warzone2100/src/stats.h

346 lines
14 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
*/
/*
* Stats.h
*
* Interface to the common stats module
*
*/
#ifndef _stats_h
#define _stats_h
#include "objectdef.h"
/**************************************************************************************
*
* Function prototypes and data storage for the stats
*/
/* The stores for the different stats */
extern BODY_STATS *asBodyStats;
extern BRAIN_STATS *asBrainStats;
extern PROPULSION_STATS *asPropulsionStats;
extern SENSOR_STATS *asSensorStats;
extern ECM_STATS *asECMStats;
//extern ARMOUR_STATS *asArmourStats;
extern REPAIR_STATS *asRepairStats;
extern WEAPON_STATS *asWeaponStats;
extern CONSTRUCT_STATS *asConstructStats;
extern PROPULSION_TYPES *asPropulsionTypes;
extern TERRAIN_TABLE *asTerrainTable;
extern SPECIAL_ABILITY *asSpecialAbility;
//used to hold the modifiers cross refd by weapon effect and propulsion type
extern WEAPON_MODIFIER asWeaponModifier[WE_NUMEFFECTS][NUM_PROP_TYPES];
//used to hold the current upgrade level per player per weapon subclass
extern WEAPON_UPGRADE asWeaponUpgrade[MAX_PLAYERS][NUM_WEAPON_SUBCLASS];
extern SENSOR_UPGRADE asSensorUpgrade[MAX_PLAYERS];
extern ECM_UPGRADE asECMUpgrade[MAX_PLAYERS];
extern REPAIR_UPGRADE asRepairUpgrade[MAX_PLAYERS];
extern CONSTRUCTOR_UPGRADE asConstUpgrade[MAX_PLAYERS];
//body upgrades are possible for droids and/or cyborgs
#define DROID_BODY_UPGRADE 0
#define CYBORG_BODY_UPGRADE 1
#define BODY_TYPE 2
extern BODY_UPGRADE asBodyUpgrade[MAX_PLAYERS][BODY_TYPE];
/* The number of different stats stored */
extern UDWORD numBodyStats;
extern UDWORD numBrainStats;
//extern UDWORD numPowerStats;
extern UDWORD numPropulsionStats;
extern UDWORD numSensorStats;
extern UDWORD numECMStats;
//extern UDWORD numArmourStats;
extern UDWORD numRepairStats;
extern UDWORD numWeaponStats;
extern UDWORD numConstructStats;
//extern UDWORD numPropulsionTypes;
extern UDWORD numTerrainTypes;
extern UDWORD numSpecialAbility;
/* What number the ref numbers start at for each type of stat */
#define REF_BODY_START 0x010000
#define REF_BRAIN_START 0x020000
//#define REF_POWER_START 0x030000
#define REF_PROPULSION_START 0x040000
#define REF_SENSOR_START 0x050000
#define REF_ECM_START 0x060000
//#define REF_ARMOUR_START 0x070000
#define REF_REPAIR_START 0x080000
#define REF_WEAPON_START 0x0a0000
#define REF_RESEARCH_START 0x0b0000
#define REF_TEMPLATE_START 0x0c0000
#define REF_STRUCTURE_START 0x0d0000
#define REF_FUNCTION_START 0x0e0000
#define REF_CONSTRUCT_START 0x0f0000
#define REF_FEATURE_START 0x100000
/* The maximum number of refs for a type of stat */
#define REF_RANGE 0x010000
//stores for each players component states - see below
extern UBYTE *apCompLists[MAX_PLAYERS][COMP_NUMCOMPONENTS];
//store for each players Structure states
extern UBYTE *apStructTypeLists[MAX_PLAYERS];
//flags to fill apCompLists and apStructTypeLists
#define AVAILABLE 0x01 //this item can be used to design droids
#define UNAVAILABLE 0x02 //the player does not know about this item
#define FOUND 0x04 //this item has been found, but is unresearched
/*******************************************************************************
* Allocate stats functions
*******************************************************************************/
/* Allocate Weapon stats */
extern BOOL statsAllocWeapons(UDWORD numEntries);
/*Allocate Armour stats*/
//extern BOOL statsAllocArmour(UDWORD numEntries);
/*Allocate Body stats*/
extern BOOL statsAllocBody(UDWORD numEntries);
/*Allocate Brain stats*/
extern BOOL statsAllocBrain(UDWORD numEntries);
/*Allocate Power stats*/
//extern BOOL statsAllocPower(UDWORD numEntries);
/*Allocate Propulsion stats*/
extern BOOL statsAllocPropulsion(UDWORD numEntries);
/*Allocate Sensor stats*/
extern BOOL statsAllocSensor(UDWORD numEntries);
/*Allocate Ecm Stats*/
extern BOOL statsAllocECM(UDWORD numEntries);
/*Allocate Repair Stats*/
extern BOOL statsAllocRepair(UDWORD numEntries);
/*Allocate Construct Stats*/
extern BOOL statsAllocConstruct(UDWORD numEntries);
extern UWORD weaponROF(WEAPON_STATS *psStat);
/*******************************************************************************
* Load stats functions
*******************************************************************************/
/* Return the number of newlines in a file buffer */
extern UDWORD numCR(const char *pFileBuffer, UDWORD fileSize);
/*Load the weapon stats from the file exported from Access*/
extern BOOL loadWeaponStats(const char *pWeaponData, UDWORD bufferSize);
/*Load the armour stats from the file exported from Access*/
//extern BOOL loadArmourStats(void);
/*Load the body stats from the file exported from Access*/
