warzone2100/src/power.cpp

388 lines
10 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 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
*/
/**
* @file power.c
*
* Store PlayerPower and other power related stuff!
*
*/
#include <string.h>
#include "objectdef.h"
#include "power.h"
#include "hci.h"
#include "lib/gamelib/gtime.h"
#include "lib/sound/audio.h"
#include "objmem.h"
#include "frontend.h"
#include "lib/netplay/netplay.h"
#include "multiplay.h"
#include "multiint.h"
#include "feature.h"
#include "structure.h"
#include "mission.h"
#include "research.h"
#include "intdisplay.h"
#include "action.h"
#include "difficulty.h"
#include "random.h"
#define EXTRACT_POINTS 1
#define MAX_POWER 1000000
#define FP_ONE ((int64_t)1 << 32)
//flag used to check for power calculations to be done or not
bool powerCalculated;
/* Updates the current power based on the extracted power and a Power Generator*/
static void updateCurrentPower(STRUCTURE *psStruct, UDWORD player, int ticks);
static int64_t updateExtractedPower(STRUCTURE *psBuilding);
//returns the relevant list based on OffWorld or OnWorld
static STRUCTURE *powerStructList(int player);
struct PowerRequest
{
int64_t amount; ///< Amount of power being requested.
unsigned id; ///< Structure which is requesting power.
};
struct PlayerPower
{
// All fields are 32.32 fixed point.
int64_t currentPower; ///< The current amount of power available to the player.
std::vector<PowerRequest> powerQueue; ///< Requested power.
int powerModifier; ///< Percentage modifier on power from each derrick.
};
static PlayerPower asPower[MAX_PLAYERS];
void setPowerModifier(int player, int modifier)
{
asPower[player].powerModifier = modifier;
}
/*allocate the space for the playerPower*/
bool allocPlayerPower()
{
clearPlayerPower();
powerCalculated = true;
return true;
}
/*clear the playerPower */
void clearPlayerPower()
{
for (unsigned player = 0; player < MAX_PLAYERS; player++)
{
asPower[player].currentPower = 0;
asPower[player].powerModifier = 100;
asPower[player].powerQueue.clear();
}
}
/// Returns true iff the power is available. New requests replace old ones (without losing the position in the queue).
static bool addPowerRequest(unsigned player, unsigned id, int64_t amount)
{
PlayerPower *p = &asPower[player];
int64_t requiredPower = amount;
size_t n;
for (n = 0; n < p->powerQueue.size() && p->powerQueue[n].id != id; ++n)
{
requiredPower += p->powerQueue[n].amount;
}
if (n == p->powerQueue.size())
{
p->powerQueue.resize(n + 1);
p->powerQueue[n].id = id;
}
p->powerQueue[n].amount = amount;
return requiredPower <= p->currentPower;
}
void delPowerRequest(STRUCTURE *psStruct)
{
PlayerPower *p = &asPower[psStruct->player];
for (size_t n = 0; n < p->powerQueue.size(); ++n)
{
if (p->powerQueue[n].id == psStruct->id)
{
p->powerQueue.erase(p->powerQueue.begin() + n);
return;
}
}
}
static int64_t checkPrecisePowerRequest(STRUCTURE *psStruct)
{
PlayerPower const *p = &asPower[psStruct->player];
int64_t requiredPower = 0;
for (size_t n = 0; n < p->powerQueue.size(); ++n)
{
requiredPower += p->powerQueue[n].amount;
if (p->powerQueue[n].id == psStruct->id)
{
if (requiredPower <= p->currentPower)
{
return -1; // Have enough power.
}
return requiredPower - p->currentPower;
}
}
return -1;
}
int32_t checkPowerRequest(STRUCTURE *psStruct)
{
int64_t power = checkPrecisePowerRequest(psStruct);
return power != -1? power / FP_ONE : -1;
}
static int64_t getPreciseQueuedPower(unsigned player)
{
PlayerPower const *p = &asPower[player];
int64_t requiredPower = 0;
for (size_t n = 0; n < p->powerQueue.size(); ++n)
{
requiredPower += p->powerQueue[n].amount;
}
return requiredPower;
}
int getQueuedPower(int player)
{
PlayerPower const *p = &asPower[player];
int64_t requiredPower = 0;
for (size_t n = 0; n < p->powerQueue.size(); ++n)
{
requiredPower += p->powerQueue[n].amount;
}
return requiredPower / FP_ONE;
}
static void syncDebugEconomy(unsigned player, char ch)
{
ASSERT_OR_RETURN(, player < MAX_PLAYERS, "Bad player (%d)", player);
syncDebug("%c economy%u = %" PRId64"", ch, player, asPower[player].currentPower);
}
/*check the current power - if enough return true, else return false */
bool checkPower(int player, uint32_t quantity)
{
ASSERT_OR_RETURN(false, player < MAX_PLAYERS, "Bad player (%d)", player);
//if not doing a check on the power - just return true
if (!powerCalculated)
{
return true;
}
return asPower[player].currentPower >= quantity*FP_ONE;
}
void usePower(int player, uint32_t quantity)
{
ASSERT_OR_RETURN(, player < MAX_PLAYERS, "Bad player (%d)", player);
syncDebug("usePower%d %" PRId64"-=%u", player, asPower[player].currentPower, quantity);
asPower[player].currentPower = MAX(0, asPower[player].currentPower - quantity*FP_ONE);
}
void addPower(int player, int32_t quantity)
{
ASSERT_OR_RETURN(, player < MAX_PLAYERS, "Bad player (%d)", player);
