Remove extractedPower.

master
Gerard Krol 2009-04-08 17:08:47 +02:00
parent 9c17ee746e
commit 8407715e34
5 changed files with 5 additions and 35 deletions

View File

@ -332,7 +332,7 @@ typedef struct _save_weapon
typedef struct _savePower
{
uint32_t currentPower;
uint32_t extractedPower;
uint32_t extractedPower; // UNUSED
} SAVE_POWER;
static bool serializeSavePowerData(PHYSFS_file* fileHandle, const SAVE_POWER* serializePower)
@ -4752,7 +4752,6 @@ bool gameLoadV(PHYSFS_file* fileHandle, unsigned int version)
if (gameType == GTYPE_SAVE_MIDMISSION || i == selectedPlayer)
{
setPower(i, powerSaved[i].currentPower);
setExtractedPower(i, powerSaved[i].currentPower);
}
}
}
@ -4837,7 +4836,7 @@ static bool writeGameFile(const char* fileName, SDWORD saveType)
for (i = 0; i < MAX_PLAYERS; ++i)
{
saveGame.power[i].currentPower = getPower(i);
saveGame.power[i].extractedPower = getExtractedPower(i);
saveGame.power[i].extractedPower = 0; // UNUSED
}
//camera position

View File

@ -269,7 +269,7 @@ GAMECODE gameLoop(void)
fireWaitingCallbacks(); //Now is the good time to fire waiting callbacks (since interpreter is off now)
updatePowerSystem();
throttleEconomy();
for(i = 0; i < MAX_PLAYERS; i++)
{

View File

@ -3081,7 +3081,6 @@ void saveMissionPower(void)
for (inc = 0; inc < MAX_PLAYERS; inc++)
{
mission.asPower[inc].extractedPower = getExtractedPower(inc);
mission.asPower[inc].currentPower = getPower(inc);
}
}
@ -3093,7 +3092,6 @@ void adjustMissionPower(void)
for (inc = 0; inc < MAX_PLAYERS; inc++)
{
addExtractedPower(inc, mission.asPower[inc].extractedPower);
addPower(inc, mission.asPower[inc].currentPower);
}
}

View File

@ -58,7 +58,6 @@ static void updateCurrentPower(POWER_GEN *psPowerGen, UDWORD player);
/** Each Resource Extractor yields EXTRACT_POINTS per second until there are none left in the resource. */
static float updateExtractedPower(STRUCTURE *psBuilding);
//returns the relevant list based on OffWorld or OnWorld
static STRUCTURE* powerStructList(UBYTE player);
@ -80,7 +79,6 @@ void clearPlayerPower(void)
for (player = 0; player < MAX_PLAYERS; player++)
{
asPower[player].currentPower = 0;
asPower[player].extractedPower = 0;
asPower[player].powerProduced = 0;
asPower[player].powerRequested = 0;
asPower[player].economyThrottle = 1;
@ -88,7 +86,7 @@ void clearPlayerPower(void)
nextPowerSystemUpdate = 0;
}
void updatePowerSystem(void)
void throttleEconomy(void)
{
int player;
float newThrottle;
@ -164,14 +162,6 @@ void addPower(int player, float quantity)
asPower[player].currentPower += quantity;
}
void addExtractedPower(int player, float quantity)
{
ASSERT(player < MAX_PLAYERS, "addPower: Bad player (%u)", player);
asPower[player].extractedPower += quantity;
}
/*resets the power calc flag for all players*/
void powerCalc(BOOL on)
{
@ -294,13 +284,6 @@ void setPower(int player, float power)
asPower[player].currentPower = power;
}
void setExtractedPower(int player, float power)
{
ASSERT(player < MAX_PLAYERS, "setPower: Bad player (%u)", player);
asPower[player].extractedPower = power;
}
float getPower(int player)
{
ASSERT(player < MAX_PLAYERS, "setPower: Bad player (%u)", player);
@ -308,13 +291,6 @@ float getPower(int player)
return asPower[player].currentPower;
}
float getExtractedPower(int player)
{
ASSERT(player < MAX_PLAYERS, "setPower: Bad player (%u)", player);
return asPower[player].extractedPower;
}
/*Temp function to give all players some power when a new game has been loaded*/
void newGameInitPower(void)
{

View File

@ -39,7 +39,6 @@
typedef struct _player_power
{
float currentPower; ///< The current amount of power avaialble to the player.
float extractedPower; ///< The power extracted but not converted.
float powerProduced; ///< Power produced
float powerRequested; ///< Power requested
float economyThrottle; ///< Which percentage of the requested power is actually delivered
@ -64,7 +63,6 @@ extern float requestPower(int player, float amount);
extern int requestPowerFor(int player, float amount, int points);
extern void addPower(int player, float quantity);
extern void addExtractedPower(int player, float quantity);
BOOL checkPower(int player, float quantity);
void usePower(int player, float quantity);
@ -74,7 +72,6 @@ extern void updatePlayerPower(UDWORD player);
/** Used in multiplayer to force power levels. */
extern void setPower(int player, float power);
extern void setExtractedPower(int player, float power);
/** Get the amount of power current held by the given player. */
extern float getPower(int player);
@ -103,6 +100,6 @@ extern BOOL droidUsesPower(DROID *psDroid);
/** Flag used to check for power calculations to be done or not. */
extern BOOL powerCalculated;
extern void updatePowerSystem(void);
extern void throttleEconomy(void);
#endif // __INCLUDED_SRC_POWER_H__