extern BOOL loadBodyStats(const char *pBodyData, UDWORD bufferSize);
/*Load the brain stats from the file exported from Access*/
extern BOOL loadBrainStats(const char *pBrainData, UDWORD bufferSize);
/*Load the power stats from the file exported from Access*/
//extern BOOL loadPowerStats(void);
/*Load the propulsion stats from the file exported from Access*/
extern BOOL loadPropulsionStats(const char *pPropulsionData, UDWORD bufferSize);
/*Load the sensor stats from the file exported from Access*/
extern BOOL loadSensorStats(const char *pSensorData, UDWORD bufferSize);
/*Load the ecm stats from the file exported from Access*/
extern BOOL loadECMStats(const char *pECMData, UDWORD bufferSize);
/*Load the repair stats from the file exported from Access*/
extern BOOL loadRepairStats(const char *pRepairData, UDWORD bufferSize);
/*Load the construct stats from the file exported from Access*/
extern BOOL loadConstructStats(const char *pConstructData, UDWORD bufferSize);
/*Load the Propulsion Types from the file exported from Access*/
extern BOOL loadPropulsionTypes(const char *pPropTypeData, UDWORD bufferSize);
/*Load the propulsion sounds from the file exported from Access*/
extern BOOL loadPropulsionSounds(const char *pSoundData, UDWORD bufferSize);
/*Load the Terrain Table from the file exported from Access*/
extern BOOL loadTerrainTable(const char *pTerrainTableData, UDWORD bufferSize);
/*Load the Special Ability stats from the file exported from Access*/
extern BOOL loadSpecialAbility(const char *pSAbilityData, UDWORD bufferSize);
/* load the IMDs to use for each body-propulsion combination */
extern BOOL loadBodyPropulsionIMDs(const char *pData, UDWORD bufferSize);
/*Load the weapon sounds from the file exported from Access*/
extern BOOL loadWeaponSounds(const char *pSoundData, UDWORD bufferSize);
/*Load the Weapon Effect Modifiers from the file exported from Access*/
extern BOOL loadWeaponModifiers(const char *pWeapModData, UDWORD bufferSize);
/*******************************************************************************
* Set stats functions
*******************************************************************************/
/* Set the stats for a particular weapon type
* The function uses the ref number in the stats structure to
* index the correct array entry
*/
extern void statsSetWeapon(WEAPON_STATS *psStats, UDWORD index);
/*Set the stats for a particular armour type*/
//extern void statsSetArmour(ARMOUR_STATS *psStats, UDWORD index);
/*Set the stats for a particular body type*/
extern void statsSetBody(BODY_STATS *psStats, UDWORD index);
/*Set the stats for a particular brain type*/
extern void statsSetBrain(BRAIN_STATS *psStats, UDWORD index);
/*Set the stats for a particular propulsion type*/
extern void statsSetPropulsion(PROPULSION_STATS *psStats, UDWORD index);
/*Set the stats for a particular sensor type*/
extern void statsSetSensor(SENSOR_STATS *psStats, UDWORD index);
/*Set the stats for a particular ecm type*/
extern void statsSetECM(ECM_STATS *psStats, UDWORD index);
/*Set the stats for a particular repair type*/
extern void statsSetRepair(REPAIR_STATS *psStats, UDWORD index);
/*Set the stats for a particular construct type*/
extern void statsSetConstruct(CONSTRUCT_STATS *psStats, UDWORD index);
/*******************************************************************************
* Get stats functions
*******************************************************************************/
extern WEAPON_STATS *statsGetWeapon(UDWORD ref);
//extern ARMOUR_STATS *statsGetArmour(UDWORD ref);
extern BODY_STATS *statsGetBody(UDWORD ref);
extern BRAIN_STATS *statsGetBrain(UDWORD ref);
extern PROPULSION_STATS *statsGetPropulsion(UDWORD ref);
extern SENSOR_STATS *statsGetSensor(UDWORD ref);
extern ECM_STATS *statsGetECM(UDWORD ref);
extern REPAIR_STATS *statsGetRepair(UDWORD ref);
extern CONSTRUCT_STATS *statsGetConstruct(UDWORD ref);
/*******************************************************************************
* Generic stats functions
*******************************************************************************/
/*calls the STATS_DEALLOC macro for each set of stats*/
extern BOOL statsShutDown(void);
/*Deallocate the stats passed in as parameter */
extern void statsDealloc(COMP_BASE_STATS* pStats, UDWORD listSize,
UDWORD structureSize);
extern void deallocPropulsionTypes(void);
extern void deallocTerrainTypes(void);
extern void deallocTerrainTable(void);
extern void deallocSpecialAbility(void);
extern void storeSpeedFactor(UDWORD terrainType, UDWORD propulsionType, UDWORD speedFactor);
extern UDWORD getSpeedFactor(UDWORD terrainType, UDWORD propulsionType);
//return the type of stat this ref refers to!
