warzone2100/src/research.c

2884 lines
78 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2010 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
*/
/*
* Research.c
*
* Research tree and functions!
*
*/
#include <string.h>
#include "lib/framework/frame.h"
#include "lib/framework/strres.h"
#include "lib/framework/frameresource.h"
#include "objects.h"
#include "lib/gamelib/gtime.h"
#include "research.h"
#include "message.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h"
#include "lib/script/script.h"
#include "scripttabs.h"
#include "hci.h"
#include "console.h"
#include "cmddroid.h"
#include "power.h"
#include "mission.h"
#include "frend.h" // frontend ids.
#include "intimage.h"
#include "multiplay.h"
//used to calc the research power
#define RESEARCH_FACTOR 32
#define RESEARCH_MAX_POWER 450
// The stores for the research stats
RESEARCH *asResearch;
UDWORD numResearch;
//used for Callbacks to say which topic was last researched
RESEARCH *psCBLastResearch;
STRUCTURE *psCBLastResStructure;
SDWORD CBResFacilityOwner;
//research is now loaded per campaign - this hopefully is the max there will be in any one campaign!
#define MAX_RESEARCH (450 + 50)
//need to define max's for each of the lists associated with the research - these
//values have been chosen based on the current research stats - 21/12/98
#define MAX_RESEARCH_PR (650 + 50)
#define MAX_RESEARCH_STRUCT_PR (44 + 50)
#define MAX_RESEARCH_FUNC (250 + 25)
#define MAX_RESEARCH_STRUCT_RED (30 + 25)
#define MAX_RESEARCH_ARTE_RED (40 + 5)
#define MAX_RESEARCH_STRUCT_RES (84 + 50)
#define MAX_RESEARCH_ARTE_RES (125 + 50)
//need corresponding arrays for the above
static UWORD* pResearchPR;
static UWORD* pResearchStructPR;
static FUNCTION** pResearchFunc;
static UWORD* pResearchStructRed;
static COMPONENT_STATS** pResearchArteRed;
static UWORD* pResearchStructRes;
static COMPONENT_STATS** pResearchArteRes;
static COMPONENT_STATS** pResearchArteRep;
static UWORD numResearchPR;
static UWORD numResearchStructPR;
static UWORD numResearchFunc;
static UWORD numResearchStructRed;
static UBYTE numResearchArteRed;
static UWORD numResearchStructRes;
static UBYTE numResearchArteRes;
static UBYTE numResearchArteRep;
//List of pointers to arrays of PLAYER_RESEARCH[numResearch] for each player
PLAYER_RESEARCH* asPlayerResList[MAX_PLAYERS];
/* Default level of sensor, Repair and ECM */
UDWORD aDefaultSensor[MAX_PLAYERS];
UDWORD aDefaultECM[MAX_PLAYERS];
UDWORD aDefaultRepair[MAX_PLAYERS];
//set the iconID based on the name read in in the stats
static UWORD setIconID(char *pIconName, char *pName);
static COMPONENT_STATS * getComponentDetails(char *pName, char *pCompName);
static void replaceComponent(COMPONENT_STATS *pNewComponent, COMPONENT_STATS *pOldComponent,
UBYTE player);
static BOOL checkResearchName(RESEARCH *psRes, UDWORD numStats);
static const char *getResearchName(RESEARCH *pResearch)
{
return(getName(pResearch->pName));
}
//flag that indicates whether the player can self repair
static UBYTE bSelfRepair[MAX_PLAYERS];
static void replaceDroidComponent(DROID *pList, UDWORD oldType, UDWORD oldCompInc,
UDWORD newCompInc);
static void replaceStructureComponent(STRUCTURE *pList, UDWORD oldType, UDWORD oldCompInc,
UDWORD newCompInc, UBYTE player);
static void switchComponent(DROID *psDroid,UDWORD oldType, UDWORD oldCompInc,
UDWORD newCompInc);
static void replaceTransDroidComponents(DROID *psTransporter, UDWORD oldType,
UDWORD oldCompInc, UDWORD newCompInc);
BOOL researchInitVars(void)
{
int i;
psCBLastResearch = NULL;
psCBLastResStructure = NULL;
CBResFacilityOwner = -1;
asResearch = NULL;
// research is a pre-defined size now
asResearch = (RESEARCH *)malloc(sizeof(RESEARCH)* MAX_RESEARCH);
if (asResearch == NULL)
{
debug( LOG_FATAL, "Research Stats - Out of memory" );
abort();
return false;
}
memset(asResearch, 0, (MAX_RESEARCH * sizeof(RESEARCH)));
// create the PLAYER_RESEARCH arrays
for (i=0; i < MAX_PLAYERS; i++)
{
asPlayerResList[i] = (PLAYER_RESEARCH*)malloc(MAX_RESEARCH *
sizeof(PLAYER_RESEARCH));
if (asPlayerResList[i] == NULL)
{
debug( LOG_FATAL, "Out of memory assigning Player_Research" );
abort();
return false;
}
memset(asPlayerResList[i], 0, (MAX_RESEARCH * sizeof(PLAYER_RESEARCH)));
}
numResearch = 0;
// and deal with all the other arrays for research
pResearchPR = (UWORD *) malloc(sizeof(UWORD) * MAX_RESEARCH_PR);
if (pResearchPR == NULL)
{
debug( LOG_FATAL, "Research Stats - Out of memory" );
abort();
return false;
}
memset(pResearchPR, 0, (MAX_RESEARCH_PR * sizeof(UWORD)));
pResearchStructPR = (UWORD *) malloc(sizeof(UWORD) * MAX_RESEARCH_STRUCT_PR);
if (pResearchStructPR == NULL)
{
debug( LOG_FATAL, "Research Stats - Out of memory" );
abort();
return false;
}
memset(pResearchStructPR, 0, (MAX_RESEARCH_STRUCT_PR * sizeof(UWORD)));
pResearchFunc = (FUNCTION **) malloc(sizeof(FUNCTION *) * MAX_RESEARCH_FUNC);
if (pResearchFunc == NULL)
{
debug( LOG_FATAL, "Research Stats - Out of memory" );
abort();
return false;
}
memset(pResearchFunc, 0, (MAX_RESEARCH_FUNC * sizeof(FUNCTION *)));
pResearchStructRed = (UWORD *) malloc(sizeof(UWORD) * MAX_RESEARCH_STRUCT_RED);
if (pResearchStructRed == NULL)
{
debug( LOG_FATAL, "Research Stats - Out of memory" );
abort();
return false;
}
memset(pResearchStructRed, 0, (MAX_RESEARCH_STRUCT_RED * sizeof(UWORD)));
pResearchArteRed = (COMPONENT_STATS **) malloc(sizeof(COMPONENT_STATS *) * MAX_RESEARCH_ARTE_RED);
if (pResearchArteRed == NULL)
{
debug( LOG_FATAL, "Research Stats - Out of memory" );
abort();
return false;
}
memset(pResearchArteRed, 0, (MAX_RESEARCH_ARTE_RED * sizeof(COMPONENT_STATS *)));
pResearchStructRes = (UWORD *) malloc(sizeof(UWORD) * MAX_RESEARCH_STRUCT_RES);
if (pResearchStructRes == NULL)
{
debug( LOG_FATAL, "Research Stats - Out of memory" );
abort();
return false;
}
memset(pResearchStructRes, 0, (MAX_RESEARCH_STRUCT_RES * sizeof(UWORD)));
pResearchArteRes = (COMPONENT_STATS **) malloc(sizeof(COMPONENT_STATS *) * MAX_RESEARCH_ARTE_RES);
if (pResearchArteRes == NULL)
{
debug( LOG_FATAL, "Research Stats - Out of memory" );
abort();
return false;
}
memset(pResearchArteRes, 0, (MAX_RESEARCH_ARTE_RES * sizeof(COMPONENT_STATS *)));
pResearchArteRep = (COMPONENT_STATS **) malloc(sizeof(COMPONENT_STATS *) * MAX_RESEARCH_ARTE_RES);
if (pResearchArteRep == NULL)
{
debug( LOG_FATAL, "Research Stats - Out of memory" );
abort();
return false;
}
memset(pResearchArteRep, 0, (MAX_RESEARCH_ARTE_RES * sizeof(COMPONENT_STATS *)));
for(i=0; i<MAX_PLAYERS; i++)
{
bSelfRepair[i] = false;
}
return true;
}
/*Load the research stats from the file exported from Access*/
BOOL loadResearch(const char *pResearchData, UDWORD bufferSize)
{
unsigned int researchCount = numCR(pResearchData, bufferSize);
RESEARCH *pResearch;
COMPONENT_STATS *psComp;
SDWORD structID;
UDWORD i, keyTopic, techCode, resPoints;
char ResearchName[MAX_STR_LENGTH];
char msgName[MAX_STR_LENGTH], iconID[MAX_STR_LENGTH];
char imdName[MAX_STR_LENGTH], imdName2[MAX_STR_LENGTH];
char structName[MAX_STR_LENGTH], compName[MAX_STR_LENGTH],
compType[MAX_STR_LENGTH];
// Skip descriptive header
if (strncmp(pResearchData,"Research ",9)==0)
{
pResearchData = strchr(pResearchData,'\n') + 1;
researchCount--;
}
numResearch = researchCount;
ASSERT(numResearch <= MAX_RESEARCH, "Too many ResearchStats! - max allowed %d", MAX_RESEARCH);
//init all the counts
numResearchPR = numResearchFunc = numResearchArteRed = numResearchArteRes = numResearchArteRep = 0;
numResearchStructPR = numResearchStructRed = numResearchStructRes = 0;
//get the start of the research storage
pResearch = asResearch;
for (i = 0; i < researchCount; i++)
{
memset(pResearch, 0, sizeof(RESEARCH));
//read the data into the storage - the data is delimeted using comma's
ResearchName[0] = '\0';
sscanf(pResearchData,"%[^','],", ResearchName);
//allocate storage for the name
pResearch->pName = allocateName(ResearchName);
ASSERT_OR_RETURN(false, pResearch->pName != NULL, "Failed allocating research name");
//check the name hasn't been used already
ASSERT_OR_RETURN(false, checkResearchName(pResearch, i), "Research name %s used already", pResearch->pName);
pResearchData += (strlen(ResearchName)+1);
pResearch->ref = REF_RESEARCH_START + i;
//determine the tech level (unused, so we don't use the resulting string)
ResearchName[0] = '\0';
sscanf(pResearchData,"%[^','],", ResearchName);
pResearchData += (strlen(ResearchName)+1);
ResearchName[0] = '\0';
sscanf(pResearchData,"%[^','],", ResearchName);
if (strcmp(ResearchName, "0"))
{
