388 lines
10 KiB
C++
388 lines
10 KiB
C++
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/**
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* @file power.c
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*
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* Store PlayerPower and other power related stuff!
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*
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*/
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#include <string.h>
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#include "objectdef.h"
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#include "power.h"
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#include "hci.h"
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#include "lib/gamelib/gtime.h"
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#include "lib/sound/audio.h"
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#include "objmem.h"
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#include "frontend.h"
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#include "lib/netplay/netplay.h"
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#include "multiplay.h"
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#include "multiint.h"
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#include "feature.h"
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#include "structure.h"
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#include "mission.h"
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#include "research.h"
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#include "intdisplay.h"
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#include "action.h"
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#include "difficulty.h"
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#include "random.h"
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#define EXTRACT_POINTS 1
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#define MAX_POWER 1000000
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#define FP_ONE ((int64_t)1 << 32)
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//flag used to check for power calculations to be done or not
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bool powerCalculated;
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/* Updates the current power based on the extracted power and a Power Generator*/
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static void updateCurrentPower(STRUCTURE *psStruct, UDWORD player, int ticks);
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static int64_t updateExtractedPower(STRUCTURE *psBuilding);
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//returns the relevant list based on OffWorld or OnWorld
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static STRUCTURE *powerStructList(int player);
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struct PowerRequest
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{
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int64_t amount; ///< Amount of power being requested.
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unsigned id; ///< Structure which is requesting power.
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};
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struct PlayerPower
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{
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// All fields are 32.32 fixed point.
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int64_t currentPower; ///< The current amount of power available to the player.
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std::vector<PowerRequest> powerQueue; ///< Requested power.
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int powerModifier; ///< Percentage modifier on power from each derrick.
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};
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static PlayerPower asPower[MAX_PLAYERS];
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void setPowerModifier(int player, int modifier)
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{
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asPower[player].powerModifier = modifier;
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}
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/*allocate the space for the playerPower*/
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bool allocPlayerPower()
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{
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clearPlayerPower();
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powerCalculated = true;
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return true;
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}
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/*clear the playerPower */
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void clearPlayerPower()
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{
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for (unsigned player = 0; player < MAX_PLAYERS; player++)
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{
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asPower[player].currentPower = 0;
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asPower[player].powerModifier = 100;
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asPower[player].powerQueue.clear();
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}
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}
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/// Returns true iff the power is available. New requests replace old ones (without losing the position in the queue).
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static bool addPowerRequest(unsigned player, unsigned id, int64_t amount)
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{
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PlayerPower *p = &asPower[player];
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int64_t requiredPower = amount;
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size_t n;
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for (n = 0; n < p->powerQueue.size() && p->powerQueue[n].id != id; ++n)
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{
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requiredPower += p->powerQueue[n].amount;
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}
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if (n == p->powerQueue.size())
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{
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p->powerQueue.resize(n + 1);
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p->powerQueue[n].id = id;
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}
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p->powerQueue[n].amount = amount;
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return requiredPower <= p->currentPower;
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}
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void delPowerRequest(STRUCTURE *psStruct)
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{
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PlayerPower *p = &asPower[psStruct->player];
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for (size_t n = 0; n < p->powerQueue.size(); ++n)
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{
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if (p->powerQueue[n].id == psStruct->id)
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{
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p->powerQueue.erase(p->powerQueue.begin() + n);
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return;
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}
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}
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}
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static int64_t checkPrecisePowerRequest(STRUCTURE *psStruct)
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{
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PlayerPower const *p = &asPower[psStruct->player];
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int64_t requiredPower = 0;
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for (size_t n = 0; n < p->powerQueue.size(); ++n)
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{
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requiredPower += p->powerQueue[n].amount;
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if (p->powerQueue[n].id == psStruct->id)
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{
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if (requiredPower <= p->currentPower)
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{
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return -1; // Have enough power.
