warzone2100/src/power.h

121 lines
4.5 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection 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
#define POWER_PER_CYCLE 5
/** Used to determine the power cost of repairing a droid.
Definately DON'T WANT the brackets round 1/2 - it will equate to zero! */
#define REPAIR_POWER_FACTOR 1/5
/** Used to multiply all repair calculations by to avaoid rounding errors. */
#define POWER_FACTOR 100
typedef struct _player_power
{
UDWORD currentPower; /**< The current amount of power avaialble to the player. */
UDWORD extractedPower; /**< The power extracted but not converted. */
BASE_OBJECT *psLastPowered; /**< The last object that received power before it ran out. */
} PLAYER_POWER;
/** Allocate the space for the playerPower. */
extern BOOL allocPlayerPower(void);
/** Clear the playerPower. */
extern void clearPlayerPower(void);
/** Reset the power levels when a power_gen or resource_extractor is destroyed. */
extern BOOL resetPlayerPower(UDWORD player, STRUCTURE *psStruct);
/** Free the space used for playerPower. */
extern void releasePlayerPower(void);
/** Check the available power. */
extern BOOL checkPower(UDWORD player, UDWORD quantity, BOOL playAudio);
/** Subtract the power required. */
extern BOOL usePower(UDWORD player, UDWORD quantity);
/** Return the power when a structure/droid is deliberately destroyed. */
extern void addPower(UDWORD player, UDWORD quantity);
/** Each Resource Extractor yields EXTRACT_POINTS per second until there are none left in the resource. */
extern UDWORD updateExtractedPower(STRUCTURE *psBuilding);
/** Update current power based on what was extracted during the last cycle and what Power Generators exist. */
extern void updatePlayerPower(UDWORD player);
/** Used in multiplayer to force power levels. */
extern void setPower(UDWORD player, UDWORD avail);
/** Get the amount of power current held by the given player. */
extern UDWORD getPower(UDWORD player);
/** Resets the power levels for all players when power is turned back on. */
void powerCalc(BOOL on);
/** Sets the initial value for the power. */
void setPlayerPower(UDWORD power, UDWORD player);
/** Temp function to give all players some power when a new game has been loaded. */
void newGameInitPower(void);
/** Informs the power array that a Object has been destroyed. */
extern void powerDestroyObject(BASE_OBJECT *psObject);
/** Accrue the power in the facilities that require it. */
extern BOOL accruePower(BASE_OBJECT *psObject);
/** Inform the players power struct that the last Object to receive power has changed. */
extern void updateLastPowered(BASE_OBJECT *psObject,UBYTE player);
/** Returns the next res. Ext. in the list from the one passed in. returns 1st one
in list if passed in is NULL and NULL if there's none?
*/
extern STRUCTURE *getRExtractor(STRUCTURE *psStruct);
/** Checks if the object to be powered next - returns true if power. */
extern BOOL getLastPowered(BASE_OBJECT *psStructure);
/** Defines which structure types draw power - returns true if use power. */
extern BOOL structUsesPower(STRUCTURE *psStruct);
/** Defines which droid types draw power - returns true if use power. */
extern BOOL droidUsesPower(DROID *psDroid);
/** This is a check cos there is a problem with the power but not sure where!! */
extern void powerCheck(BOOL bBeforePowerUsed, UBYTE player);
/** @todo Wrap access to this global and make it static for easier sanity checking! */
extern PLAYER_POWER asPower[MAX_PLAYERS];
/** Flag used to check for power calculations to be done or not. */
extern BOOL powerCalculated;
#endif // __INCLUDED_SRC_POWER_H__