pResearch->subGroup = setIconID(ResearchName, pResearch->pName);
}
else
{
pResearch->subGroup = NO_RESEARCH_ICON;
}
pResearchData += (strlen(ResearchName)+1);
iconID[0] = '\0';
imdName[0] = '\0';
imdName2[0] = '\0';
msgName[0] = '\0';
structName[0] = '\0';
compName[0] = '\0';
compType[0] = '\0';
{
UDWORD numPRRequired;
UDWORD numFunctions;
UDWORD numStructures;
UDWORD numRedStructs;
UDWORD numStructResults;
UDWORD numRedArtefacts;
UDWORD numArteResults;
sscanf(pResearchData,"%d,%[^','],%[^','],%[^','],%[^','],%[^','], \
%[^','],%[^','],%d,%d,%d,%d,%d,%d,%d,%d,%d",
&techCode, iconID, imdName, imdName2, msgName,
structName, compName, compType,
&resPoints, &keyTopic, &numPRRequired,
&numFunctions, &numStructures,
&numRedStructs, &numStructResults,
&numRedArtefacts, &numArteResults);
pResearch->numPRRequired = (UBYTE)numPRRequired;
pResearch->numFunctions = (UBYTE)numFunctions;
pResearch->numStructures = (UBYTE)numStructures;
pResearch->numRedStructs = (UBYTE)numRedStructs;
pResearch->numStructResults = (UBYTE)numStructResults;
pResearch->numRedArtefacts = (UBYTE)numRedArtefacts;
pResearch->numArteResults = (UBYTE)numArteResults;
}
//set keytopic flag
if (keyTopic)
{
pResearch->keyTopic = true;
}
else
{
pResearch->keyTopic = false;
}
//check the tech code is valid
ASSERT_OR_RETURN(false, techCode <= 1, "Invalid tech code for research topic - %s ", getResearchName(pResearch));
if (techCode == 0)
{
pResearch->techCode = TC_MAJOR;
}
else
{
pResearch->techCode = TC_MINOR;
}
//set the iconID
if (strcmp(iconID, "0"))
{
pResearch->iconID = setIconID(iconID, pResearch->pName);
}
else
{
pResearch->iconID = NO_RESEARCH_ICON;
}
//get the IMDs used in the interface
if (strcmp(structName, "0"))
{
//find the structure stat
structID = getStructStatFromName(structName);
ASSERT_OR_RETURN(false, structID >= 0, "Cannot find the structure Stat for Research %s", getResearchName(pResearch));
pResearch->psStat = (BASE_STATS *)(asStructureStats + structID);
}
else if (strcmp(compName, "0"))
{
//find the component stat
psComp = getComponentDetails(compType, compName);
ASSERT_OR_RETURN(false, psComp != NULL, "Cannot find the component Stat for Research %s", getResearchName(pResearch));
pResearch->psStat = (BASE_STATS *)psComp;
}
else
{
pResearch->psStat = NULL;
}
if (strcmp(imdName, "0"))
{
pResearch->pIMD = (iIMDShape *) resGetData("IMD", imdName);
ASSERT_OR_RETURN(false, pResearch->pIMD != NULL, "Cannot find the research PIE for record %s", getResearchName(pResearch));
}
else
{
pResearch->pIMD = NULL;
}
if (strcmp(imdName2, "0"))
{
pResearch->pIMD2 = (iIMDShape *) resGetData("IMD", imdName2);
ASSERT_OR_RETURN(false, pResearch->pIMD2 != NULL, "Cannot find the 2nd research PIE for record %s", getResearchName(pResearch));
}
else
{
pResearch->pIMD2 = NULL;
}
//get the message viewdata - if any
if (strcmp(msgName, "0"))
{
//check its a major tech code
ASSERT(pResearch->techCode == TC_MAJOR, "This research should not have a message associated with it, %s the message will be ignored!", getResearchName(pResearch));
if (pResearch->techCode == TC_MAJOR)
{
pResearch->pViewData = getViewData(msgName);
}
}
//redundancies - artefacts
if (pResearch->numRedArtefacts > 0)
{
ASSERT_OR_RETURN(false, numResearchArteRed < MAX_RESEARCH_ARTE_RED, "Too many research redundancies (%d)", (int)numResearchArteRed);
//don't MALLOC - get them from the pre-defined arrays
pResearch->pRedArtefacts = pResearchArteRed + numResearchArteRed;
//keep track on how many are being allocated
numResearchArteRed = (UBYTE)(numResearchArteRed + pResearch->numRedArtefacts);
}
//results
if (pResearch->numArteResults > 0)
{
ASSERT_OR_RETURN(false, numResearchArteRed < MAX_RESEARCH_ARTE_RES, "Too many research artefacts (%d)", (int)numResearchArteRed);
//don't MALLOC - get them from the pre-defined arrays
pResearch->pArtefactResults = pResearchArteRes + numResearchArteRes;
//keep track on how many are being allocated
numResearchArteRes = (UBYTE)(numResearchArteRes + pResearch->numArteResults);
}
//replacements
if (pResearch->numArteResults > 0)
{
ASSERT_OR_RETURN(false, numResearchArteRep < MAX_RESEARCH_ARTE_RES, "Too many research artefact replacements (%d)", (int)numResearchArteRep);
//don't MALLOC - get them from the pre-defined arrays
pResearch->pReplacedArtefacts = pResearchArteRep + numResearchArteRep;
//keep track on how many are being allocated
numResearchArteRep = (UBYTE)(numResearchArteRep + pResearch->numArteResults);
}
//allocate storage for the functions
if (pResearch->numFunctions > 0)
{
ASSERT_OR_RETURN(false, numResearchFunc < MAX_RESEARCH_FUNC, "Too many research functions (%d)", (int)numResearchFunc);
//don't MALLOC - get them from the pre-defined arrays
pResearch->pFunctionList = pResearchFunc + numResearchFunc;
//keep track on how many are being allocated
numResearchFunc = (numResearchFunc + pResearch->numFunctions);
}
//allocate storage for the pre-requisities
if (pResearch->numPRRequired > 0)
{
ASSERT_OR_RETURN(false, numResearchPR < MAX_RESEARCH_PR, "Too many research pre-requisites (%d)", (int)numResearchPR);
//don't MALLOC - get them from the pre-defined arrays
pResearch->pPRList = pResearchPR + numResearchPR;
//keep track on how many are being allocated
numResearchPR = (UWORD)(numResearchPR + pResearch->numPRRequired);
}
//allocate storage for the structures
//requirements
if (pResearch->numStructures > 0)
{
ASSERT_OR_RETURN(false, numResearchStructPR < MAX_RESEARCH_STRUCT_PR, "Too many research structure requirements (%d)", (int)numResearchStructPR);
//don't MALLOC - get them from the pre-defined arrays
pResearch->pStructList = pResearchStructPR + numResearchStructPR;
//keep track on how many are being allocated
numResearchStructPR = (UBYTE)(numResearchStructPR + pResearch->numStructures);
}
// Redundancies
if (pResearch->numRedStructs > 0)
{
ASSERT_OR_RETURN(false, numResearchStructRed < MAX_RESEARCH_STRUCT_RED, "Too many research structure redundancies (%d)", (int)numResearchStructRed);
//don't MALLOC - get them from the pre-defined arrays
pResearch->pRedStructs = pResearchStructRed + numResearchStructRed;
//keep track on how many are being allocated
numResearchStructRed = (UBYTE)(numResearchStructRed + pResearch->numRedStructs);
}
//results
if (pResearch->numStructResults > 0)
{
ASSERT_OR_RETURN(false, numResearchStructRes < MAX_RESEARCH_STRUCT_RES, "Too many research structure results (%d)", numResearchStructRes);
//don't MALLOC - get them from the pre-defined arrays
pResearch->pStructureResults = pResearchStructRes + numResearchStructRes;
//keep track on how many are being allocated
numResearchStructRes = (UBYTE)(numResearchStructRes + pResearch->numStructResults);
}
//set the researchPoints
ASSERT_OR_RETURN(false, resPoints <= UWORD_MAX, "Research Points too high for research topic - %s ", getResearchName(pResearch));
pResearch->researchPoints = (UWORD)resPoints;
//set the research power
pResearch->researchPower = pResearch->researchPoints / RESEARCH_FACTOR;
if (pResearch->researchPower > RESEARCH_MAX_POWER)
{
pResearch->researchPower = RESEARCH_MAX_POWER;
}
//increment the pointer to the start of the next record
pResearchData = strchr(pResearchData,'\n') + 1;
//increment the list to the start of the next storage block
pResearch++;
}
return true;
}
//Load the pre-requisites for a research list
BOOL loadResearchPR(const char *pPRData, UDWORD bufferSize)
{
const unsigned int NumToAlloc = numCR(pPRData, bufferSize);
unsigned int i = 0;
char ResearchName[MAX_STR_LENGTH], PRName[MAX_STR_LENGTH];
UWORD incR, incPR;
RESEARCH *pResearch = asResearch, *pPRResearch = asResearch;
BOOL recFound;
// Check not going to go over max
ASSERT( NumToAlloc <= MAX_RESEARCH_PR, "loadResearchPR: too many!" );
numResearchPR = 0;
for (i = 0; i < NumToAlloc; i++)
{
recFound = false;
//read the data into the storage - the data is delimited using commas
ResearchName[0] = '\0';
PRName[0] = '\0';
sscanf(pPRData,"%[^','],%[^','],%*d", ResearchName, PRName);
//loop through each Research to compare the name
for (incR=0; incR < numResearch; incR++)
{
if (!(strcmp(ResearchName, pResearch[incR].pName)))
{
//Research found
for (incPR=0; incPR < numResearch; incPR++)
{
if (!(strcmp(PRName, pPRResearch[incPR].pName)))
{
//check not allocating more than allowed
if ((pResearch[incR].storeCount + 1) >
(SDWORD)pResearch[incR].numPRRequired)
{
debug( LOG_ERROR, "Trying to allocate more pre-requisites than allowed for research %s", ResearchName );
abort();
return false;
}
//PRresearch found alloc this to the current Research
pResearch[incR].pPRList[pResearch[incR].