extern UDWORD statType(UDWORD ref);
//return the REF_START value of this type of stat
extern UDWORD statRefStart(UDWORD stat);
/*Returns the component type based on the string - used for reading in data */
extern UDWORD componentType(const char* pType);
//get the component Inc for a stat based on the name
extern SDWORD getCompFromName(UDWORD compType, const char *pName);
//get the component Inc for a stat based on the Resource name held in Names.txt
extern SDWORD getCompFromResName(UDWORD compType, const char *pName);
/*sets the tech level for the stat passed in */
extern BOOL setTechLevel(BASE_STATS *psStats, char *pLevel);
/*returns the weapon sub class based on the string name passed in */
extern WEAPON_SUBCLASS getWeaponSubClass(const char *pSubClass);
/*either gets the name associated with the resource (if one) or allocates space and copies pName*/
extern BOOL allocateName(char **ppStore, const char *pName);
//converts the name read in from Access into the name which is used in the Stat lists (or ignores it)
extern BOOL getResourceName(const char *pName);
/*return the name to display for the interface - valid for OBJECTS and STATS*/
extern const char* getName(const char *pNameID);
/*sets the store to the body size based on the name passed in - returns FALSE
if doesn't compare with any*/
extern BOOL getBodySize(const char *pSize, UBYTE *pStore);
// Pass in a stat and get its name
extern const char* getStatName(void * pStat);
/*returns the propulsion type based on the string name passed in */
extern PROPULSION_TYPE getPropulsionType(const char *pType);
/*returns the weapon effect based on the string name passed in */
extern WEAPON_EFFECT getWeaponEffect(const char *pWeaponEffect);
extern UWORD weaponROF(WEAPON_STATS *psStat);
/*Access functions for the upgradeable stats of a weapon*/
extern UDWORD weaponFirePause(WEAPON_STATS *psStats, UBYTE player);
extern UDWORD weaponShortHit(WEAPON_STATS *psStats, UBYTE player);
extern UDWORD weaponLongHit(WEAPON_STATS *psStats, UBYTE player);
extern UDWORD weaponDamage(WEAPON_STATS *psStats, UBYTE player);
extern UDWORD weaponRadDamage(WEAPON_STATS *psStats, UBYTE player);
extern UDWORD weaponIncenDamage(WEAPON_STATS *psStats, UBYTE player);
extern UDWORD weaponRadiusHit(WEAPON_STATS *psStats, UBYTE player);
/*Access functions for the upgradeable stats of a sensor*/
extern UDWORD sensorPower(SENSOR_STATS *psStats, UBYTE player);
extern UDWORD sensorRange(SENSOR_STATS *psStats, UBYTE player);
/*Access functions for the upgradeable stats of a ECM*/
extern UDWORD ecmPower(ECM_STATS *psStats, UBYTE player);
/*Access functions for the upgradeable stats of a repair*/
extern UDWORD repairPoints(REPAIR_STATS *psStats, UBYTE player);
/*Access functions for the upgradeable stats of a constructor*/
extern UDWORD constructorPoints(CONSTRUCT_STATS *psStats, UBYTE player);
/*Access functions for the upgradeable stats of a body*/
extern UDWORD bodyPower(BODY_STATS *psStats, UBYTE player, UBYTE bodyType);
extern UDWORD bodyArmour(BODY_STATS *psStats, UBYTE player, UBYTE bodyType,
WEAPON_CLASS weaponClass, int side);
/*dummy function for John*/
extern void brainAvailable(BRAIN_STATS *psStat);
extern void adjustMaxDesignStats(void);
//Access functions for the max values to be used in the Design Screen
extern UDWORD getMaxComponentWeight(void);
extern UDWORD getMaxBodyArmour(void);
extern UDWORD getMaxBodyPower(void);
extern UDWORD getMaxBodyPoints(void);
extern UDWORD getMaxSensorRange(void);
extern UDWORD getMaxSensorPower(void);
extern UDWORD getMaxECMPower(void);
extern UDWORD getMaxConstPoints(void);
extern UDWORD getMaxRepairPoints(void);
extern UDWORD getMaxWeaponRange(void);
extern UDWORD getMaxWeaponDamage(void);
extern UDWORD getMaxWeaponROF(void);
extern UDWORD getMaxPropulsionSpeed(void);
#endif