warzone2100/src/power.h

79 lines
2.8 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
* Definitions for the Power Functionality.
*/
#ifndef __INCLUDED_SRC_POWER_H__
#define __INCLUDED_SRC_POWER_H__
/** Free power on collection of oildrum. */
#define OILDRUM_POWER 100
/** Allocate the space for the playerPower. */
extern bool allocPlayerPower(void);
/** Clear the playerPower. */
extern void clearPlayerPower(void);
/// Removes any pending power request from this structure.
void delPowerRequest(STRUCTURE *psStruct);
/// Checks how much power must be accumulated, before the power request from this structure can be satisfied.
/// Returns -1 if there is no power request or if there is enough power already.
int32_t checkPowerRequest(STRUCTURE *psStruct);
/** Reset the power levels when a power_gen or resource_extractor is destroyed. */
extern bool resetPlayerPower(UDWORD player, STRUCTURE *psStruct);
/** Check the available power. */
bool checkPower(int player, uint32_t quantity);
bool requestPowerFor(STRUCTURE *psStruct, int32_t amount);
bool requestPrecisePowerFor(STRUCTURE *psStruct, int64_t amount);
extern void addPower(int player, int32_t quantity);
void usePower(int player, uint32_t quantity);
/** Update current power based on what was extracted during the last cycle and what Power Generators exist.
* If ticks is set, this is the number of game ticks to process for at once. */
extern void updatePlayerPower(int player, int ticks = 1);
/** Used in multiplayer to force power levels. */
void setPower(unsigned player, int32_t power);
void setPrecisePower(unsigned player, int64_t power);
void setPowerModifier(int player, int modifier);
/** Get the amount of power current held by the given player. */
int32_t getPower(unsigned player);
int64_t getPrecisePower(unsigned player);
int32_t getPowerMinusQueued(unsigned player);
int getQueuedPower(int player);
/** Resets the power levels for all players when power is turned back on. */
void powerCalc(bool on);
/** Flag used to check for power calculations to be done or not. */
extern bool powerCalculated;
#endif // __INCLUDED_SRC_POWER_H__