storeCount] = incPR;
//keep tab on how many we have loaded in
numResearchPR++;
pResearch[incR].storeCount++;
recFound = true;
break;
}
}
//if pre-requisite not found - error
if (!recFound)
{
debug( LOG_ERROR, "Unable to find Pre-requisite %s for research %s", PRName, ResearchName );
abort();
return false;
}
else
{
break;
}
}
}
//if Research not found - error
if (!recFound)
{
debug( LOG_ERROR, "Unable to find Research %s", ResearchName );
abort();
return false;
}
//quick check that haven't reached maxPR
if (numResearchPR >= MAX_RESEARCH_PR)
{
//don't load any more since will write over memory!
break;
}
//increment the pointer to the start of the next record
pPRData = strchr(pPRData,'\n') + 1;
}
return true;
}
//Load the artefacts for a research list
BOOL loadResearchArtefacts(const char *pArteData, UDWORD bufferSize, UDWORD listNumber)
{
const unsigned int NumToAlloc = numCR(pArteData, bufferSize);
unsigned int i = 0;
char ResearchName[MAX_STR_LENGTH], ArteName[MAX_STR_LENGTH],
TypeName[MAX_STR_LENGTH];
RESEARCH *pResearch = asResearch;
COMPONENT_STATS *pArtefact;
UDWORD newType;
UBYTE maxArtefacts;
//initialise the storage flags
for (i = 0; i < numResearch; i++)
{
pResearch[i].storeCount = 0;
}
pResearch = asResearch;
// Check not going to go over max
switch (listNumber)
{
case RED_LIST:
ASSERT( NumToAlloc <= MAX_RESEARCH_ARTE_RED,
"loadResearchArtefacts: too many Redundant Components" );
numResearchArteRed = 0;
break;
case RES_LIST:
ASSERT( NumToAlloc <= MAX_RESEARCH_ARTE_RES,
"loadResearchArtefacts: too many Component Results" );
numResearchArteRes = 0;
numResearchArteRep = 0;
break;
}
for (i = 0; i < NumToAlloc; i++)
{
//read the data into the storage - the data is delimited using commas
ResearchName[0] = '\0';
ArteName[0] = '\0';
TypeName[0] = '\0';
sscanf(pArteData,"%[^','],%[^','],%[^',']", ResearchName, ArteName, TypeName);
//increment the data pointer
pArteData += (strlen(ResearchName)+1+strlen(ArteName)+1+strlen(TypeName)+1);
pArtefact = getComponentDetails(TypeName, ArteName);
if (pArtefact == NULL)
{
return false;
}
//get the type for comparison later
newType = statType(pArtefact->ref);
pResearch = getResearch(ResearchName, false);
if (pResearch == NULL)
{
return false;
}
//ArtefactResearch found - alloc the artefact to the current Research topic
switch (listNumber)
{
case RED_LIST:
pResearch->pRedArtefacts[pResearch->storeCount] = pArtefact;
//keep tab on how many we have loaded in
numResearchArteRed++;
maxArtefacts = pResearch->numRedArtefacts;
break;
case RES_LIST:
pResearch->pArtefactResults[pResearch->storeCount] = pArtefact ;
//keep tab on how many we have loaded in
numResearchArteRes++;
maxArtefacts = pResearch->numArteResults;
break;
default:
debug( LOG_ERROR, "Unknown research list" );
abort();
return false;
}
//deal with extra data
switch (listNumber)
{
case RED_LIST:
//ignore the last character
sscanf(pArteData,",%*d");
break;
case RES_LIST:
ArteName[0] = '\0';
TypeName[0] = '\0';
sscanf(pArteData, "%[^','],%[^','],%*d", ArteName, TypeName);
if (!strcmp(ArteName, "0"))
{
pResearch->pReplacedArtefacts[pResearch->storeCount] = NULL;
}
else
{
pArtefact = getComponentDetails(TypeName, ArteName);
if (pArtefact == NULL)
{
return false;
}
//check the old and new types are the same
if (statType(pArtefact->ref) != newType)
{
debug( LOG_ERROR, "You are trying to replace one type of component with a different type for research %s in ResultComponents.txt", ResearchName );
abort();
return false;
}
//ArtefactResearch found - alloc the artefact to the current Research topic
pResearch->pReplacedArtefacts[pResearch->storeCount] = pArtefact;
numResearchArteRep++;
}
break;
default:
debug( LOG_ERROR, "Unknown research list" );
abort();
return false;
}
//check not allocating more than allowed
if (pResearch->storeCount > maxArtefacts)
{
debug( LOG_ERROR, "Trying to allocate more artefacts than allowed for research %s", getResearchName(pResearch) );
abort();
return false;
}
pResearch->storeCount++;
//quick check that haven't reached maxArtes
if (numResearchArteRed >= MAX_RESEARCH_ARTE_RED || numResearchArteRes >=
MAX_RESEARCH_ARTE_RES || numResearchArteRep > MAX_RESEARCH_ARTE_RES)
{
//don't load any more since will write over memory!
break;
}
//increment the pointer to the start of the next record
pArteData = strchr(pArteData,'\n') + 1;
}
return true;
}
//Load the Structures for a research list
BOOL loadResearchStructures(const char *pStructData, UDWORD bufferSize,UDWORD listNumber)
{
const unsigned int NumToAlloc = numCR(pStructData, bufferSize);
unsigned int i = 0;
char ResearchName[MAX_STR_LENGTH], StructureName[MAX_STR_LENGTH];
UWORD incR, incS;
RESEARCH *pResearch = asResearch;
STRUCTURE_STATS *pStructure = asStructureStats;
BOOL recFound;
UDWORD numToFind;
//initialise the storage flags
for (i = 0; i < numResearch; i++)
{
pResearch[i].storeCount = 0;
}
pResearch = asResearch;
switch (listNumber)
{
case REQ_LIST:
//check not going to go over max
ASSERT( NumToAlloc <= MAX_RESEARCH_STRUCT_PR, "loadResearchStructures: too many Struct PRs" );
numResearchStructPR = 0;
break;
case RED_LIST:
//check not going to go over max
ASSERT( NumToAlloc <= MAX_RESEARCH_STRUCT_RED, "loadResearchStructures: too many redundant structure" );
numResearchStructRed = 0;
break;
case RES_LIST:
//check not going to go over max
ASSERT( NumToAlloc <= MAX_RESEARCH_STRUCT_RES, "loadResearchStructures: too many structure results" );
numResearchStructRes = 0;
break;
}
for (i = 0; i < NumToAlloc; i++)
{
recFound = false;
numToFind = 0;
//read the data into the storage - the data is delimited using comma's
ResearchName[0] = '\0';
StructureName[0] = '\0';
sscanf(pStructData,"%[^','],%[^','],%*d,%*d", ResearchName, StructureName);
//loop through each Research to compare the name
for (incR = 0; incR < numResearch; incR++)
{
if (!(strcmp(ResearchName, pResearch[incR].pName)))
{
//Research found
for (incS = 0; incS < numStructureStats; incS++)
{
if (!(strcmp(StructureName, pStructure[incS].pName)))
{
//Structure found - alloc this to the current Research
switch (listNumber)
{
case REQ_LIST:
pResearch[incR].pStructList[pResearch[incR].
storeCount] = incS;
//keep tab on how many we have loaded in
numResearchStructPR++;
numToFind = pResearch[incR].numStructures;
break;
case RED_LIST:
pResearch[incR].pRedStructs[pResearch[incR].
storeCount] = incS;
//keep tab on how many we have loaded in
numResearchStructRed++;
numToFind = pResearch[incR].numRedStructs;
break;
case RES_LIST:
pResearch[incR].pStructureResults[pResearch[incR].
storeCount] = incS;
//keep tab on how many we have loaded in
numResearchStructRes++;
numToFind = pResearch[incR].numStructResults;
break;
default:
/* NO DEFAULT CASE? Alex.... Here ya go - just for you...*/
debug( LOG_FATAL, "Unknown research list" );
abort();
return false;
}
recFound = true;
//check not allocating more than allowed
if (pResearch[incR].storeCount >
(SDWORD)numToFind)
{
debug( LOG_FATAL, "Trying to allocate more Structures than allowed for research %s", getResearchName(pResearch) );
abort();
return false;
}
pResearch[incR].storeCount++;
break;
}
}
//if Structure not found - error
if (!recFound)
{
debug( LOG_ERROR, "Unable to find Structure %s for research %s", StructureName, ResearchName );
abort();
return false;
}
else
{
break;
}
}
}
//if Research not found - error
if (!recFound)
{
debug( LOG_ERROR, "Unable to allocate all Research Structures for %s", ResearchName );
abort();
return false;
}
//quick check that haven't reached max structs
if (numResearchStructPR >= MAX_RESEARCH_STRUCT_PR ||
numResearchStructRes >= MAX_RESEARCH_STRUCT_RES ||
numResearchStructRed >= MAX_RESEARCH_STRUCT_RED)
{
//don't load any more since will write over memory!
break;
}
//increment the pointer to the start of the next record
pStructData = strchr(pStructData,'\n') + 1;
}
return true;
}
//Load the pre-requisites for a research list
BOOL loadResearchFunctions(const char *pFunctionData, UDWORD bufferSize)
{
const unsigned int NumToAlloc = numCR(pFunctionData, bufferSize);
unsigned int i = 0;
char ResearchName[MAX_STR_LENGTH], FunctionName[MAX_STR_LENGTH];
UDWORD incR, incF;
RESEARCH *pResearch = asResearch;
FUNCTION **pFunction = asFunctions;
BOOL recFound;
//initialise the storage flags
for (incR = 0; incR < numResearch; incR++)
{
pResearch[incR].storeCount = 0;
}
pResearch = asResearch;
//check not going to go over max
ASSERT( NumToAlloc <= MAX_RESEARCH_FUNC, "loadResearchFunctions: too many" );
numResearchFunc = 0;
for (i=0; i < NumToAlloc; i++)
{
recFound = false;
//read the data into the storage - the data is delimited using comma's
ResearchName[0] = '\0';
FunctionName[0] = '\0';
sscanf(pFunctionData,"%[^','],%[^','],%*d", ResearchName, FunctionName);
//loop through each Research to compare the name
for (incR=0; incR < numResearch; incR++)
{
if (!(strcmp(ResearchName, pResearch[incR].pName)))
{
//Research found
for (incF=0; incF < numFunctions; incF++)
{
if (!(strcmp(FunctionName, (*pFunction[incF]).pName)))
{
//Function found alloc this to the current Research
pResearch[incR].pFunctionList[pResearch[incR].
storeCount] = pFunction[incF];
//keep tab on how many we have loaded in
numResearchFunc++;
recFound = true;
//check not allocating more than allowed
if (pResearch[incR].storeCount >
(SDWORD)pResearch[incR].numFunctions)
{
debug( LOG_FATAL, "Trying to allocate more Functions than allowed for research %s", ResearchName );
abort();
return false;
}
pResearch[incR].storeCount++;
break;
}
}
//if Function not found - error
if (!recFound)
{
debug( LOG_ERROR, "Unable to find Function %s for research %s", FunctionName, ResearchName );
abort();
return false;
}
else
{
break;
}
}
}
//if Research not found - error
if (!recFound)
{
debug( LOG_ERROR, "Unable to allocate all research Functions for %s", ResearchName );
abort();
return false;
}
//quick check that haven't reached maxPR
if (numResearchFunc >= MAX_RESEARCH_FUNC)
{
//don't load any more since will write over memory!
break;
}
//increment the pointer to the start of the next record
pFunctionData = strchr(pFunctionData,'\n') + 1;
}
return true;
}
/*
Function to check what can be researched for a particular player at any one
instant.
