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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/System.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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+/* Starshatter: The Open Source Project
+ Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
+ Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
+ Copyright (c) 1997-2006, Destroyer Studios LLC.
+
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Generic Ship Subsystem class
+*/
+
+#include "System.h"
+#include "SystemDesign.h"
+#include "Component.h"
+#include "NetUtil.h"
+
+#include "Game.h"
+
+// +----------------------------------------------------------------------+
+
+System::System(System::CATEGORY t, int s, const char* n, int maxv,
+double e, double c, double r)
+: type(t), id(0), ship(0), subtype(s), status(NOMINAL), availability(1.0f),
+safety(1.0f), stability(1.0f), crit_level(0.5f), net_avail(-1.0f),
+mount_rel(0.0f, 0.0f, 0.0f), radius(0.0f), safety_overload(0.0f),
+hull_factor(0.5f), energy((float) e), capacity((float) c), sink_rate((float) r),
+power_level(1.0f), power_flags(0), source_index(0), power_on(true),
+explosion_type(0), name(n), abrv(name), design(0), emcon(3)
+{
+ if (maxv < 100)
+ max_value = maxv;
+ else
+ max_value = (int) (maxv/100.0);
+
+ emcon_power[0] = 100;
+ emcon_power[1] = 100;
+ emcon_power[2] = 100;
+}
+
+// +----------------------------------------------------------------------+
+
+System::System(const System& s)
+: type(s.type), id(s.id), ship(0), subtype(s.subtype), status(s.status),
+availability(s.availability), safety(s.safety), stability(s.stability),
+crit_level(s.crit_level), net_avail(-1.0f),
+mount_rel(s.mount_rel), radius(s.radius), safety_overload(0.0f),
+hull_factor(s.hull_factor), energy(s.energy), capacity(s.capacity),
+sink_rate(s.sink_rate), power_level(s.power_level), power_flags(s.power_flags),
+source_index(s.source_index), power_on(s.power_on), max_value(s.max_value),
+explosion_type(s.explosion_type), name(s.name), abrv(s.abrv), design(s.design),
+emcon(s.emcon)
+{
+ if (design) {
+ // cast-away const
+ ListIter<Component> c = (List<Component>&) s.components;
+ while (++c) {
+ Component* comp = new Component(*(c.value()));
+ comp->SetSystem(this);
+ components.append(comp);
+ }
+ }
+
+ emcon_power[0] = s.emcon_power[0];
+ emcon_power[1] = s.emcon_power[1];
+ emcon_power[2] = s.emcon_power[2];
+}
+
+// +--------------------------------------------------------------------+
+
+System::~System()
+{
+ components.destroy();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+System::SetDesign(SystemDesign* d)
+{
+ if (design) {
+ design = 0;
+ components.destroy();
+ }
+
+ if (d) {
+ design = d;
+
+ ListIter<ComponentDesign> cd = design->components;
+ while (++cd) {
+ Component* comp = new Component(cd.value(), this);
+ components.append(comp);
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+System::SetPowerLevel(double level)
+{
+ if (level > 100)
+ level = 100;
+ else if (level < 0)
+ level = 0;
+
+ level /= 100;
+
+ if (power_level != level) {
+ // if the system is on emergency override power,
+ // do not let the EMCON system use this method
+ // to drop it back to normal power:
+ if (power_level > 1 && level == 1)
+ return;
+
+ power_level = (float) level;
+
+ NetUtil::SendSysStatus(ship, this);
+ }
+}
+
+void
+System::SetOverride(bool over)
+{
+ bool changed = false;
+
+ if (over && power_level != 1.2f) {
+ power_level = 1.2f;
+ changed = true;
+ }
+
+ else if (!over && power_level > 1) {
+ power_level = 1.0f;
+ changed = true;
+ }
+
+ if (changed)
+ NetUtil::SendSysStatus(ship, this);
+}
+
+void
+System::SetEMCONPower(int index, int power_level)
+{
+ if (index >= 1 && index <= 3) {
+ emcon_power[index-1] = (BYTE) power_level;
+ }
+}
+
+int
+System::GetEMCONPower(int index)
+{
+ if (index >= 1 && index <= 3) {
+ return emcon_power[index-1];
+ }
+
+ return 100;
+}
+
+void
+System::DoEMCON(int index)
+{
+ int e = GetEMCONPower(index);
+
+ if (power_level * 100 > e || emcon != index) {
