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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
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
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