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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    SUBSYSTEM:    Stars.exe
    FILE:         System.h
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Generic ship System class
*/

#ifndef System_h
#define System_h

#include "Types.h"
#include "Physical.h"
#include "Geometry.h"

#include "List.h"
#include "text.h"

// +--------------------------------------------------------------------+

class Component;
class Ship;
class SystemDesign;

// +--------------------------------------------------------------------+

class System
{
   friend Component;

public:
   static const char* TYPENAME() { return "System"; }

   enum CATEGORY    { MISC_SYSTEM=0, DRIVE=1, WEAPON, SHIELD, SENSOR,
                      COMPUTER, POWER_SOURCE, FLIGHT_DECK, FARCASTER };
   enum STATUS      { DESTROYED, CRITICAL, DEGRADED, NOMINAL, MAINT };
   enum POWER_FLAGS { POWER_WATTS=1, POWER_CRITICAL=2 };

   System(CATEGORY t, int s, const char* n, int maxv,
          double energy=0, double capacity=100, double sink_rate=1);
   System(const System& s);
   virtual ~System();

   int operator==(const System& s)  const { return this == &s; }
   
   CATEGORY          Type()         const { return type;    }
   int               Subtype()      const { return subtype; }
   const char*       Name()         const { return name;    }
   const char*       Abbreviation() const { return abrv;    }

   void              SetName(const char* n)           { name = n; }
   void              SetAbbreviation(const char* a)   { abrv = a; }
   void              SetDesign(SystemDesign* d);

   virtual int       Value()        const { return (int) (max_value*availability*100); }
   int               MaxValue()     const { return (int) (max_value*100); }
   STATUS            Status()       const { return       status;        }
   double            Availability() const { return       availability*100;  }
   double            Safety()       const { return       safety*100;        }
   double            Stability()    const { return       stability*100;     }
   virtual void      CalcStatus();
   virtual void      Repair();

   double            NetAvail()     const { return net_avail;        }
   void              SetNetAvail(double d){ net_avail = (float) d;   }

   List<Component>&  GetComponents()      { return components; }

   virtual void      ApplyDamage(double damage);
   virtual void      ExecFrame(double seconds);
   virtual void      ExecMaintFrame(double seconds);
   virtual void      DoEMCON(int emcon);

   // PHYSICAL LOCATION (for inflicting system damage):
   virtual void      Orient(const Physical* rep);
   virtual void      Mount(Point loc, float radius, float hull_factor=0.5f);
   virtual void      Mount(const System& system);

   Point             MountLocation()  const { return mount_loc;   }
   double            Radius()         const { return radius;      }
   double            HullProtection() const { return hull_factor; }

   // POWER UTILIZATION:
   bool              IsPowerCritical() const { return (power_flags & POWER_CRITICAL)?true:false; }
   bool              UsesWatts()       const { return (power_flags & POWER_WATTS)?true:false;    }

   virtual double    GetRequest(double seconds) const;
   virtual void      Distribute(double delivered_energy, double seconds);
   
   int               GetSourceIndex() const { return source_index; }
   void              SetSourceIndex(int i)  { source_index = i;    }
   
   virtual int       Charge()    const { return (int) (100 * energy/capacity); }

   bool              IsPowerOn() const { return power_on;  }
   virtual void      PowerOn()         { power_on = true;  }
   virtual void      PowerOff()        { power_on = false; }

   // percentage, but stored as 0-1
   virtual double    GetPowerLevel()  const { return power_level * 100; }
   virtual void      SetPowerLevel(double level);
   virtual void      SetOverride(bool over);

   // for power drain damage:
   virtual void      DrainPower(double to_level);

   void              SetCapacity(double c) { capacity = (float) c; }
   double            GetCapacity()  const { return capacity;  }
   double            GetEnergy()    const { return energy;    }
   double            GetSinkRate()  const { return sink_rate; }
   void              SetEMCONPower(int emcon, int power_level);
   int               GetEMCONPower(int emcon);

   int               GetExplosionType() const { return explosion_type; }
   void              SetExplosionType(int t)  { explosion_type = t;    }

   Ship*             GetShip()      const { return ship;    }
   void              SetShip(Ship* s)     { ship = s;       }
   int               GetID()        const { return id;      }
   void              SetID(int n)         { id = n;         }

protected:
   // AI information:
   CATEGORY          type;
   Ship*             ship;
   int               id;
   int               subtype;
   int               max_value;

   // Displayable name:
   Text              name;
   Text              abrv;

   // System health status:
   STATUS            status;
   float             crit_level;
   float             availability;
   float             safety;
   float             stability;
   float             safety_overload;
   float             net_avail;

   // Mounting:
   Point             mount_loc;  // world space
   Point             mount_rel;  // object space
   float             radius;
   float             hull_factor;

   // Power Sink:
   float             energy;
   float             capacity;
   float             sink_rate;
   float             power_level;
   int               source_index;
   DWORD             power_flags;
   bool              power_on;
   BYTE              emcon_power[3];
   BYTE              emcon;

   int               explosion_type;

   // Subcomponents:
   SystemDesign*     design;
   List<Component>   components;
};

#endif System_h