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}
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return requiredPower - p->currentPower;
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}
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}
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return -1;
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}
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int32_t checkPowerRequest(STRUCTURE *psStruct)
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{
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int64_t power = checkPrecisePowerRequest(psStruct);
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return power != -1? power / FP_ONE : -1;
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}
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static int64_t getPreciseQueuedPower(unsigned player)
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{
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PlayerPower const *p = &asPower[player];
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int64_t requiredPower = 0;
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for (size_t n = 0; n < p->powerQueue.size(); ++n)
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{
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requiredPower += p->powerQueue[n].amount;
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}
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return requiredPower;
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}
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int getQueuedPower(int player)
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{
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PlayerPower const *p = &asPower[player];
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int64_t requiredPower = 0;
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for (size_t n = 0; n < p->powerQueue.size(); ++n)
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{
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requiredPower += p->powerQueue[n].amount;
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}
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return requiredPower / FP_ONE;
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}
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static void syncDebugEconomy(unsigned player, char ch)
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{
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ASSERT_OR_RETURN(, player < MAX_PLAYERS, "Bad player (%d)", player);
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syncDebug("%c economy%u = %" PRId64"", ch, player, asPower[player].currentPower);
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}
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/*check the current power - if enough return true, else return false */
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bool checkPower(int player, uint32_t quantity)
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{
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ASSERT_OR_RETURN(false, player < MAX_PLAYERS, "Bad player (%d)", player);
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//if not doing a check on the power - just return true
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if (!powerCalculated)
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{
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return true;
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}
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return asPower[player].currentPower >= quantity*FP_ONE;
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}
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void usePower(int player, uint32_t quantity)
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{
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ASSERT_OR_RETURN(, player < MAX_PLAYERS, "Bad player (%d)", player);
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syncDebug("usePower%d %" PRId64"-=%u", player, asPower[player].currentPower, quantity);
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asPower[player].currentPower = MAX(0, asPower[player].currentPower - quantity*FP_ONE);
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}
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void addPower(int player, int32_t quantity)
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{
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ASSERT_OR_RETURN(, player < MAX_PLAYERS, "Bad player (%d)", player);
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syncDebug("addPower%d %" PRId64"+=%d", player, asPower[player].currentPower, quantity);
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asPower[player].currentPower += quantity*FP_ONE;
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CLIP(asPower[player].currentPower, 0, MAX_POWER*FP_ONE);
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}
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/*resets the power calc flag for all players*/
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void powerCalc(bool on)
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{
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powerCalculated = on;
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}
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/** Each Resource Extractor yields EXTRACT_POINTS per second FOREVER */
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static int64_t updateExtractedPower(STRUCTURE *psBuilding)
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{
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RES_EXTRACTOR *pResExtractor;
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int64_t extractedPoints;
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pResExtractor = (RES_EXTRACTOR *) psBuilding->pFunctionality;
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extractedPoints = 0;
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//only extracts points whilst its active ie associated with a power gen
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//and has got some power to extract
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if (pResExtractor->psPowerGen != nullptr)
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{
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// include modifier as a %
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extractedPoints = asPower[psBuilding->player].powerModifier * EXTRACT_POINTS * FP_ONE / (100 * GAME_UPDATES_PER_SEC);
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syncDebug("updateExtractedPower%d = %" PRId64"", psBuilding->player, extractedPoints);
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}
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ASSERT(extractedPoints >= 0, "extracted negative amount of power");
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return extractedPoints;
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}
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//returns the relevant list based on OffWorld or OnWorld
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STRUCTURE* powerStructList(int player)
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{
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ASSERT(player < MAX_PLAYERS, "powerStructList: Bad player");
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if (offWorldKeepLists)
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{
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return (mission.apsStructLists[player]);
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}
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else
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{
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return (apsStructLists[player]);
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}
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}
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/* Update current power based on what Power Generators exist */
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void updatePlayerPower(int player, int ticks)
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{
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STRUCTURE *psStruct;//, *psList;
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int64_t powerBefore = asPower[player].currentPower;
