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1389 lines (1138 loc) · 39.9 KB
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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "freespace.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/systemvars.h"
#include "hud/hudets.h"
#include "hud/hudmessage.h"
#include "io/timer.h"
#include "localization/localize.h"
#include "object/object.h"
#include "object/objectshield.h"
#include "ship/ship.h"
#include "ship/subsysdamage.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
#include "globalincs/alphacolors.h"
float Energy_levels[NUM_ENERGY_LEVELS] = {0.0f, 1.0f/12, 2.0f/12, 3.0f/12, 4.0f/12, 5.0f/12, 6.0f/12, 7.0f/12, 8.0f/12, 9.0f/12, 10.0f/12, 11.0f/12, 1.0f};
bool Weapon_energy_cheat = false;
// -------------------------------------------------------------------------------------------------
// ets_init_ship() is called by a ship when it is created (effectively, for every ship at the start
// of a mission). This will set the default charge rates for the different systems and initialize
// the weapon energy reserve.
//
void ets_init_ship(object* obj)
{
ship* sp;
// fred should bail here
if(Fred_running){
return;
}
Assert(obj->type == OBJ_SHIP);
sp = &Ships[obj->instance];
sp->weapon_energy = Ship_info[sp->ship_info_index].max_weapon_reserve;
if ((sp->flags[Ship::Ship_Flags::No_ets]) == 0) {
sp->next_manage_ets = timestamp(AI_MODIFY_ETS_INTERVAL);
} else {
sp->next_manage_ets = -1;
}
set_default_recharge_rates(obj);
}
int ets_properties(object* objp)
{
int properties = 0;
ship* ship_p = &Ships[objp->instance];
ship_info* ship_info_p = &Ship_info[ship_p->ship_info_index];
if (ship_has_energy_weapons(ship_p))
properties |= HAS_WEAPONS;
if (!(objp->flags[Object::Object_Flags::No_shields]) && !ship_info_p->flags[Ship::Info_Flags::Intrinsic_no_shields])
properties |= HAS_SHIELDS;
if (ship_has_engine_power(ship_p))
properties |= HAS_ENGINES;
return properties;
}
// returns the energy that should be dedicated towards a single ETS system
// in retail, this is always 1.0
float ets_power_factor(object *objp, bool include_power_output)
{
auto shipp = &Ships[objp->instance];
int properties = ets_properties(objp);
if (The_mission.ai_profile->flags[AI::Profile_Flags::ETS_energy_same_regardless_of_system_presence] && (properties != (HAS_WEAPONS | HAS_SHIELDS | HAS_ENGINES)))
{
// in retail, the effect of having a missing system (e.g. an unshielded ship) is as if all that energy were redirected to other systems, so take the inverse of that
constexpr float missing_single_factor = 2.0f/3;
constexpr float missing_double_factor = 1.0f/3;
// if the properties are *equal* to just one, then it's missing double; otherwise we ruled out the all-three case so it has two and it's missing single
float missing_factor = (properties == HAS_WEAPONS || properties == HAS_SHIELDS || properties == HAS_ENGINES) ? missing_double_factor : missing_single_factor;
if (The_mission.ai_profile->flags[AI::Profile_Flags::ETS_uses_power_output] && include_power_output)
return Ship_info[shipp->ship_info_index].power_output * missing_factor;
else
return missing_factor;
}
else
{
if (The_mission.ai_profile->flags[AI::Profile_Flags::ETS_uses_power_output] && include_power_output)
return Ship_info[shipp->ship_info_index].power_output;
else
return 1.0f;
}
}
// -------------------------------------------------------------------------------------------------
// update_ets() is called once per frame for every OBJ_SHIP in the game.
// The amount of energy to send to the weapons and shields is calculated.
// The max speed is also updated if there is a change in aggregate engine health.
// The amount of time elapsed from the previous call is passed in as the parameter fl_frametime.
//
// parameters: obj ==> object that is updating their energy system
// fl_frametime ==> game frametime (in seconds)
//
void update_ets(object* objp, float fl_frametime)
{
float max_new_shield_energy, max_new_weapon_energy, _ss;
if ( fl_frametime <= 0 ){
return;
}
ship* ship_p = &Ships[objp->instance];
ship_info* sinfo_p = &Ship_info[ship_p->ship_info_index];
float max_g=sinfo_p->max_weapon_reserve;
if ( ship_p->flags[Ship::Ship_Flags::Dying] ){
return;
}
if ( sinfo_p->power_output == 0 ){
return;
}
// See? Volition did, at one point, intend for power output to affect ETS!