A topic can be researched if the playerRes 'possible' flag has been set (by script)
or if the research pre-req topics have been researched. A check is made for any
structures that are required to have been built for topics that do not have
the 'possible' flag set.
**NB** A topic with zero PR's can ONLY be researched once the 'possible' flag
has been set.
There can only be 'limit' number of entries
'topic' is the currently researched topic
*/
// NOTE by AJL may 99 - skirmish now has it's own version of this, skTopicAvail.
UWORD fillResearchList(UWORD *plist, UDWORD playerID, UWORD topic, UWORD limit)
{
UWORD inc, count=0;
UDWORD incPR, incS;
PLAYER_RESEARCH *pPlayerRes = asPlayerResList[playerID];
BOOL bPRFound, bStructFound;
ASSERT( numResearch < UWORD_MAX,
"fillResearchList: only using a UWORD for storage - need more!" );
for (inc=0; inc < numResearch; inc++)
{
//if the inc matches the 'topic' - automatically add to the list
if (inc == topic)
{
goto add_research;
}
//if its a cancelled topic - add to list
if (IsResearchCancelledPending(&pPlayerRes[inc]))
{
goto add_research;
}
//if the topic is possible and has not already been researched - add to list
if ((IsResearchPossible(&pPlayerRes[inc])))
{
if (!IsResearchCompleted(&pPlayerRes[inc]) && !IsResearchStartedPending(&pPlayerRes[inc]))
{
goto add_research;
}
}
//if single player mode and key topic, then ignore cos can't do it!
if (!bMultiPlayer)
{
if (asResearch[inc].keyTopic)
{
continue;
}
}
// make sure that the research is not completed or started by another researchfac
if (!IsResearchCompleted(&pPlayerRes[inc]) && !IsResearchStartedPending(&pPlayerRes[inc]))
{
// Research is not completed ... also it has not been started by another researchfac
//if there aren't any PR's - go to next topic
if (!asResearch[inc].numPRRequired)
{
continue;
}
//check for pre-requisites
bPRFound = true;
for (incPR = 0; incPR < asResearch[inc].numPRRequired; incPR++)
{
if (IsResearchCompleted(&(pPlayerRes[asResearch[inc].pPRList[incPR]]))==0)
{
//if haven't pre-requisite - quit checking rest
bPRFound = false;
break;
}
}
if (!bPRFound)
{
//if haven't pre-requisites, skip the rest of the checks
continue;
}
//check for structure effects
bStructFound = true;
for (incS = 0; incS < asResearch[inc].numStructures; incS++)
{
if (!checkSpecificStructExists(asResearch[inc].pStructList[incS],
playerID))
{
//if not built, quit checking
bStructFound = false;
break;
}
}
if (!bStructFound)
{
//if haven't all structs built, skip to next topic
continue;
}
add_research: //if passed all the tests - add it to the list
*plist++ = inc;
count++;
if (count == limit)
{
return count;
}
}
}
return count;
}
/* process the results of a completed research topic */
void researchResult(UDWORD researchIndex, UBYTE player, BOOL bDisplay, STRUCTURE *psResearchFacility, BOOL bTrigger)
{
RESEARCH *pResearch = asResearch + researchIndex;
UDWORD type, inc;//, upgrade;
STRUCTURE *psCurr;
DROID *psDroid;
FUNCTION *pFunction;
UDWORD compInc;
MESSAGE *pMessage;
PLAYER_RESEARCH *pPlayerRes = asPlayerResList[player];
//the message gets sent to console
char consoleMsg[MAX_RESEARCH_MSG_SIZE];
ASSERT( researchIndex < numResearch, "researchResult: invalid research index" );
sendResearchStatus(NULL, researchIndex, player, false);
// Confused whether we should wait for our message before doing anything, and confused what this function does...
MakeResearchCompleted(&pPlayerRes[researchIndex]);
//check for structures to be made available
for (inc = 0; inc < pResearch->numStructResults; inc++)
{
if (apStructTypeLists[player][pResearch->pStructureResults[inc]] != REDUNDANT)
{
apStructTypeLists[player][pResearch->pStructureResults[inc]] = AVAILABLE;
}
}
//check for structures to be made redundant
for (inc = 0; inc < pResearch->numRedStructs; inc++)
{
apStructTypeLists[player][pResearch->pRedStructs[inc]] = REDUNDANT;
}
//check for artefacts to be made available
for (inc = 0; inc < pResearch->numArteResults; inc++)
{
//determine the type of artefact
type = statType(pResearch->pArtefactResults[inc]->ref);
//set the component state to AVAILABLE
compInc = pResearch->pArtefactResults[inc]->ref - statRefStart(type);
if (apCompLists[player][type][compInc] != REDUNDANT)
{
apCompLists[player][type][compInc] = AVAILABLE;
}
//check for default sensor
if (type == COMP_SENSOR)
{
if ((asSensorStats + compInc)->location == LOC_DEFAULT)
{
aDefaultSensor[player] = compInc;
}
}
//check for default ECM
if (type == COMP_ECM)
{
if ((asECMStats + compInc)->location == LOC_DEFAULT)
{
aDefaultECM[player] = compInc;
}
}
//check for default Repair
if (type == COMP_REPAIRUNIT)
{
if ((asRepairStats + compInc)->location == LOC_DEFAULT)
{
aDefaultRepair[player] = compInc;
}
}
//check if this component replaces an 'older' component
if (pResearch->pReplacedArtefacts[inc] != NULL)
{
replaceComponent(pResearch->pArtefactResults[inc], pResearch->
pReplacedArtefacts[inc], player);
//set the 'old' component to unavailable
type = statType(pResearch->pReplacedArtefacts[inc]->ref);
//set the component state to REDUNDANT
compInc = pResearch->pReplacedArtefacts[inc]->ref - statRefStart(type);
apCompLists[player][type][compInc] = REDUNDANT;
}
//check if the component is a brain
if (type == COMP_BRAIN)
{
cmdDroidAvailable(asBrainStats + compInc, player);
}
//check if self repair has come on line
if (type == COMP_REPAIRUNIT)
{
if (asRepairStats[compInc].location == LOC_DEFAULT)
{
enableSelfRepair(player);
}
}
}
//check for artefacts to be made redundant
for (inc = 0; inc < pResearch->numRedArtefacts; inc++)
{
//determine the type of artefact
type = statType(pResearch->pRedArtefacts[inc]->ref);
//set the component state to REDUNDANT
apCompLists[player][type][pResearch->pRedArtefacts[inc]->ref -
statRefStart(type)] = REDUNDANT;
}
//check for technology effects
for (inc = 0; inc < pResearch->numFunctions; inc++)
{
pFunction = pResearch->pFunctionList[inc];
switch (pFunction->type)
{
case(PRODUCTION_UPGRADE_TYPE):
{
productionUpgrade(pFunction, player);
//search the list of players structures for a Factory
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
/*if (psCurr->pStructureType->type == REF_FACTORY ||
psCurr->pStructureType->type == REF_CYBORG_FACTORY ||
psCurr->pStructureType->type == REF_VTOL_FACTORY)
{
//upgrade the Output
productionUpgrade(pFunction, psCurr);
}*/
if ((psCurr->pStructureType->type == REF_FACTORY &&
((PRODUCTION_UPGRADE_FUNCTION *)pFunction)->factory) ||
(psCurr->pStructureType->type == REF_CYBORG_FACTORY &&
((PRODUCTION_UPGRADE_FUNCTION *)pFunction)->cyborgFactory) ||
(psCurr->pStructureType->type == REF_VTOL_FACTORY &&
((PRODUCTION_UPGRADE_FUNCTION *)pFunction)->vtolFactory))
{
//upgrade the Output for the structure
structureProductionUpgrade(psCurr);
}
//set the function upgrade flag for future factories being built
/*for (upgrade = 0; upgrade < numProductionUpgrades; upgrade++)
{
if (apProductionUpgrades[player][upgrade].functionInc == pFunction->
ref - REF_FUNCTION_START)
{
apProductionUpgrades[player][upgrade].available = true;
break;
}
}*/
}
//and the mission structures
for (psCurr = mission.apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
if ((psCurr->pStructureType->type == REF_FACTORY &&
((PRODUCTION_UPGRADE_FUNCTION *)pFunction)->factory) ||
(psCurr->pStructureType->type == REF_CYBORG_FACTORY &&
((PRODUCTION_UPGRADE_FUNCTION *)pFunction)->cyborgFactory) ||
(psCurr->pStructureType->type == REF_VTOL_FACTORY &&
((PRODUCTION_UPGRADE_FUNCTION *)pFunction)->vtolFactory))
{
//upgrade the Output for the structure
structureProductionUpgrade(psCurr);
}
}
// message/sound in here for production boost
break;
}
case(RESEARCH_UPGRADE_TYPE):
{
researchUpgrade(pFunction, player);
//search the list of players structures for a Research Facility
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_RESEARCH)
{
//upgrade the research points
//researchUpgrade(pFunction, psCurr);
structureResearchUpgrade(psCurr);
}
//set the function upgrade flag for future factories being built
/*for (upgrade = 0; upgrade < numResearchUpgrades; upgrade++)
{
if (apResearchUpgrades[player][upgrade].functionInc == pFunction->
ref - REF_FUNCTION_START)
{
apResearchUpgrades[player][upgrade].available = true;
break;
}
}*/
}
//and the mission structures
for (psCurr = mission.apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_RESEARCH)
{
//upgrade the research points
structureResearchUpgrade(psCurr);
}
}
// Stuff a message in here/sound whatever for research boost.
