warzone2100/src/mechanics.cpp

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