// new_energy = fl_frametime * sinfo_p->power_output;
// update weapon energy
max_new_weapon_energy = fl_frametime * ship_p->max_weapon_regen_per_second * max_g;
if ( objp->flags[Object::Object_Flags::Player_ship] ) {
ship_p->weapon_energy += ets_power_factor(objp) * Energy_levels[ship_p->weapon_recharge_index] * max_new_weapon_energy * The_mission.ai_profile->weapon_energy_scale[Game_skill_level];
} else {
ship_p->weapon_energy += ets_power_factor(objp) * Energy_levels[ship_p->weapon_recharge_index] * max_new_weapon_energy;
}
if ( ship_p->weapon_energy > sinfo_p->max_weapon_reserve ){
ship_p->weapon_energy = sinfo_p->max_weapon_reserve;
}
float shield_delta;
max_new_shield_energy = fl_frametime * ship_p->max_shield_regen_per_second * shield_get_max_strength(ship_p, true); // recharge rate is unaffected by $Max Shield Recharge
if ( objp->flags[Object::Object_Flags::Player_ship] ) {
shield_delta = ets_power_factor(objp) * Energy_levels[ship_p->shield_recharge_index] * max_new_shield_energy * The_mission.ai_profile->shield_energy_scale[Game_skill_level];
} else {
shield_delta = ets_power_factor(objp) * Energy_levels[ship_p->shield_recharge_index] * max_new_shield_energy;
}
if (Missiontime - Ai_info[ship_p->ai_index].last_hit_time < fl2f(sinfo_p->shield_regen_hit_delay))
shield_delta = 0.0f;
shield_add_strength(objp, shield_delta);
// if strength now exceeds max, scale back segments proportionally
float max_shield = shield_get_max_strength(ship_p);
if ( (_ss = shield_get_strength(objp)) > max_shield ){
for (auto &quad: objp->shield_quadrant) {
quad *= max_shield / _ss;
}
}
// AL 11-15-97: Rules for engine strength affecting max speed:
// 1. if strength >= 0.5 no affect
// 2. if strength < 0.5 then max_speed = sqrt(strength)
//
// This will translate to 71% max speed at 50% engines, and 31% max speed at 10% engines
//
float effective_engine_strength;
float actual_engine_strength;
if (ship_p->flags[Ship::Ship_Flags::Maneuver_despite_engines]) {
// Pretend our strength is 100% when this flag is active
effective_engine_strength = 1.0f;
actual_engine_strength = 1.0f;
} else {
effective_engine_strength = ship_get_subsystem_strength(ship_p, SUBSYSTEM_ENGINE);
// very annoying, but ship_get_subsystem_strength will typically cap at no lower than 15% strength reported
// causing the condition below to possibly erroneously believe the engine strength isn't changing while being
// repaired below that threshold. use the ACTUAL strength for this check
actual_engine_strength = ship_get_subsystem_strength(ship_p, SUBSYSTEM_ENGINE, false, true);
}
// only update max speed if engine_aggregate_strength has changed
// which helps minimize amount of overrides to max speed
if (actual_engine_strength != ship_p->prev_engine_strength) {
ets_update_max_speed(objp);
ship_p->prev_engine_strength = actual_engine_strength;
// check if newly updated max speed should be reduced due to engine damage
// don't let engine strength affect max speed when playing on lowest skill level
if ((objp != Player_obj) || (Game_skill_level > 0)) {
if (effective_engine_strength < SHIP_MIN_ENGINES_FOR_FULL_SPEED) {
objp->phys_info.max_vel.xyz.z *= fl_sqrt(effective_engine_strength);
}
}
}
if ( timestamp_elapsed(ship_p->next_manage_ets) ) {
if ( !(objp->flags[Object::Object_Flags::Player_ship]) ) {
ai_manage_ets(objp);
ship_p->next_manage_ets = timestamp(AI_MODIFY_ETS_INTERVAL);
}
else {
if ( Weapon_energy_cheat ){
ship_p->weapon_energy = sinfo_p->max_weapon_reserve;
}
}
}
}
float ets_get_max_speed(object* objp, float engine_energy)
{
// NOTE: ets_power_factor() doesn't need to be called in this function, because all the factors cancel out. But
// the system presence does need to be checked since it affects the recharge indexes.