break;
}
case(POWER_UPGRADE_TYPE):
{
powerUpgrade(pFunction, player);
//search the list of players structures for a Power Gens
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_POWER_GEN)
{
//upgrade the power points
structurePowerUpgrade(psCurr);
}
}
//and the mission structure
for (psCurr = mission.apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_POWER_GEN)
{
//upgrade the power points
structurePowerUpgrade(psCurr);
}
}
break;
}
case(REARM_UPGRADE_TYPE):
{
reArmUpgrade(pFunction, player);
//search the list of players structures for a ReArm pad
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_REARM_PAD)
{
//upgrade the rearm points
structureReArmUpgrade(psCurr);
}
}
//and the mission structure
for (psCurr = mission.apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_REARM_PAD)
{
//upgrade the rearm points
structureReArmUpgrade(psCurr);
}
}
break;
}
case(REPAIR_UPGRADE_TYPE):
{
repairFacUpgrade(pFunction, player);
//search the list of players structures for a Power Gens
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_REPAIR_FACILITY)
{
//upgrade the repair points
structureRepairUpgrade(psCurr);
}
}
//and the mission structure
for (psCurr = mission.apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_REPAIR_FACILITY)
{
//upgrade the repair points
structureRepairUpgrade(psCurr);
}
}
break;
}
case(WEAPON_UPGRADE_TYPE):
{
//for the current player, upgrade the weapon stats
weaponUpgrade(pFunction, player);
// message/sound for weapon upgrade
break;
}
case(DROIDSENSOR_UPGRADE_TYPE):
{
//for the current player, upgrade the sensor stats
sensorUpgrade(pFunction, player);
//for each structure in the player's list, upgrade the sensor stat
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
structureSensorUpgrade(psCurr);
}
for (psCurr = mission.apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
structureSensorUpgrade(psCurr);
}
//for each droid in the player's list, upgrade the sensor stat
for (psDroid = apsDroidLists[player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
droidSensorUpgrade(psDroid);
if (psDroid->droidType == DROID_TRANSPORTER)
{
upgradeTransporterDroids(psDroid, droidSensorUpgrade);
}
}
for (psDroid = mission.apsDroidLists[player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
droidSensorUpgrade(psDroid);
if (psDroid->droidType == DROID_TRANSPORTER)
{
upgradeTransporterDroids(psDroid, droidSensorUpgrade);
}
}
for (psDroid = apsLimboDroids[player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
droidSensorUpgrade(psDroid);
if (psDroid->droidType == DROID_TRANSPORTER)
{
upgradeTransporterDroids(psDroid, droidSensorUpgrade);
}
}
// message/sound for sensor upgrade
break;
}
case(DROIDECM_UPGRADE_TYPE):
{
//for the current player, upgrade the ecm stats
ecmUpgrade(pFunction, player);
//for each structure in the player's list, upgrade the ecm stat
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
structureECMUpgrade(psCurr);
}
for (psCurr = mission.apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
structureECMUpgrade(psCurr);
}
//for each droid in the player's list, upgrade the ecm stat
for (psDroid = apsDroidLists[player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
droidECMUpgrade(psDroid);
if (psDroid->droidType == DROID_TRANSPORTER)
{
upgradeTransporterDroids(psDroid, droidECMUpgrade);
}
}
for (psDroid = mission.apsDroidLists[player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
droidECMUpgrade(psDroid);
if (psDroid->droidType == DROID_TRANSPORTER)
{
upgradeTransporterDroids(psDroid, droidECMUpgrade);
}
}
for (psDroid = apsLimboDroids[player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
droidECMUpgrade(psDroid);
if (psDroid->droidType == DROID_TRANSPORTER)
{
upgradeTransporterDroids(psDroid, droidECMUpgrade);
}
}
// message/sound for ecm upgrade
break;
}
case(DROIDREPAIR_UPGRADE_TYPE):
{
//for the current player, upgrade the repair stats
repairUpgrade(pFunction, player);
// message/sound for repair upgrade
break;
}
case(DROIDCONST_UPGRADE_TYPE):
{
//for the current player, upgrade the constructor stats
constructorUpgrade(pFunction, player);
// message/sound for constructor upgrade
break;
}
case(DROIDBODY_UPGRADE_TYPE):
{
//for each droid in the player's list, upgrade the body points
for (psDroid = apsDroidLists[player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
droidBodyUpgrade(pFunction, psDroid);
}
for (psDroid = mission.apsDroidLists[player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
droidBodyUpgrade(pFunction, psDroid);
if (psDroid->droidType == DROID_TRANSPORTER)
{
upgradeTransporterDroids(psDroid, droidSensorUpgrade);
}
}
for (psDroid = apsLimboDroids[player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
droidBodyUpgrade(pFunction, psDroid);
if (psDroid->droidType == DROID_TRANSPORTER)
{
upgradeTransporterDroids(psDroid, droidSensorUpgrade);
}
}
//DO THIS AFTER so above calculations can use the previous upgrade values
//for the current player, upgrade the body stats
bodyUpgrade(pFunction, player);
// message/sound for body upgrade
break;
}
case(STRUCTURE_UPGRADE_TYPE):
{
//for each structure in the player's list, upgrade the stats
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
//do this for none wallDefense structs
if (!wallDefenceStruct(psCurr->pStructureType))
{
structureBodyUpgrade(pFunction, psCurr);
structureArmourUpgrade(pFunction, psCurr);
structureResistanceUpgrade(pFunction, psCurr);
}
// Defense type can have resistance upgrade now - AB 19/02/99
if (psCurr->pStructureType->type == REF_DEFENSE)
{
structureResistanceUpgrade(pFunction, psCurr);
}
}
for (psCurr = mission.apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
//do this for none wallDefense structs
if (!wallDefenceStruct(psCurr->pStructureType))
{
structureBodyUpgrade(pFunction, psCurr);
structureArmourUpgrade(pFunction, psCurr);
structureResistanceUpgrade(pFunction, psCurr);
}
// Defense type can have resistance upgrade now - AB 19/02/99
if (psCurr->pStructureType->type == REF_DEFENSE)
{
structureResistanceUpgrade(pFunction, psCurr);
}
}
//DO THIS AFTER so above calculations can use the previous upgrade values
//for the current player, upgrade the structure stats
structureUpgrade(pFunction, player);
// message/sound for structure upgrade
break;
}
case(WALLDEFENCE_UPGRADE_TYPE):
{
//for each structure in the player's list, upgrade the stats
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
//do this for wallDefense structs
if (wallDefenceStruct(psCurr->pStructureType))
{
structureBodyUpgrade(pFunction, psCurr);
structureArmourUpgrade(pFunction, psCurr);
}
}
for (psCurr = mission.apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
//do this for wallDefense structs
if (wallDefenceStruct(psCurr->pStructureType))
{
structureBodyUpgrade(pFunction, psCurr);
structureArmourUpgrade(pFunction, psCurr);
}
}
//DO THIS AFTER so above calculations can use the previous upgrade values
//for the current player, upgrade the wall/defence structure stats
wallDefenceUpgrade(pFunction, player);
// message/sound for wall/defence structure upgrade
break;
}
/*case(ARMOUR_UPGRADE_TYPE):
{
//for each structure in the player's list, upgrade the armour type
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
armourUpgrade(pFunction, psCurr);
}
//set the function upgrade flag for future factories being built
for (upgrade = 0; upgrade < numArmourUpgrades; upgrade++)
{
if (apArmourUpgrades[player][upgrade].functionInc == pFunction->
ref - REF_FUNCTION_START)
{
apArmourUpgrades[player][upgrade].available = true;
break;
}
}
// message/sound in here for armour upgrade
break;
}*/
/*case(REPAIR_UPGRADE_TYPE):
{
//for each structure in the player's list, upgrade the armour type
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
repairUpgrade(pFunction, psCurr);
}
//set the function upgrade flag for future factories being built
for (upgrade = 0; upgrade < numRepairUpgrades; upgrade++)
{
if (apRepairUpgrades[player][upgrade].functionInc == pFunction->
ref - REF_FUNCTION_START)
{
apRepairUpgrades[player][upgrade].available = true;
break;
}
}
//message/sound in here for repair points upgraded
break;
}*/
/*case(BODY_UPGRADE_TYPE):
{
//for each structure in the player's list, upgrade the armour type
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
bodyUpgrade(pFunction, psCurr);
}
//set the function upgrade flag for future factories being built
for (upgrade = 0; upgrade < numBodyUpgrades; upgrade++)
{
if (apBodyUpgrades[player][upgrade].functionInc == pFunction->
ref - REF_FUNCTION_START)
{
apBodyUpgrades[player][upgrade].available = true;
break;
}
}
// message/sound in here for body points upgrade
break;
}*/
/*case(RESISTANCE_UPGRADE_TYPE):
{
//for each structure in the player's list, upgrade the armour type
for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr =
psCurr->psNext)
{
resistanceUpgrade(pFunction, psCurr);
}
//set the function upgrade flag for future factories being built
for (upgrade = 0; upgrade < numResistanceUpgrades; upgrade++)
{
if (apResistanceUpgrades[player][upgrade].functionInc == pFunction->
ref - REF_FUNCTION_START)
{
apResistanceUpgrades[player][upgrade].available = true;
break;
}
}
// message/sound for resistance upgrade
break;
}*/
default:
{
ASSERT( false,"Invalid function type" );
}
}//end of switch
}//end of function loop
//Add message to player's list if Major Topic
if ((pResearch->techCode == TC_MAJOR) && bDisplay)
{
//only play sound if major topic
if (player == selectedPlayer)
{
audio_QueueTrack(ID_SOUND_MAJOR_RESEARCH);
}
//check there is viewdata for the research topic - just don't add message if not!