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ASSERT(player < MAX_PLAYERS, "Bad player %d", player);
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syncDebugEconomy(player, '<');
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for (psStruct = powerStructList(player); psStruct != NULL; psStruct = psStruct->psNext)
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{
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if (psStruct->pStructureType->type == REF_POWER_GEN && psStruct->status == SS_BUILT)
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{
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updateCurrentPower(psStruct, player, ticks);
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}
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}
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syncDebug("updatePlayerPower%u %" PRId64"->%" PRId64"", player, powerBefore, asPower[player].currentPower);
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syncDebugEconomy(player, '<');
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}
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/* Updates the current power based on the extracted power and a Power Generator*/
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static void updateCurrentPower(STRUCTURE *psStruct, UDWORD player, int ticks)
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{
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POWER_GEN *psPowerGen = (POWER_GEN *)psStruct->pFunctionality;
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int i;
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int64_t extractedPower;
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ASSERT(player < MAX_PLAYERS, "updateCurrentPower: Bad player");
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//each power gen can cope with its associated resource extractors
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extractedPower = 0;
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for (i=0; i < NUM_POWER_MODULES; i++)
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{
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if (psPowerGen->apResExtractors[i])
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{
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//check not died
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if (psPowerGen->apResExtractors[i]->died)
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{
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psPowerGen->apResExtractors[i] = NULL;
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}
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else
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{
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extractedPower += updateExtractedPower(psPowerGen->apResExtractors[i]);
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}
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}
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}
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int multiplier = getBuildingPowerPoints(psStruct);
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syncDebug("updateCurrentPower%d = %" PRId64",%u", player, extractedPower, multiplier);
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asPower[player].currentPower += (extractedPower * multiplier) / 100 * ticks;
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ASSERT(asPower[player].currentPower >= 0, "negative power");
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if (asPower[player].currentPower > MAX_POWER*FP_ONE)
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{
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asPower[player].currentPower = MAX_POWER*FP_ONE;
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}
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}
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void setPower(unsigned player, int32_t power)
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{
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ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
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syncDebug("setPower%d %" PRId64"->%d", player, asPower[player].currentPower, power);
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asPower[player].currentPower = power*FP_ONE;
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ASSERT(asPower[player].currentPower >= 0, "negative power");
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}
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void setPrecisePower(unsigned player, int64_t power)
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{
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ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
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syncDebug("setPower%d %" PRId64"->%" PRId64"", player, asPower[player].currentPower, power);
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asPower[player].currentPower = power;
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ASSERT(asPower[player].currentPower >= 0, "negative power");
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}
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int32_t getPower(unsigned player)
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{
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ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
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return asPower[player].currentPower / FP_ONE;
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}
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int64_t getPrecisePower(unsigned player)
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{
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ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
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return asPower[player].currentPower;
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}
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int32_t getPowerMinusQueued(unsigned player)
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{
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ASSERT(player < MAX_PLAYERS, "Bad player (%u)", player);
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return (asPower[player].currentPower - getPreciseQueuedPower(player)) / FP_ONE;
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}
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bool requestPowerFor(STRUCTURE *psStruct, int32_t amount)
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{
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return requestPrecisePowerFor(psStruct, amount*FP_ONE);
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}
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bool requestPrecisePowerFor(STRUCTURE *psStruct, int64_t amount)
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{
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if (amount <= 0 || !powerCalculated)
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{
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return true;
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}
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bool haveEnoughPower = addPowerRequest(psStruct->player, psStruct->id, amount);
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if (haveEnoughPower)
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{
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// you can have it
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asPower[psStruct->player].currentPower -= amount;
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delPowerRequest(psStruct);
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syncDebug("requestPrecisePowerFor%d,%u amount%" PRId64"", psStruct->player, psStruct->id, amount);
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return true;
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}
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syncDebug("requestPrecisePowerFor%d,%u wait,amount%" PRId64"", psStruct->player, psStruct->id, amount);
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return false; // Not enough power in the queue.
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}
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