217 lines
4.7 KiB
C
217 lines
4.7 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) 2005-2007 Warzone Resurrection 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 "mechanics.h"
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#include "stats.h"
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#include "structure.h"
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#include "game.h"
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#include "power.h"
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#include "projectile.h"
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#include "move.h"
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#include "message.h"
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#include "visibility.h"
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/* Shutdown the mechanics system */
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BOOL mechShutdown(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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switch (psObj->type)
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{
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case OBJ_DROID:
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droidRelease((DROID *)psObj);
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break;
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case OBJ_STRUCTURE:
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structureRelease((STRUCTURE *)psObj);
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break;
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case OBJ_FEATURE:
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featureRelease((FEATURE *)psObj);
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break;
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default:
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ASSERT(!"unknown object type", "mechShutdown: unknown object type in destroyed object list");
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}
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free(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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apCompLists[inc][type] = (UBYTE *) malloc(sizeof(UBYTE) * number);
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if (apCompLists[inc][type] == NULL)
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{
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debug( LOG_ERROR, "Out of memory assigning Player Component Lists" );
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abort();
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return false;
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}
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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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free(apCompLists[inc][COMP_BODY]);
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free(apCompLists[inc][COMP_BRAIN]);
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free(apCompLists[inc][COMP_PROPULSION]);
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free(apCompLists[inc][COMP_SENSOR]);
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free(apCompLists[inc][COMP_ECM]);
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free(apCompLists[inc][COMP_REPAIRUNIT]);
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free(apCompLists[inc][COMP_CONSTRUCT]);
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free(apCompLists[inc][COMP_WEAPON]);
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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) *
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numStructureStats);
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if (apStructTypeLists[inc] == NULL)
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{
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debug( LOG_ERROR, "Out of memory assigning Player Structure Lists" );
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abort();
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return false;
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}
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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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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 < numResearch; 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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