if (pResearch->pViewData != NULL)
{
pMessage = addMessage(MSG_RESEARCH, false, player);
if (pMessage != NULL)
{
pMessage->pViewData = (MSG_VIEWDATA *)pResearch->pViewData;
}
}
}
else
{
if ((player == selectedPlayer) && bDisplay)
{
audio_QueueTrack(ID_SOUND_RESEARCH_COMPLETED);
}
}
if (player == selectedPlayer && bDisplay)
{
//add console text message
if (pResearch->pViewData != NULL)
{
snprintf(consoleMsg, MAX_RESEARCH_MSG_SIZE, _("Research completed: %s"), _(*pResearch->pViewData->ppTextMsg));
addConsoleMessage(consoleMsg, LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
else
{
addConsoleMessage(_("Research Completed"), LEFT_JUSTIFY, SYSTEM_MESSAGE);
}
}
if (psResearchFacility)
{
psResearchFacility->pFunctionality->researchFacility.psSubject = NULL; // Make sure topic is cleared
}
if ((bMultiPlayer || player == selectedPlayer) && bTrigger)
{
psCBLastResearch = pResearch;
CBResFacilityOwner = player;
psCBLastResStructure = psResearchFacility;
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_RESEARCHCOMPLETED);
psCBLastResStructure = NULL;
CBResFacilityOwner = -1;
psCBLastResearch = NULL;
}
#ifdef DEBUG
/*this just checks that there are not more than 32 weapons now available for
the design screen - it'll give us grief in the design screen (which we may HAVE TO fix)!*/
//only check if selectedPlayer has done the research
if (player == selectedPlayer)
{
UDWORD vtolCompInc;
compInc = vtolCompInc =0;
for (inc = 0; inc < numWeaponStats; inc++)
{
if (apCompLists[selectedPlayer][COMP_WEAPON][inc] == AVAILABLE &&
asWeaponStats[inc].designable)
{
if (asWeaponStats[inc].vtolAttackRuns)
{
vtolCompInc++;
}
else
{
compInc++;
}
if (compInc >= 32)
{
debug(LOG_ERROR, "researchResult - more than 32 weapons now available");
//don't bother checking any more
break;
}
if (vtolCompInc >= 32)
{
debug(LOG_ERROR, "researchResult - more than 32 vtol weapons now available");
//don't bother checking any more
break;
}
}
}
}
#endif
}
/*This function is called when the research files are reloaded*/
BOOL ResearchShutDown(void)
{
UBYTE i;
memset(asResearch, 0, (MAX_RESEARCH * sizeof(RESEARCH)));
for (i=0; i < MAX_PLAYERS; i++)
{
memset(asPlayerResList[i], 0, (MAX_RESEARCH * sizeof(PLAYER_RESEARCH)));
}
//and init all the other arrays used
memset(pResearchPR, 0, (MAX_RESEARCH_PR * sizeof(UWORD)));
//memset(pResearchPR, 0, (MAX_RESEARCH_PR * sizeof(UBYTE)));
memset(pResearchStructPR, 0, (MAX_RESEARCH_STRUCT_PR * sizeof(UWORD)));
memset(pResearchFunc, 0, (MAX_RESEARCH_FUNC * sizeof(FUNCTION *)));
memset(pResearchStructRed, 0, (MAX_RESEARCH_STRUCT_RED * sizeof(UWORD)));
memset(pResearchArteRed, 0, (MAX_RESEARCH_ARTE_RED * sizeof(COMPONENT_STATS *)));
memset(pResearchStructRes, 0, (MAX_RESEARCH_STRUCT_RES * sizeof(UWORD)));
memset(pResearchArteRes, 0, (MAX_RESEARCH_ARTE_RES * sizeof(COMPONENT_STATS *)));
memset(pResearchArteRep, 0, (MAX_RESEARCH_ARTE_RES * sizeof(COMPONENT_STATS *)));
return true;
}
/*This function is called when a game finishes*/
void ResearchRelease(void)
{
unsigned int i;
//free all the pre-defined arrays for research
free(asResearch);
asResearch = NULL;
for (i=0; i < MAX_PLAYERS; i++)
{
free(asPlayerResList[i]);
asPlayerResList[i] = NULL;
}
free(pResearchPR);
pResearchPR = NULL;
free(pResearchStructPR);
pResearchStructPR = NULL;
free(pResearchFunc);
pResearchFunc = NULL;
free(pResearchStructRed);
pResearchStructRed = NULL;
free(pResearchArteRed);
pResearchArteRed = NULL;
free(pResearchStructRes);
pResearchStructRes = NULL;
free(pResearchArteRes);
pResearchArteRes = NULL;
free(pResearchArteRep);
pResearchArteRep = NULL;
}
/*puts research facility on hold*/
void holdResearch(STRUCTURE *psBuilding, QUEUE_MODE mode)
{
RESEARCH_FACILITY *psResFac;
ASSERT( psBuilding->pStructureType->type == REF_RESEARCH,
"holdResearch: structure not a research facility" );
if (mode == ModeQueue)
{
sendStructureInfo(psBuilding, STRUCTUREINFO_HOLDRESEARCH, NULL);
return;
}
psResFac = (RESEARCH_FACILITY *)psBuilding->pFunctionality;
if (psResFac->psSubject)
{
//set the time the research facilty was put on hold
psResFac->timeStartHold = gameTime;
//play audio to indicate on hold
if (psBuilding->player == selectedPlayer)
{
audio_PlayTrack(ID_SOUND_WINDOWCLOSE);
}
}
}
/*release a research facility from hold*/
void releaseResearch(STRUCTURE *psBuilding, QUEUE_MODE mode)
{
RESEARCH_FACILITY *psResFac;
ASSERT( psBuilding->pStructureType->type == REF_RESEARCH,
"releaseResearch: structure not a research facility" );
if (mode == ModeQueue)
{
sendStructureInfo(psBuilding, STRUCTUREINFO_RELEASERESEARCH, NULL);
return;
}
psResFac = (RESEARCH_FACILITY *)psBuilding->pFunctionality;
if (psResFac->psSubject && psResFac->timeStartHold)
{
//adjust the start time for the current subject
if (psResFac->timeStarted != ACTION_START_TIME)
{
psResFac->timeStarted += (gameTime - psResFac->timeStartHold);
}
psResFac->timeStartHold = 0;
}
}
/*
Cancel All Research for player 0
*/
void CancelAllResearch(UDWORD pl)
{
STRUCTURE *psCurr;
for (psCurr=apsStructLists[pl]; psCurr != NULL; psCurr = psCurr->psNext)
{
if (psCurr->pStructureType->type == REF_RESEARCH)
{
if (
( ((RESEARCH_FACILITY *)psCurr->pFunctionality)!=NULL )
&& ( ((RESEARCH_FACILITY *)psCurr->pFunctionality)->psSubject !=NULL )
)
{
debug( LOG_NEVER, "canceling research for %p\n", psCurr );
cancelResearch(psCurr, ModeQueue);
}
}
}
}
/* sets the status of the topic to cancelled and stores the current research
points accquired */
void cancelResearch(STRUCTURE *psBuilding, QUEUE_MODE mode)
{
UDWORD topicInc;
PLAYER_RESEARCH *pPlayerRes;
RESEARCH_FACILITY *psResFac;
ASSERT( psBuilding->pStructureType->type == REF_RESEARCH,
"cancelResearch: structure not a research facility" );
psResFac = (RESEARCH_FACILITY *)psBuilding->pFunctionality;
if( !(RESEARCH *)psResFac->psSubject)
{
debug(LOG_SYNC, "Invalid research topic");
return;
}
topicInc = ((RESEARCH *)psResFac->psSubject) - asResearch;
if (topicInc > numResearch)
{
ASSERT( false, "cancelResearch: invalid research topic" );
return;
}
pPlayerRes = asPlayerResList[psBuilding->player] + topicInc;
if (psBuilding->pStructureType->type == REF_RESEARCH)
{
if (mode == ModeQueue)
{
// Tell others that we want to stop researching something.
sendResearchStatus(NULL, topicInc, psBuilding->player, false);
// Immediately tell the UI that we can research this now. (But don't change the game state.)
MakeResearchCancelledPending(pPlayerRes);
return; // Wait for our message before doing anything. (Whatever this function does...)
}
//check if waiting to accrue power
if (psResFac->timeStarted == ACTION_START_TIME)
{
//return the power
addPower(psBuilding->player, psResFac->powerAccrued);
psResFac->powerAccrued = 0;
// Reset this topic as not having been researched
ResetResearchStatus(pPlayerRes);
}
else
{
// only PC version saves these
/*store the points - need to keep this so can add points after the topic
has been cancelled and restarted*/
pPlayerRes->currentPoints += (psResFac->researchPoints * (gameTime -
psResFac->timeStarted)) / GAME_TICKS_PER_SEC;
// Set the researched flag
MakeResearchCancelled(pPlayerRes);
}
// Initialise the research facility's subject
psResFac->psSubject = NULL;
}
}
/* For a given view data get the research this is related to */
RESEARCH * getResearchForMsg(VIEWDATA *pViewData)
{
UDWORD inc;
RESEARCH *psResearch;
for (inc = 0; inc < numResearch; inc++)
{
psResearch = asResearch + inc;
//compare the pointer
if (psResearch->pViewData == pViewData)
{
return psResearch;
}
}
return NULL;
}
//set the iconID based on the name read in in the stats
static UWORD setIconID(char *pIconName, char *pName)
{
//compare the names with those created in 'Framer'
if (!strcmp(pIconName, "IMAGE_ROCKET"))
{
return IMAGE_ROCKET;
}
if (!strcmp(pIconName, "IMAGE_CANNON"))
{
return IMAGE_CANNON;
}
if (!strcmp(pIconName, "IMAGE_HOVERCRAFT"))
{
return IMAGE_HOVERCRAFT;
}
if (!strcmp(pIconName, "IMAGE_ECM"))
{
return IMAGE_ECM;
}
if (!strcmp(pIconName, "IMAGE_PLASCRETE"))
{
return IMAGE_PLASCRETE;
}
if (!strcmp(pIconName, "IMAGE_TRACKS"))
{
return IMAGE_TRACKS;
}
if (!strcmp(pIconName, "IMAGE_RES_DROIDTECH"))
{
return IMAGE_RES_DROIDTECH;
}
if (!strcmp(pIconName,"IMAGE_RES_WEAPONTECH"))
{
return IMAGE_RES_WEAPONTECH;
}
if (!strcmp(pIconName,"IMAGE_RES_COMPUTERTECH"))
{
return IMAGE_RES_COMPUTERTECH;
}
if (!strcmp(pIconName,"IMAGE_RES_POWERTECH"))
{
return IMAGE_RES_POWERTECH;
}
if (!strcmp(pIconName,"IMAGE_RES_SYSTEMTECH"))
{
return IMAGE_RES_SYSTEMTECH;
}
if (!strcmp(pIconName,"IMAGE_RES_STRUCTURETECH"))
{
return IMAGE_RES_STRUCTURETECH;
}
if (!strcmp(pIconName,"IMAGE_RES_CYBORGTECH"))
{
return IMAGE_RES_CYBORGTECH;
}
if (!strcmp(pIconName,"IMAGE_RES_DEFENCE"))
{
return IMAGE_RES_DEFENCE;
}
if (!strcmp(pIconName,"IMAGE_RES_QUESTIONMARK"))
{
return IMAGE_RES_QUESTIONMARK;
}
if (!strcmp(pIconName,"IMAGE_RES_GRPACC"))
{
return IMAGE_RES_GRPACC;
}
if (!strcmp(pIconName,"IMAGE_RES_GRPUPG"))
{
return IMAGE_RES_GRPUPG;
}
if (!strcmp(pIconName,"IMAGE_RES_GRPREP"))
{
return IMAGE_RES_GRPREP;
}
if (!strcmp(pIconName,"IMAGE_RES_GRPROF"))
{
return IMAGE_RES_GRPROF;
}
if (!strcmp(pIconName,"IMAGE_RES_GRPDAM"))
{
return IMAGE_RES_GRPDAM;
}
// Add more names as images are created
ASSERT( false, "Invalid icon graphic %s for topic %s", pIconName, pName );
return 0; // Should never get here.
