warzone2100/src/mechanics.c

217 lines
4.7 KiB
C

/*
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
*/
/*
* Mechanics.c
*
* Game world mechanics.
*
*/
#include "lib/framework/frame.h"
#include "mechanics.h"
#include "stats.h"
#include "structure.h"
#include "game.h"
#include "power.h"
#include "projectile.h"
#include "move.h"
#include "message.h"
#include "visibility.h"
/* Shutdown the mechanics system */
BOOL mechShutdown(void)
{
BASE_OBJECT *psObj, *psNext;
for(psObj = psDestroyedObj; psObj != NULL; psObj = psNext)
{
psNext = psObj->psNext;
switch (psObj->type)
{
case OBJ_DROID:
droidRelease((DROID *)psObj);
break;
case OBJ_STRUCTURE:
structureRelease((STRUCTURE *)psObj);
break;
case OBJ_FEATURE:
featureRelease((FEATURE *)psObj);
break;
default:
ASSERT(!"unknown object type", "mechShutdown: unknown object type in destroyed object list");
}
free(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++)
{
apCompLists[inc][type] = (UBYTE *) malloc(sizeof(UBYTE) * number);
if (apCompLists[inc][type] == NULL)
{
debug( LOG_ERROR, "Out of memory assigning Player Component Lists" );
abort();
return false;
}
//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
free(apCompLists[inc][COMP_BODY]);
free(apCompLists[inc][COMP_BRAIN]);
free(apCompLists[inc][COMP_PROPULSION]);
free(apCompLists[inc][COMP_SENSOR]);
free(apCompLists[inc][COMP_ECM]);
free(apCompLists[inc][COMP_REPAIRUNIT]);
free(apCompLists[inc][COMP_CONSTRUCT]);
free(apCompLists[inc][COMP_WEAPON]);
}
}
//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);
if (apStructTypeLists[inc] == NULL)
{
debug( LOG_ERROR, "Out of memory assigning Player Structure Lists" );
abort();
return false;
}
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 < numResearch; comp++)
{
enableResearch(&asResearch[comp], i);
}
}
}