syncDebug("addPower%d %" PRId64"+=%d", player, asPower[player].currentPower, quantity);
asPower[player].currentPower += quantity*FP_ONE;
CLIP(asPower[player].currentPower, 0, MAX_POWER*FP_ONE);
}
/*resets the power calc flag for all players*/
void powerCalc(bool on)
{
powerCalculated = on;
}
/** Each Resource Extractor yields EXTRACT_POINTS per second FOREVER */
static int64_t updateExtractedPower(STRUCTURE *psBuilding)
{
RES_EXTRACTOR *pResExtractor;
int64_t extractedPoints;
pResExtractor = (RES_EXTRACTOR *) psBuilding->pFunctionality;
extractedPoints = 0;
//only extracts points whilst its active ie associated with a power gen
//and has got some power to extract
if (pResExtractor->psPowerGen != nullptr)
{
// include modifier as a %
extractedPoints = asPower[psBuilding->player].powerModifier * EXTRACT_POINTS * FP_ONE / (100 * GAME_UPDATES_PER_SEC);
syncDebug("updateExtractedPower%d = %" PRId64"", psBuilding->player, extractedPoints);
}
ASSERT(extractedPoints >= 0, "extracted negative amount of power");
return extractedPoints;
}
//returns the relevant list based on OffWorld or OnWorld
STRUCTURE* powerStructList(int player)
{
ASSERT(player < MAX_PLAYERS, "powerStructList: Bad player");
if (offWorldKeepLists)
{
return (mission.apsStructLists[player]);
}
else
{
return (apsStructLists[player]);
}
}
/* Update current power based on what Power Generators exist */
void updatePlayerPower(int player, int ticks)
{
STRUCTURE *psStruct;//, *psList;
int64_t powerBefore = asPower[player].currentPower;
ASSERT(player < MAX_PLAYERS, "Bad player %d", player);
syncDebugEconomy(player, '<');
for (psStruct = powerStructList(player); psStruct != NULL; psStruct = psStruct->psNext)
{
if (psStruct->pStructureType->type == REF_POWER_GEN && psStruct->status == SS_BUILT)
{
updateCurrentPower(psStruct, player, ticks);
}
}
syncDebug("updatePlayerPower%u %" PRId64"->%" PRId64"", player, powerBefore, asPower[player].currentPower);
syncDebugEconomy(player, '<');
}
/* Updates the current power based on the extracted power and a Power Generator*/
static void updateCurrentPower(STRUCTURE *psStruct, UDWORD player, int ticks)
{
POWER_GEN *psPowerGen = (POWER_GEN *)psStruct->pFunctionality;
int i;
int64_t extractedPower;
ASSERT(player < MAX_PLAYERS, "updateCurrentPower: Bad player");
//each power gen can cope with its associated resource extractors
extractedPower = 0;
for (i=0; i < NUM_POWER_MODULES; i++)
{
if (psPowerGen->apResExtractors[i])
{
//check not died
if (psPowerGen->apResExtractors[i]->died)
{
psPowerGen->apResExtractors[i] = NULL;
}
else
{
extractedPower += updateExtractedPower(psPowerGen->apResExtractors[i]);
}
}
}
int multiplier = getBuildingPowerPoints(psStruct);
syncDebug("updateCurrentPower%d = %" PRId64",%u", player, extractedPower, multiplier);
asPower[player].currentPower += (extractedPower * multiplier) / 100 * ticks;
ASSERT(asPower[player].currentPower >= 0, "negative power");
if (asPower[player].currentPower > MAX_POWER*FP_ONE)
{
asPower[player].currentPower = MAX_POWER*FP_ONE;
}
}
void setPower(unsigned player, int32_t power)
{
ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
syncDebug("setPower%d %" PRId64"->%d", player, asPower[player].currentPower, power);
asPower[player].currentPower = power*FP_ONE;
ASSERT(asPower[player].currentPower >= 0, "negative power");
}
void setPrecisePower(unsigned player, int64_t power)
{
ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
syncDebug("setPower%d %" PRId64"->%" PRId64"", player, asPower[player].currentPower, power);
asPower[player].currentPower = power;
ASSERT(asPower[player].currentPower >= 0, "negative power");
}
int32_t getPower(unsigned player)
{
ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
return asPower[player].currentPower / FP_ONE;
}
int64_t getPrecisePower(unsigned player)
{
ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
return asPower[player].currentPower;
}
int32_t getPowerMinusQueued(unsigned player)
{
ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
return (asPower[player].currentPower - getPreciseQueuedPower(player)) / FP_ONE;
}
bool requestPowerFor(STRUCTURE *psStruct, int32_t amount)
{
return requestPrecisePowerFor(psStruct, amount*FP_ONE);
}
bool requestPrecisePowerFor(STRUCTURE *psStruct, int64_t amount)
{
if (amount <= 0 || !powerCalculated)
{
return true;
}
bool haveEnoughPower = addPowerRequest(psStruct->player, psStruct->id, amount);
if (haveEnoughPower)
{
// you can have it
asPower[psStruct->player].currentPower -= amount;
delPowerRequest(psStruct);
syncDebug("requestPrecisePowerFor%d,%u amount%" PRId64"", psStruct->player, psStruct->id, amount);
return true;
}
syncDebug("requestPrecisePowerFor%d,%u wait,amount%" PRId64"", psStruct->player, psStruct->id, amount);
return false; // Not enough power in the queue.
}