}
SDWORD mapRIDToIcon( UDWORD rid )
{
switch(rid)
{
case RID_ROCKET:
return(IMAGE_ROCKET);
break;
case RID_CANNON:
return(IMAGE_CANNON);
break;
case RID_HOVERCRAFT:
return(IMAGE_HOVERCRAFT);
break;
case RID_ECM:
return(IMAGE_ECM);
break;
case RID_PLASCRETE:
return(IMAGE_PLASCRETE);
break;
case RID_TRACKS:
return(IMAGE_TRACKS);
break;
case RID_DROIDTECH:
return(IMAGE_RES_DROIDTECH);
break;
case RID_WEAPONTECH:
return(IMAGE_RES_WEAPONTECH);
break;
case RID_COMPUTERTECH:
return(IMAGE_RES_COMPUTERTECH);
break;
case RID_POWERTECH:
return(IMAGE_RES_POWERTECH);
break;
case RID_SYSTEMTECH:
return(IMAGE_RES_SYSTEMTECH);
break;
case RID_STRUCTURETECH:
return(IMAGE_RES_STRUCTURETECH);
break;
case RID_CYBORGTECH:
return(IMAGE_RES_CYBORGTECH);
break;
case RID_DEFENCE:
return(IMAGE_RES_DEFENCE);
break;
case RID_QUESTIONMARK:
return(IMAGE_RES_QUESTIONMARK);
break;
case RID_GRPACC:
return(IMAGE_RES_GRPACC);
break;
case RID_GRPUPG:
return(IMAGE_RES_GRPUPG);
break;
case RID_GRPREP:
return(IMAGE_RES_GRPREP);
break;
case RID_GRPROF:
return(IMAGE_RES_GRPROF);
break;
case RID_GRPDAM:
return(IMAGE_RES_GRPDAM);
break;
default:
ASSERT( false,"Weirdy mapping request for RID to icon" );
return(-1); //pass back a value that can never have been set up
break;
}
}
SDWORD mapIconToRID(UDWORD iconID)
{
switch(iconID)
{
case IMAGE_ROCKET:
return(RID_ROCKET);
break;
case IMAGE_CANNON:
return(RID_CANNON);
break;
case IMAGE_HOVERCRAFT:
return(RID_HOVERCRAFT);
break;
case IMAGE_ECM:
return(RID_ECM);
break;
case IMAGE_PLASCRETE:
return(RID_PLASCRETE);
break;
case IMAGE_TRACKS:
return(RID_TRACKS);
break;
case IMAGE_RES_DROIDTECH:
return(RID_DROIDTECH);
break;
case IMAGE_RES_WEAPONTECH:
return(RID_WEAPONTECH);
break;
case IMAGE_RES_COMPUTERTECH:
return(RID_COMPUTERTECH);
break;
case IMAGE_RES_POWERTECH:
return(RID_POWERTECH);
break;
case IMAGE_RES_SYSTEMTECH:
return(RID_SYSTEMTECH);
break;
case IMAGE_RES_STRUCTURETECH:
return(RID_STRUCTURETECH);
break;
case IMAGE_RES_CYBORGTECH:
return(RID_CYBORGTECH);
break;
case IMAGE_RES_DEFENCE:
return(RID_DEFENCE);
break;
case IMAGE_RES_QUESTIONMARK:
return(RID_QUESTIONMARK);
break;
case IMAGE_RES_GRPACC:
return(RID_GRPACC);
break;
case IMAGE_RES_GRPUPG:
return(RID_GRPUPG);
break;
case IMAGE_RES_GRPREP:
return(RID_GRPREP);
break;
case IMAGE_RES_GRPROF:
return(RID_GRPROF);
break;
case IMAGE_RES_GRPDAM:
return(RID_GRPDAM);
break;
default:
return(-1); //pass back a value that can never have been set up
break;
}
}
/* returns a pointer to a component based on the name - used to load in the research */
COMPONENT_STATS * getComponentDetails(char *pName, char *pCompName)
{
UDWORD stat, size, quantity, inc;
COMPONENT_STATS *pArtefact;
stat = componentType(pName);
//get the stat list
switch (stat)
{
case COMP_BODY:
{
pArtefact = (COMPONENT_STATS*)asBodyStats;
size = sizeof(BODY_STATS);
quantity = numBodyStats;
break;
}
case COMP_BRAIN:
{
pArtefact = (COMPONENT_STATS*)asBrainStats;
size = sizeof(BRAIN_STATS);
quantity = numBrainStats;
break;
}
case COMP_PROPULSION:
{
pArtefact = (COMPONENT_STATS*)asPropulsionStats;
size = sizeof(PROPULSION_STATS);
quantity = numPropulsionStats;
break;
}
case COMP_REPAIRUNIT:
{
pArtefact = (COMPONENT_STATS*)asRepairStats;
size = sizeof(REPAIR_STATS);
quantity = numRepairStats;
break;
}
case COMP_ECM:
{
pArtefact = (COMPONENT_STATS*)asECMStats;
size = sizeof(ECM_STATS);
quantity = numECMStats;
break;
}
case COMP_SENSOR:
{
pArtefact = (COMPONENT_STATS*)asSensorStats;
size = sizeof(SENSOR_STATS);
quantity = numSensorStats;
break;
}
case COMP_WEAPON:
{
pArtefact = (COMPONENT_STATS*)asWeaponStats;
size = sizeof(WEAPON_STATS);
quantity = numWeaponStats;
break;
}
case COMP_CONSTRUCT:
{
pArtefact = (COMPONENT_STATS*)asConstructStats;
size = sizeof(CONSTRUCT_STATS);
quantity = numConstructStats;
break;
}
default:
{
//COMP_UNKNOWN should be an error
debug( LOG_ERROR, "Unknown artefact type - %s", pName );
abort();
return false;
}
}
for (inc = 0; inc < quantity; inc++)
{
if (!strcmp(pArtefact->pName, pCompName))
{
return pArtefact;
}
pArtefact = (COMPONENT_STATS*)((char*)pArtefact + size);
}
debug( LOG_ERROR, "Cannot find component %s", pCompName );
abort();
return NULL;
}
//return a pointer to a research topic based on the name
RESEARCH * getResearch(const char *pName, BOOL resName)
{
unsigned int inc = 0;
for (inc = 0; inc < numResearch; inc++)
{
if (!strcasecmp(asResearch[inc].pName, pName))
{
return &asResearch[inc];
}
}
for (inc = 0; inc < numResearch; inc++) {
debug(LOG_ERROR, " Research %d: %s", inc, asResearch[inc].pName);
}
debug(LOG_ERROR, "Unknown research - %s", pName);
assert(false);
return NULL;
}
/* looks through the players lists of structures and droids to see if any are using
the old component - if any then replaces them with the new component */
static void replaceComponent(COMPONENT_STATS *pNewComponent, COMPONENT_STATS *pOldComponent,
UBYTE player)
{
DROID_TEMPLATE *psTemplates;
UDWORD inc, oldType, newType, oldCompInc, newCompInc;
//get the type and index of the old component
oldType = statType(pOldComponent->ref);
oldCompInc = pOldComponent->ref - statRefStart(oldType);
//get the type and index of the new component
newType = statType(pNewComponent->ref);
newCompInc = pNewComponent->ref - statRefStart(newType);
//check old and new type are the same
if (oldType != newType)
{
return;
}
replaceDroidComponent(apsDroidLists[player], oldType, oldCompInc, newCompInc);
replaceDroidComponent(mission.apsDroidLists[player], oldType, oldCompInc, newCompInc);
replaceDroidComponent(apsLimboDroids[player], oldType, oldCompInc, newCompInc);
//check thru the templates
for (psTemplates = apsDroidTemplates[player]; psTemplates != NULL;
psTemplates = psTemplates->psNext)
{
switch(oldType)
{
case COMP_BODY:
case COMP_BRAIN:
case COMP_PROPULSION:
case COMP_REPAIRUNIT:
case COMP_ECM:
case COMP_SENSOR:
case COMP_CONSTRUCT:
if (psTemplates->asParts[oldType] == (SDWORD)oldCompInc)
{
psTemplates->asParts[oldType] = newCompInc;
}
break;
case COMP_WEAPON:
for (inc=0; inc < psTemplates->numWeaps; inc++)
{
if (psTemplates->asWeaps[inc] == oldCompInc)
{
psTemplates->asWeaps[inc] = newCompInc;
}
}
break;
default:
//unknown comp type
debug( LOG_ERROR, "Unknown component type - invalid Template" );
abort();
return;
}
}
replaceStructureComponent(apsStructLists[player], oldType, oldCompInc, newCompInc, player);
replaceStructureComponent(mission.apsStructLists[player], oldType, oldCompInc, newCompInc, player);
}
/*Looks through all the currently allocated stats to check the name is not
a duplicate*/
static BOOL checkResearchName(RESEARCH *psResearch, UDWORD numStats)
{
UDWORD inc;
char *pName=psResearch->pName;
for (inc = 0; inc < numStats; inc++)
{
if (!strcmp(asResearch[inc].pName, pName))
{
//oops! found the name
ASSERT( false, "Research name has already been used - %s", pName );
return false;
}
}
return true;
}
/* 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 */
BOOL enableResearch(RESEARCH *psResearch, UDWORD player)
{
UDWORD inc;
PLAYER_RESEARCH *pPlayerRes = asPlayerResList[player];
STRUCTURE *psStruct;
BOOL resFree = false;
inc = psResearch - asResearch;
if (inc > numResearch)
{
ASSERT( false, "enableResearch: Invalid research topic - %s", getResearchName(psResearch) );
return false;
}
//found, so set the flag
MakeResearchPossible(&pPlayerRes[inc]);
if(player == selectedPlayer)
{
//set the research reticule button to flash if research facility is free
for (psStruct = apsStructLists[selectedPlayer]; psStruct != NULL; psStruct=psStruct->psNext)
{
if (psStruct->pStructureType->type == REF_RESEARCH &&
psStruct->status == SS_BUILT &&
((RESEARCH_FACILITY *)psStruct->pFunctionality)->psSubject == NULL)
{
resFree = true;
break;
}
}
if (resFree)
{
flashReticuleButton(IDRET_RESEARCH);
}
}
return true;
}
/*find the last research topic of importance that the losing player did and
'give' the results to the reward player*/
void researchReward(UBYTE losingPlayer, UBYTE rewardPlayer)
