79 lines
2.8 KiB
C
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__
|