1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
|
/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, 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
|