius, SDWORD baseScale,SDWORD baseRadius);
void destroyFXDroid(DROID *psDroid, unsigned impactTime);
void drawMuzzleFlash(WEAPON sWeap, iIMDShape *weaponImd, iIMDShape *flashImd, PIELIGHT buildingBrightness, int pieFlag, int pieFlagData, UBYTE colour = 0);
/* Pass in the stats you're interested in and the COMPONENT - double reference, but works. NOTE: Unused!*/
#define PART_IMD(STATS,DROID,COMPONENT,PLAYER) (STATS[DROID->asBits[COMPONENT]].pIMD)
/* Get the chassis imd */
#define BODY_IMD(DROID,PLAYER) (asBodyStats[DROID->asBits[COMP_BODY]].pIMD)
/* Get the brain imd - NOTE: Unused!*/
#define BRAIN_IMD(DROID,PLAYER) (asBrainStats[DROID->asBits[COMP_BRAIN]].pIMD)
/* Get the weapon imd */
#define WEAPON_IMD(DROID,WEAPON_NUM) (asWeaponStats[DROID->asWeaps[WEAPON_NUM].nStat].pIMD)
/* Get the propulsion imd THIS IS A LITTLE MORE COMPLICATED NOW!*/
//#define PROPULSION_IMD(DROID,PLAYER) (asPropulsionStats[DROID->asBits[COMP_PROPULSION]].pIMD[PLAYER])
/* Get the sensor imd */
#define SENSOR_IMD(DROID,PLAYER) (asSensorStats[DROID->asBits[COMP_SENSOR]].pIMD)
/* Get an ECM imd!?! */
#define ECM_IMD(DROID,PLAYER) (asECMStats[DROID->asBits[COMP_ECM]].pIMD)
/* Get an Repair imd!?! */
#define REPAIR_IMD(DROID,PLAYER) (asRepairStats[DROID->asBits[COMP_REPAIRUNIT]].pIMD)
/* Get a construct imd */
#define CONSTRUCT_IMD(DROID,PLAYER) (asConstructStats[DROID->asBits[COMP_CONSTRUCT]].pIMD)
/* Get a weapon mount imd*/
#define WEAPON_MOUNT_IMD(DROID,WEAPON_NUM) (asWeaponStats[DROID->asWeaps[WEAPON_NUM].nStat].pMountGraphic)
/* Get a sensor mount imd*/
#define SENSOR_MOUNT_IMD(DROID,PLAYER) (asSensorStats[DROID->asBits[COMP_SENSOR]].pMountGraphic)
/* Get a construct mount imd*/
#define CONSTRUCT_MOUNT_IMD(DROID,PLAYER) (asConstructStats[DROID->asBits[COMP_CONSTRUCT]].pMountGraphic)
/* Get a ecm mount imd*/
#define ECM_MOUNT_IMD(DROID,PLAYER) (asECMStats[DROID->asBits[COMP_ECM]].pMountGraphic)
/* Get a repair mount imd*/
#define REPAIR_MOUNT_IMD(DROID,PLAYER) (asRepairStats[DROID->asBits[COMP_REPAIRUNIT]].pMountGraphic)
/* Get a muzzle flash pie*/
#define MUZZLE_FLASH_PIE(DROID,WEAPON_NUM) (asWeaponStats[DROID->asWeaps[WEAPON_NUM].nStat].pMuzzleGraphic)
#endif // __INCLUDED_SRC_COMPONENT_H__