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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 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
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