+ if (e == 0) {
+ PowerOff();
+ }
+ else {
+ if (emcon != index)
+ PowerOn();
+
+ SetPowerLevel(e);
+ }
+ }
+
+ emcon = index;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+System::ExecFrame(double seconds)
+{
+ if (seconds < 0.01)
+ seconds = 0.01;
+
+ STATUS s = DESTROYED;
+
+ if (availability > 0.99)
+ s = NOMINAL;
+ else if (availability > crit_level)
+ s = DEGRADED;
+ else
+ s = CRITICAL;
+
+ bool repair = false;
+
+ if (components.size() > 0) {
+ ListIter<Component> comp = components;
+ while (++comp) {
+ if (comp->Status() > Component::NOMINAL) {
+ repair = true;
+ break;
+ }
+ }
+ }
+
+ if (repair) {
+ Repair();
+ }
+
+ else {
+ if (status != s) {
+ status = s;
+ NetUtil::SendSysStatus(ship, this);
+ }
+
+ // collateral damage due to unsafe operation:
+ if (power_on && power_level > safety) {
+ safety_overload += (float) seconds;
+
+ // inflict some damage now:
+ if (safety_overload > 60) {
+ safety_overload -= (float) (rand() / (1000 * (power_level-safety)));
+ ApplyDamage(15);
+
+ NetUtil::SendSysStatus(ship, this);
+ }
+ }
+
+ else if (safety_overload > 0) {
+ safety_overload -= (float) seconds;
+ }
+ }
+}
+
+void
+System::Repair()
+{
+ if (status != MAINT) {
+ status = MAINT;
+ safety_overload = 0.0f;
+
+ NetUtil::SendSysStatus(ship, this);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+System::ExecMaintFrame(double seconds)
+{
+ if (components.size() > 0) {
+ ListIter<Component> comp = components;
+ while (++comp) {
+ if (comp->Status() > Component::NOMINAL) {
+ comp->ExecMaintFrame(seconds);
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+System::ApplyDamage(double damage)
+{
+ if (!power_on)
+ damage /= 10;
+
+ if (components.size() > 0) {
+ int index = rand() % components.size();
+
+ if (damage > 50) {
+ damage/=2;
+ components[index]->ApplyDamage(damage);
+
+ index = rand() % components.size();
+ }
+
+ components[index]->ApplyDamage(damage);
+
+ if (safety < 0.5)
+ SetPowerLevel(50);
+
+ else if (safety < 1.0)
+ SetPowerLevel(safety * 100);
+ }
+ else {
+ availability -= (float) (damage/100.0f);
+ if (availability < 0.01) availability = 0.0f;
+ }
+}
+
+void
+System::CalcStatus()
+{
+ if (components.size() > 0) {
+ availability = 1.0f;
+ safety = 1.0f;
+ stability = 1.0f;
+
+ ListIter<Component> comp = components;
+ while (++comp) {
+ if (comp->DamageEfficiency())
+ availability *= comp->Availability() / 100.0f;
+
+ if (comp->DamageSafety())
+ safety *= comp->Availability() / 100.0f;
+
+ if (comp->DamageStability())
+ stability *= comp->Availability() / 100.0f;
+
+ if (comp->IsJerried()) {
+ safety *= 0.95f;
+ stability *= 0.95f;
+ }
+ }
+
+ if (net_avail >= 0 && availability < net_avail)
+ availability = net_avail;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+System::Mount(Point loc, float rad, float hull)
+{
+ mount_rel = loc;
+ radius = rad;
+ hull_factor = hull;
+}
+
+void
+System::Mount(const System& system)
+{
+ mount_rel = system.mount_rel;
+ radius = system.radius;
+ hull_factor = system.hull_factor;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+System::Orient(const Physical* rep)
+{
+ const Matrix& orientation = rep->Cam().Orientation();
+ Point loc = rep->Location();
+
+ mount_loc = (mount_rel * orientation) + loc;
+}
+
+// +----------------------------------------------------------------------+
+
+double
+System::GetRequest(double seconds) const
+{
+ if (!power_on || capacity == energy)
+ return 0;
+
+ else
+ return power_level * sink_rate * seconds;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+System::Distribute(double delivered_energy, double seconds)
+{
+ if (UsesWatts()) {
+ if (seconds < 0.01)
+ seconds = 0.01;
+
+ // convert Joules to Watts:
+ energy = (float) (delivered_energy/seconds);
+ }
+
+ else if (!Game::GetInstance()->Paused()) {
+ energy += (float) delivered_energy;
+
+ if (energy > capacity)
+ energy = capacity;
+
+ else if (energy < 0)
+ energy = 0.0f;
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+void
+System::DrainPower(double to_level)
+{
+ energy = 0.0f;
+}