warzone2100/src/objmem.h

119 lines
3.7 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
*/
/** @file
* Routines for managing object's memory
*/
#ifndef __INCLUDED_SRC_OBJMEM_H__
#define __INCLUDED_SRC_OBJMEM_H__
#include "objectdef.h"
/* The lists of objects allocated */
extern DROID *apsDroidLists[MAX_PLAYERS];
extern STRUCTURE *apsStructLists[MAX_PLAYERS];
extern FEATURE *apsFeatureLists[MAX_PLAYERS];
extern FLAG_POSITION *apsFlagPosLists[MAX_PLAYERS];
extern STRUCTURE *apsExtractorLists[MAX_PLAYERS];
extern BASE_OBJECT *apsSensorList[1];
extern FEATURE *apsOilList[1];
/* The list of destroyed objects */
extern BASE_OBJECT *psDestroyedObj;
/* Initialise the object heaps */
extern bool objmemInitialise(void);
/* Release the object heaps */
extern void objmemShutdown(void);
/* General housekeeping for the object system */
extern void objmemUpdate(void);
/// Generates a new, (hopefully) unique object id.
uint32_t generateNewObjectId(void);
/// Generates a new, (hopefully) unique object id, which all clients agree on.
uint32_t generateSynchronisedObjectId(void);
/* add the droid to the Droid Lists */
extern void addDroid(DROID *psDroidToAdd, DROID *pList[MAX_PLAYERS]);
/*destroy a droid */
void killDroid(DROID *psDel);
/* Remove all droids */
extern void freeAllDroids(void);
/*Remove a single Droid from its list*/
extern void removeDroid(DROID *psDroidToRemove, DROID *pList[MAX_PLAYERS]);
/*Removes all droids that may be stored in the mission lists*/
extern void freeAllMissionDroids(void);
/*Removes all droids that may be stored in the limbo lists*/
extern void freeAllLimboDroids(void);
/* add the structure to the Structure Lists */
extern void addStructure(STRUCTURE *psStructToAdd);
/* Destroy a structure */
void killStruct(STRUCTURE *psDel);
/* Remove all structures */
extern void freeAllStructs(void);
/*Remove a single Structure from a list*/
extern void removeStructureFromList(STRUCTURE *psStructToRemove,
STRUCTURE *pList[MAX_PLAYERS]);
/* add the feature to the Feature Lists */
extern void addFeature(FEATURE *psFeatureToAdd);
/* Destroy a feature */
void killFeature(FEATURE *psDel);
/* Remove all features */
extern void freeAllFeatures(void);
/* Create a new Flag Position */
extern bool createFlagPosition(FLAG_POSITION **ppsNew, UDWORD player);
/* add the Flag Position to the Flag Position Lists */
extern void addFlagPosition(FLAG_POSITION *psFlagPosToAdd);
/* Remove a Flag Position from the Lists */
extern void removeFlagPosition(FLAG_POSITION *psDel);
// free all flag positions
extern void freeAllFlagPositions(void);
extern void freeAllAssemblyPoints(void);
// Find a base object from it's id
extern BASE_OBJECT *getBaseObjFromData(unsigned id, unsigned player, OBJECT_TYPE type);
extern BASE_OBJECT *getBaseObjFromId(UDWORD id);
extern bool checkValidId(UDWORD id);
extern UDWORD getRepairIdFromFlag(FLAG_POSITION *psFlag);
void objCount(int *droids, int *structures, int *features);
#ifdef DEBUG
extern void checkFactoryFlags(void);
#endif
#endif // __INCLUDED_SRC_OBJMEM_H__