124 lines
4.1 KiB
C++

/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Energy.h ////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: Energy.h
//
// Created: Steven Johnson, October 2001
//
// Desc: @todo
//
//-----------------------------------------------------------------------------
#pragma once
#ifndef _ENERGY_H_
#define _ENERGY_H_
// INLCUDES /////////////////////////////////////////////////////////////////////////////////////
#include "Common/Snapshot.h"
// ----------------------------------------------------------------------------------------------
class Player;
class Object;
// ----------------------------------------------------------------------------------------------
/**
This class is used to encapsulate the Player's energy use and production.
for consistent nomenclature, we'll arbitrarily call energy units "kilowatts"
(though that may have no bearing on reality).
*/
class Energy : public Snapshot
{
public:
inline Energy() : m_energyProduction(0), m_energyConsumption(0), m_owner(NULL) { }
// reset energy information to base values.
void init( Player *owner)
{
m_energyProduction = 0;
m_energyConsumption = 0;
m_owner = owner;
}
/// return current energy production in kilowatts
Int getProduction() const { return m_energyProduction; }
/// return current energy consumption in kilowatts
Int getConsumption() const { return m_energyConsumption; }
Bool hasSufficientPower(void) const;
// If adding is false, we're supposed to be removing this.
void adjustPower(Int powerDelta, Bool adding);
/// new 'obj' will now add/subtract from this energy construct
void objectEnteringInfluence( Object *obj );
/// 'obj' will now no longer add/subtrack from this energy construct
void objectLeavingInfluence( Object *obj );
/** Adds an energy bonus to the player's pool if the power bonus status bit is set */
void addPowerBonus( Object *obj );
void removePowerBonus( Object *obj );
/**
return the percentage of energy needed that we actually produce, as a 0.0 ... 1.0 fraction.
*/
Real getEnergySupplyRatio() const;
protected:
// snapshot methods
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess( void );
void addProduction(Int amt);
void addConsumption(Int amt);
private:
Int m_energyProduction; ///< level of energy production, in kw
Int m_energyConsumption; ///< level of energy consumption, in kw
Player *m_owner; ///< Tight pointer to the Player I am intrinsic to.
};
#endif // _ENERGY_H_