224 lines
4.9 KiB
C++
224 lines
4.9 KiB
C++
/*
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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) 2005-2013 Warzone 2100 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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/*
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* Mechanics.c
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*
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* Game world mechanics.
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*
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*/
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#include "lib/framework/frame.h"
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#include "basedef.h"
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#include "droid.h"
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#include "feature.h"
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#include "mechanics.h"
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#include "objmem.h"
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#include "research.h"
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#include "structure.h"
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/* Shutdown the mechanics system */
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bool mechanicsShutdown(void)
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{
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BASE_OBJECT *psObj, *psNext;
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for (psObj = psDestroyedObj; psObj != NULL; psObj = psNext)
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{
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psNext = psObj->psNext;
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delete psObj;
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}
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psDestroyedObj = NULL;
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return true;
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}
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// Allocate the list for a component
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bool allocComponentList(COMPONENT_TYPE type, SDWORD number)
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{
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SDWORD inc, comp;
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//allocate the space for the Players' component lists
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for (inc = 0; inc < MAX_PLAYERS; inc++)
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{
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if (apCompLists[inc][type])
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{
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free(apCompLists[inc][type]);
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}
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apCompLists[inc][type] = (UBYTE *) malloc(sizeof(UBYTE) * number);
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//initialise the players' lists
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for (comp = 0; comp < number; comp++)
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{
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apCompLists[inc][type][comp] = UNAVAILABLE;
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}
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}
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return true;
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}
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// release all the component lists
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void freeComponentLists(void)
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{
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UDWORD inc;
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for (inc = 0; inc < MAX_PLAYERS; inc++)
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{
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//free the component lists
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if (apCompLists[inc][COMP_BODY])
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{
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free(apCompLists[inc][COMP_BODY]);
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apCompLists[inc][COMP_BODY] = NULL;
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}
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if (apCompLists[inc][COMP_BRAIN])
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{
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free(apCompLists[inc][COMP_BRAIN]);
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apCompLists[inc][COMP_BRAIN] = NULL;
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}
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if (apCompLists[inc][COMP_PROPULSION])
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{
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free(apCompLists[inc][COMP_PROPULSION]);
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apCompLists[inc][COMP_PROPULSION] = NULL;
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}
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if (apCompLists[inc][COMP_SENSOR])
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{
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free(apCompLists[inc][COMP_SENSOR]);
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apCompLists[inc][COMP_SENSOR] = NULL;
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}
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if (apCompLists[inc][COMP_ECM])
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{
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free(apCompLists[inc][COMP_ECM]);
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apCompLists[inc][COMP_ECM] = NULL;
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}
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if (apCompLists[inc][COMP_REPAIRUNIT])
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{
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free(apCompLists[inc][COMP_REPAIRUNIT]);
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apCompLists[inc][COMP_REPAIRUNIT] = NULL;
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}
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if (apCompLists[inc][COMP_CONSTRUCT])
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{
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free(apCompLists[inc][COMP_CONSTRUCT]);
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apCompLists[inc][COMP_CONSTRUCT] = NULL;
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}
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if (apCompLists[inc][COMP_WEAPON])
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{
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free(apCompLists[inc][COMP_WEAPON]);
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apCompLists[inc][COMP_WEAPON] = NULL;
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}
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}
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}
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//allocate the space for the Players' structure lists
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bool allocStructLists(void)
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{
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SDWORD inc, stat;
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for (inc = 0; inc < MAX_PLAYERS; inc++)
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{
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if (numStructureStats)
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{
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apStructTypeLists[inc] = (UBYTE *) malloc(sizeof(UBYTE) * numStructureStats);
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for (stat = 0; stat < (SDWORD)numStructureStats; stat++)
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{
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apStructTypeLists[inc][stat] = UNAVAILABLE;
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}
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}
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else
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{
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apStructTypeLists[inc] = NULL;
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}
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}
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return true;
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}
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// release the structure lists
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void freeStructureLists(void)
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{
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UDWORD inc;
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for (inc = 0; inc < MAX_PLAYERS; inc++)
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{
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//free the structure lists
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if (apStructTypeLists[inc])
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{
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free(apStructTypeLists[inc]);
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apStructTypeLists[inc] = NULL;
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}
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}
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}
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//TEST FUNCTION - MAKE EVERYTHING AVAILABLE
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void makeAllAvailable(void)
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{
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UDWORD comp, i;
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for (i = 0; i < MAX_PLAYERS; i++)
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{
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for (comp = 0; comp < numWeaponStats; comp++)
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{
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apCompLists[i][COMP_WEAPON][comp] = AVAILABLE;
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}
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for (comp = 0; comp < numBodyStats; comp++)
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{
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apCompLists[i][COMP_BODY][comp] = AVAILABLE;
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}
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for (comp = 0; comp < numPropulsionStats; comp++)
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{
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apCompLists[i][COMP_PROPULSION][comp] = AVAILABLE;
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}
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for (comp = 0; comp < numSensorStats; comp++)
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{
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apCompLists[i][COMP_SENSOR][comp] = AVAILABLE;
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}
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for (comp = 0; comp < numECMStats; comp++)
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{
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apCompLists[i][COMP_ECM][comp] = AVAILABLE;
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}
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for (comp = 0; comp < numConstructStats; comp++)
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{
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apCompLists[i][COMP_CONSTRUCT][comp] = AVAILABLE;
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}
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for (comp = 0; comp < numBrainStats; comp++)
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{
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apCompLists[i][COMP_BRAIN][comp] = AVAILABLE;
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}
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for (comp = 0; comp < numRepairStats; comp++)
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{
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apCompLists[i][COMP_REPAIRUNIT][comp] = AVAILABLE;
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}
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//make all the structures available
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for (comp = 0; comp < numStructureStats; comp++)
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{
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apStructTypeLists[i][comp] = AVAILABLE;
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}
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//make all research availble to be performed
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for (comp = 0; comp < asResearch.size(); comp++)
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{
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enableResearch(&asResearch[comp], i);
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}
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}
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}
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