warzone2100/src/research.h

155 lines
4.9 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 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
* structures required for research stats
*/
#ifndef __INCLUDED_SRC_RESEARCH_H__
#define __INCLUDED_SRC_RESEARCH_H__
#include "objectdef.h"
#define NO_RESEARCH_ICON 0
//max 'research complete' console message length
#define MAX_RESEARCH_MSG_SIZE 200
//used for loading in the research stats into the appropriate list
enum
{
REQ_LIST,
RED_LIST,
RES_LIST
};
enum
{
RID_ROCKET,
RID_CANNON,
RID_HOVERCRAFT,
RID_ECM,
RID_PLASCRETE,
RID_TRACKS,
RID_DROIDTECH,
RID_WEAPONTECH,
RID_COMPUTERTECH,
RID_POWERTECH,
RID_SYSTEMTECH,
RID_STRUCTURETECH,
RID_CYBORGTECH,
RID_DEFENCE,
RID_QUESTIONMARK,
RID_GRPACC,
RID_GRPUPG,
RID_GRPREP,
RID_GRPROF,
RID_GRPDAM,
RID_MAXRID
};
/* The store for the research stats */
extern std::vector<RESEARCH> asResearch;
//List of pointers to arrays of PLAYER_RESEARCH[numResearch] for each player
extern std::vector<PLAYER_RESEARCH> asPlayerResList[MAX_PLAYERS];
//used for Callbacks to say which topic was last researched
extern RESEARCH *psCBLastResearch;
extern STRUCTURE *psCBLastResStructure;
extern SDWORD CBResFacilityOwner;
/* Default level of sensor, repair and ECM */
extern UDWORD aDefaultSensor[MAX_PLAYERS];
extern UDWORD aDefaultECM[MAX_PLAYERS];
extern UDWORD aDefaultRepair[MAX_PLAYERS];
//extern bool loadResearch(void);
extern bool loadResearch(const char *pResearchData, UDWORD bufferSize);
//Load the pre-requisites for a research list
extern bool loadResearchPR(const char *pPRData, UDWORD bufferSize);
//Load the artefacts for a research list
extern bool loadResearchArtefacts(const char *pArteData, UDWORD bufferSize, UDWORD listNumber);
//Load the pre-requisites for a research list
extern bool loadResearchFunctions(const char *pFunctionData, UDWORD bufferSize);
//Load the Structures for a research list
extern bool loadResearchStructures(const char *pStructData, UDWORD bufferSize, UDWORD listNumber);
/*function to check what can be researched for a particular player at any one
instant. Returns the number to research*/
//extern UBYTE fillResearchList(UBYTE *plist, UDWORD playerID, UWORD topic,
// UWORD limit);
//needs to be UWORD sized for Patches
extern UWORD fillResearchList(UWORD *plist, UDWORD playerID, UWORD topic,
UWORD limit);
/* process the results of a completed research topic */
extern void researchResult(UDWORD researchIndex, UBYTE player, bool bDisplay, STRUCTURE *psResearchFacility, bool bTrigger);
//this just inits all the research arrays
extern bool ResearchShutDown(void);
//this free the memory used for the research
extern void ResearchRelease(void);
/* For a given view data get the research this is related to */
extern RESEARCH * getResearch(const char *pName);
/* sets the status of the topic to cancelled and stores the current research
points accquired */
extern void cancelResearch(STRUCTURE *psBuilding, QUEUE_MODE mode);
/* For a given view data get the research this is related to */
struct VIEWDATA;
RESEARCH *getResearchForMsg(VIEWDATA *pViewData);
/* Sets the 'possible' flag for a player's research so the topic will appear in
the research list next time the Research Facilty is selected */
extern bool enableResearch(RESEARCH *psResearch, UDWORD player);
/*find the last research topic of importance that the losing player did and
'give' the results to the reward player*/
extern void researchReward(UBYTE losingPlayer, UBYTE rewardPlayer);
/*check to see if any research has been completed that enables self repair*/
extern bool selfRepairEnabled(UBYTE player);
extern SDWORD mapRIDToIcon( UDWORD rid );
extern SDWORD mapIconToRID(UDWORD iconID);
extern bool checkResearchStats(void);
/*puts research facility on hold*/
extern void holdResearch(STRUCTURE *psBuilding, QUEUE_MODE mode);
/*release a research facility from hold*/
extern void releaseResearch(STRUCTURE *psBuilding, QUEUE_MODE mode);
/*checks the stat to see if its of type wall or defence*/
extern bool wallDefenceStruct(STRUCTURE_STATS *psStats);
extern void enableSelfRepair(UBYTE player);
void CancelAllResearch(UDWORD pl);
extern bool researchInitVars(void);
bool researchAvailable(int inc, int playerID);
#endif // __INCLUDED_SRC_RESEARCH_H__