/*
	This file is part of Warzone 2100.
	Copyright (C) 1999-2004  Eidos Interactive
	Copyright (C) 2005-2019  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
*/
/*
 * Mechanics.c
 *
 * Game world mechanics.
 *
 */

#include "lib/framework/frame.h"

#include "basedef.h"
#include "droid.h"
#include "feature.h"
#include "mechanics.h"
#include "objmem.h"
#include "research.h"
#include "structure.h"

/* Shutdown the mechanics system */
bool mechanicsShutdown()
{
	BASE_OBJECT *psObj, *psNext;

	for (psObj = psDestroyedObj; psObj != nullptr; psObj = psNext)
	{
		psNext = psObj->psNext;
		delete psObj;
	}
	psDestroyedObj = nullptr;

	return true;
}


// Allocate the list for a component
bool allocComponentList(COMPONENT_TYPE	type, SDWORD number)
{
	SDWORD	inc, comp;

	//allocate the space for the Players' component lists
	for (inc = 0; inc < MAX_PLAYERS; inc++)
	{
		if (apCompLists[inc][type])
		{
			free(apCompLists[inc][type]);
		}

		apCompLists[inc][type] = (UBYTE *) malloc(sizeof(UBYTE) * number);

		//initialise the players' lists
		for (comp = 0; comp < number; comp++)
		{
			apCompLists[inc][type][comp] = UNAVAILABLE;
		}
	}

	return true;
}

// release all the component lists
void freeComponentLists()
{
	UDWORD	inc;

	for (inc = 0; inc < MAX_PLAYERS; inc++)
	{
		//free the component lists
		if (apCompLists[inc][COMP_BODY])
		{
			free(apCompLists[inc][COMP_BODY]);
			apCompLists[inc][COMP_BODY] = nullptr;
		}
		if (apCompLists[inc][COMP_BRAIN])
		{
			free(apCompLists[inc][COMP_BRAIN]);
			apCompLists[inc][COMP_BRAIN] = nullptr;
		}
		if (apCompLists[inc][COMP_PROPULSION])
		{
			free(apCompLists[inc][COMP_PROPULSION]);
			apCompLists[inc][COMP_PROPULSION] = nullptr;
		}
		if (apCompLists[inc][COMP_SENSOR])
		{
			free(apCompLists[inc][COMP_SENSOR]);
			apCompLists[inc][COMP_SENSOR] = nullptr;
		}
		if (apCompLists[inc][COMP_ECM])
		{
			free(apCompLists[inc][COMP_ECM]);
			apCompLists[inc][COMP_ECM] = nullptr;
		}
		if (apCompLists[inc][COMP_REPAIRUNIT])
		{
			free(apCompLists[inc][COMP_REPAIRUNIT]);
			apCompLists[inc][COMP_REPAIRUNIT] = nullptr;
		}
		if (apCompLists[inc][COMP_CONSTRUCT])
		{
			free(apCompLists[inc][COMP_CONSTRUCT]);
			apCompLists[inc][COMP_CONSTRUCT] = nullptr;
		}
		if (apCompLists[inc][COMP_WEAPON])
		{
			free(apCompLists[inc][COMP_WEAPON]);
			apCompLists[inc][COMP_WEAPON] = nullptr;
		}
	}
}

//allocate the space for the Players' structure lists
bool allocStructLists()
{
	SDWORD	inc, stat;

	for (inc = 0; inc < MAX_PLAYERS; inc++)
	{
		if (numStructureStats)
		{
			apStructTypeLists[inc] = (UBYTE *) malloc(sizeof(UBYTE) * numStructureStats);
			for (stat = 0; stat < (SDWORD)numStructureStats; stat++)
			{
				apStructTypeLists[inc][stat] = UNAVAILABLE;
			}
		}
		else
		{
			apStructTypeLists[inc] = nullptr;
		}
	}

	return true;
}


// release the structure lists
void freeStructureLists()
{
	UDWORD	inc;

	for (inc = 0; inc < MAX_PLAYERS; inc++)
	{
		//free the structure lists
		if (apStructTypeLists[inc])
		{
			free(apStructTypeLists[inc]);
			apStructTypeLists[inc] = nullptr;
		}
	}
}


//TEST FUNCTION - MAKE EVERYTHING AVAILABLE
void makeAllAvailable()
{
	UDWORD	comp, i;

	for (i = 0; i < MAX_PLAYERS; i++)
	{
		for (comp = 0; comp < numWeaponStats; comp++)
		{
			apCompLists[i][COMP_WEAPON][comp] = AVAILABLE;
		}
		for (comp = 0; comp < numBodyStats; comp++)
		{
			apCompLists[i][COMP_BODY][comp] = AVAILABLE;
		}
		for (comp = 0; comp < numPropulsionStats; comp++)
		{
			apCompLists[i][COMP_PROPULSION][comp] = AVAILABLE;
		}
		for (comp = 0; comp < numSensorStats; comp++)
		{
			apCompLists[i][COMP_SENSOR][comp] = AVAILABLE;
		}
		for (comp = 0; comp < numECMStats; comp++)
		{
			apCompLists[i][COMP_ECM][comp] = AVAILABLE;
		}
		for (comp = 0; comp < numConstructStats; comp++)
		{
			apCompLists[i][COMP_CONSTRUCT][comp] = AVAILABLE;
		}
		for (comp = 0; comp < numBrainStats; comp++)
		{
			apCompLists[i][COMP_BRAIN][comp] = AVAILABLE;
		}
		for (comp = 0; comp < numRepairStats; comp++)
		{
			apCompLists[i][COMP_REPAIRUNIT][comp] = AVAILABLE;
		}

		//make all the structures available
		for (comp = 0; comp < numStructureStats; comp++)
		{
			apStructTypeLists[i][comp] = AVAILABLE;
		}
		//make all research availble to be performed
		for (comp = 0; comp < asResearch.size(); comp++)
		{
			enableResearch(&asResearch[comp], i);
		}
	}
}

