// ____ _ __ // / __ )____ _____ | | / /___ ___________ // / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/ // / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ ) // /_____/\____/____/ |__/|__/\__,_/_/ /____/ // // A futuristic real-time strategy game. // This file is part of Bos Wars. // /**@name upgrade_structs.h - The upgrade/allow headerfile. */ // // (c) Copyright 1999-2007 by Vladi Belperchinov-Shabanski and // Jimmy Salmon // // This program 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; only version 2 of the License. // // This program 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 this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. #ifndef __UPGRADE_STRUCTS_H__ #define __UPGRADE_STRUCTS_H__ //@{ /*---------------------------------------------------------------------------- -- Includes ----------------------------------------------------------------------------*/ #include /*---------------------------------------------------------------------------- -- Defines ----------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------- -- Declarations ----------------------------------------------------------------------------*/ class CUnitType; class CVariable; class CIcon; /** ** Indices into costs/resource/income array. */ enum CostType { EnergyCost, /// energy resource MagmaCost, /// magma resource MaxCosts /// how many different costs }; #define ScoreCost MaxCosts /** ** Speed factor for harvesting resources */ extern int SpeedResourcesHarvest[MaxCosts]; /** ** Speed factor for returning resources */ extern int SpeedResourcesReturn[MaxCosts]; /** ** Default resources for a new player. */ extern int DefaultResources[MaxCosts]; /** ** Default resources for a new player with low resources. */ extern int DefaultResourcesLow[MaxCosts]; /** ** Default resources for a new player with mid resources. */ extern int DefaultResourcesMedium[MaxCosts]; /** ** Default resources for a new player with high resources. */ extern int DefaultResourcesHigh[MaxCosts]; /** ** Default names for the resources. */ extern std::string DefaultResourceNames[MaxCosts]; /** ** Default amounts for the resources. */ extern int DefaultResourceAmounts[MaxCosts]; /** ** These are the current stats of a unit. Upgraded or downgraded. */ class CUnitStats { public: CUnitStats() : Variables(NULL) {} CVariable *Variables; /// user defined variable. }; /*---------------------------------------------------------------------------- -- upgrades and modifiers ----------------------------------------------------------------------------*/ /** ** Allow what a player can do. Every #CPlayer has an own allow struct. ** ** This could allow/disallow units, actions or upgrades. ** ** Values are: ** @li `A' -- allowed, ** @li `F' -- forbidden, ** @li `R' -- acquired, perhaps other values ** @li `Q' -- acquired but forbidden (does it make sense?:)) ** @li `E' -- enabled, allowed by level but currently forbidden ** @li `X' -- fixed, acquired can't be disabled */ class CAllow { public: CAllow() { this->Clear(); } void Clear() { memset(Units, 0, sizeof(Units)); } int Units[UnitTypeMax]; /// maximum amount of units allowed }; //@} #endif // !__UPGRADE_STRUCTS_H__