{
UDWORD topicIndex, researchPoints, rewardID;
STRUCTURE *psStruct;
RESEARCH_FACILITY *psFacility;
topicIndex = researchPoints = rewardID = 0;
//look through the losing players structures to find a research facility
for (psStruct = apsStructLists[losingPlayer]; psStruct != NULL; psStruct =
psStruct->psNext)
{
if (psStruct->pStructureType->type == REF_RESEARCH)
{
psFacility = (RESEARCH_FACILITY *)psStruct->pFunctionality;
if (psFacility->psBestTopic)
{
topicIndex = ((RESEARCH *)psFacility->psBestTopic)->ref -
REF_RESEARCH_START;
if (topicIndex)
{
//if it cost more - it is better (or should be)
if (researchPoints < asResearch[topicIndex].researchPoints)
{
//store the 'best' topic
researchPoints = asResearch[topicIndex].researchPoints;
rewardID = topicIndex;
}
}
}
}
}
//if a topic was found give the reward player the results of that research
if (rewardID)
{
researchResult(rewardID, rewardPlayer, true, NULL, true);
if (rewardPlayer == selectedPlayer)
{
//name the actual reward
CONPRINTF(ConsoleString,(ConsoleString,"%s :- %s",
_("Research Award"),
getName(asResearch[rewardID].pName)));
}
}
}
/*checks that the research has loaded up as expected - must be done after
all research parts have been loaded*/
BOOL checkResearchStats(void)
{
UDWORD resInc, inc;
for (resInc = 0; resInc < numResearch; resInc++)
{
if (asResearch[resInc].numPRRequired == 0)
{
if (asResearch[resInc].pPRList != NULL)
{
ASSERT( false,
"checkResearchStats: PreReq for topic %s should be NULL",
asResearch[resInc].pName );
return false;
}
}
else
{
for (inc = 0; inc < asResearch[resInc].numPRRequired; inc++)
{
if (asResearch[resInc].pPRList[inc] > numResearch)
{
ASSERT( false,
"checkResearchStats: Invalid PreReq for topic %s",
asResearch[resInc].pName );
return false;
}
}
}
if (asResearch[resInc].numStructures == 0)
{
if (asResearch[resInc].pStructList != NULL)
{
ASSERT( false,
"checkResearchStats: StructureList for topic %s should be NULL",
asResearch[resInc].pName );
return false;
}
}
else
{
for (inc = 0; inc < asResearch[resInc].numStructures; inc++)
{
if (asResearch[resInc].pStructList[inc] > numStructureStats)
{
ASSERT( false,
"checkResearchStats: Invalid Structure for topic %s",
asResearch[resInc].pName );
return false;
}
}
}
if (asResearch[resInc].numFunctions == 0)
{
if (asResearch[resInc].pFunctionList != NULL)
{
ASSERT( false,
"checkResearchStats: FunctionList for topic %s should be NULL",
asResearch[resInc].pName );
return false;
}
}
else
{
for (inc = 0; inc < asResearch[resInc].numFunctions; inc++)
{
if (asResearch[resInc].pFunctionList[inc]->ref -
REF_FUNCTION_START > numFunctions)
{
ASSERT( false, "checkResearchStats: Invalid function for %s",
asResearch[resInc].pName );
}
}
}
if (asResearch[resInc].numRedStructs == 0)
{
if (asResearch[resInc].pRedStructs != NULL)
{
ASSERT( false,
"checkResearchStats: Redundant StructList for topic %s should be NULL",
asResearch[resInc].pName );
return false;
}
}
else
{
for (inc = 0; inc < asResearch[resInc].numRedStructs; inc++)
{
if (asResearch[resInc].pRedStructs[inc] > numStructureStats)
{
ASSERT( false,
"checkResearchStats: Invalid Redundant Structure for topic %s",
asResearch[resInc].pName );
return false;
}
}
}
if (asResearch[resInc].numStructResults == 0)
{
if (asResearch[resInc].pStructureResults != NULL)
{
ASSERT( false,
"checkResearchStats: Result StructList for topic %s should be NULL",
asResearch[resInc].pName );
return false;
}
}
else
{
for (inc = 0; inc < asResearch[resInc].numStructResults; inc++)
{
if (asResearch[resInc].pStructureResults[inc] > numStructureStats)
{
ASSERT( false,
"checkResearchStats: Invalid Result Structure for topic %s",
asResearch[resInc].pName );
return false;
}
}
}
if (asResearch[resInc].numArteResults == 0)
{
if (asResearch[resInc].pArtefactResults != NULL)
{
ASSERT( false,
"checkResearchStats: CompResultList for topic %s should be NULL",
asResearch[resInc].pName );
return false;
}
}
else
{
for (inc = 0; inc < asResearch[resInc].numArteResults; inc++)
{
ASSERT( asResearch[resInc].pArtefactResults[inc] != NULL,
"checkResearchStats: Invalid Comp Result for topic %s",
asResearch[resInc].pName );
}
}
if (asResearch[resInc].numRedArtefacts == 0)
{
if (asResearch[resInc].pRedArtefacts != NULL)
{
ASSERT( false,
"checkResearchStats: RedundantCompList for topic %s should be NULL",
asResearch[resInc].pName );
return false;
}
}
else
{
for (inc = 0; inc < asResearch[resInc].numRedArtefacts; inc++)
{
ASSERT( asResearch[resInc].pRedArtefacts[inc] != NULL,
"checkResearchStats: Invalid Redundant Comp for topic %s",
asResearch[resInc].pName );
}
}
}
return true;
}
/*flag self repair so droids can start when idle*/
void enableSelfRepair(UBYTE player)
{
bSelfRepair[player] = true;
}
/*check to see if any research has been completed that enables self repair*/
BOOL selfRepairEnabled(UBYTE player)
{
if (bSelfRepair[player])
{
return true;
}
else
{
return false;
}
}
/*checks the stat to see if its of type wall or defence*/
BOOL wallDefenceStruct(STRUCTURE_STATS *psStats)
{
if (psStats->type == REF_DEFENSE || psStats->type == REF_WALL || psStats->type == REF_GATE
|| psStats->type == REF_WALLCORNER || psStats->type == REF_BLASTDOOR)
{
return true;
}
else
{
return false;
}
}
/*for a given list of droids, replace the old component if exists*/
void replaceDroidComponent(DROID *pList, UDWORD oldType, UDWORD oldCompInc,
UDWORD newCompInc)
{
DROID *psDroid;
//check thru the droids
for (psDroid = pList; psDroid != NULL; psDroid = psDroid->psNext)
{
switchComponent(psDroid, oldType, oldCompInc, newCompInc);
// Need to replace the units inside the transporter
if (psDroid->droidType == DROID_TRANSPORTER)
{
replaceTransDroidComponents(psDroid, oldType, oldCompInc, newCompInc);
}
}
}
/*replaces any components necessary for units that are inside a transporter*/
void replaceTransDroidComponents(DROID *psTransporter, UDWORD oldType,
UDWORD oldCompInc, UDWORD newCompInc)
{
DROID *psCurr;
ASSERT( psTransporter->droidType == DROID_TRANSPORTER,
"replaceTransUnitComponents: invalid unit type" );
for (psCurr = psTransporter->psGroup->psList; psCurr != NULL; psCurr =
psCurr->psGrpNext)
{
if (psCurr != psTransporter)
{
switchComponent(psCurr, oldType, oldCompInc, newCompInc);
}
}
}
void replaceStructureComponent(STRUCTURE *pList, UDWORD oldType, UDWORD oldCompInc,
UDWORD newCompInc, UBYTE player)
{
STRUCTURE *psStructure;
int inc;
// If the type is not one we are interested in, then don't bother checking
if (!(oldType == COMP_ECM || oldType == COMP_SENSOR || oldType == COMP_WEAPON))
{
return;
}
//check thru the structures
for (psStructure = pList; psStructure != NULL; psStructure = psStructure->psNext)
{
switch (oldType)
{
case COMP_ECM:
objEcmCache((BASE_OBJECT *)psStructure, asECMStats + newCompInc);
break;
case COMP_SENSOR:
objSensorCache((BASE_OBJECT *)psStructure, asSensorStats + newCompInc);
break;
case COMP_WEAPON:
for (inc=0; inc < psStructure->numWeaps; inc++)
{
if (psStructure->asWeaps[inc].nStat > 0)
{
if (psStructure->asWeaps[inc].nStat == oldCompInc)
{
psStructure->asWeaps[inc].nStat = newCompInc;
}
}
}
break;
default:
//ignore all other component types
break;
}
}
}
/*swaps the old component for the new one for a specific droid*/
static void switchComponent(DROID *psDroid, UDWORD oldType, UDWORD oldCompInc,
UDWORD newCompInc)
{
ASSERT(psDroid != NULL, "switchComponent:invalid droid pointer");
switch(oldType)
{
case COMP_BODY:
case COMP_BRAIN:
case COMP_PROPULSION:
case COMP_REPAIRUNIT:
case COMP_ECM:
case COMP_SENSOR:
case COMP_CONSTRUCT:
if (psDroid->asBits[oldType].nStat == oldCompInc)
{
psDroid->asBits[oldType].nStat = (UBYTE)newCompInc;
}
break;
case COMP_WEAPON:
// Can only be one weapon now
if (psDroid->asWeaps[0].nStat > 0)
{
if (psDroid->asWeaps[0].nStat == oldCompInc)
{
psDroid->asWeaps[0].nStat = newCompInc;
}
}
break;
default:
//unknown comp type
debug( LOG_ERROR, "Unknown component type - invalid droid" );
abort();
return;
}
}