Assertion(objp != NULL, "Invalid object pointer passed!");
Assertion(objp->type == OBJ_SHIP, "Object needs to be a ship object!");
Assertion(engine_energy >= 0.0f && engine_energy <= 1.0f, "Invalid float passed, needs to be in [0, 1], was %f!", engine_energy);
ship* shipp = &Ships[objp->instance];
ship_info* sip = &Ship_info[shipp->ship_info_index];
float initial_engine_recharge_energy_level;
if (The_mission.ai_profile->flags[AI::Profile_Flags::ETS_energy_same_regardless_of_system_presence])
{
int properties = ets_properties(objp);
if (properties == (HAS_WEAPONS | HAS_SHIELDS | HAS_ENGINES))
initial_engine_recharge_energy_level = Energy_levels[INTIAL_ENGINE_RECHARGE_INDEX];
else if (properties == HAS_WEAPONS || properties == HAS_SHIELDS || properties == HAS_ENGINES)
initial_engine_recharge_energy_level = Energy_levels[ALL_INDEX];
else
initial_engine_recharge_energy_level = Energy_levels[ONE_HALF_INDEX];
}
else
initial_engine_recharge_energy_level = Energy_levels[INTIAL_ENGINE_RECHARGE_INDEX];
// check for a shortcuts first before doing linear interpolation
if ( engine_energy == initial_engine_recharge_energy_level ){
return sip->max_speed;
} else if ( engine_energy == 0.0f ){
return 0.5f * sip->max_speed;
} else if ( engine_energy == 1.0f ){
return sip->max_overclocked_speed;
} else {
// do a linear interpolation to find the current max speed, using points (0,1/2 default_max_speed) (.333,default_max_speed)
// x = x1 + (y-y1) * (x2-x1) / (y2-y1);
if ( engine_energy < initial_engine_recharge_energy_level ){
return 0.5f*sip->max_speed + (engine_energy * (0.5f*sip->max_speed) ) / initial_engine_recharge_energy_level;
} else {
// do a linear interpolation to find the current max speed, using points (.333,default_max_speed) (1,max_overclock_speed)
return sip->max_speed + (engine_energy - initial_engine_recharge_energy_level) * (sip->max_overclocked_speed - sip->max_speed) / (1.0f - initial_engine_recharge_energy_level);
}
}
}
void ets_update_max_speed(object* ship_objp)
{
Assertion(ship_objp != nullptr, "Invalid object pointer passed!");
Assertion(ship_objp->type == OBJ_SHIP, "Object needs to be a ship object!");
// calculate the top speed of the ship based on the energy flow to engines
// (note: this doesn't need the power factor; see comments in ets_get_max_speed())
float x = Energy_levels[Ships[ship_objp->instance].engine_recharge_index];
ship_objp->phys_info.max_vel.xyz.z = ets_get_max_speed(ship_objp, x);
}
// -------------------------------------------------------------------------------------------------
// ai_manage_ets() will determine if a ship should modify it's energy transfer percentages, or
// transfer energy from shields->weapons or from weapons->shields
//
// minimum level rule constants
#define SHIELDS_MIN_LEVEL_PERCENT 0.3f
#define WEAPONS_MIN_LEVEL_PERCENT 0.3f
// maximum level rule constants
#define SHIELDS_MAX_LEVEL_PERCENT 0.8f
#define WEAPONS_MAX_LEVEL_PERCENT 0.8f
// emergency rule constants
#define SHIELDS_EMERG_LEVEL_PERCENT 0.10f
#define WEAPONS_EMERG_LEVEL_PERCENT 0.05f
// need this, or ai's tend to totally eliminate engine power!
#define MIN_ENGINE_RECHARGE_INDEX 3
#define DEFAULT_CHARGE_INDEX 4
#define NORMAL_TOLERANCE_PERCENT .10f
void ai_manage_ets(object* obj)
{
ship* ship_p = &Ships[obj->instance];
ship_info* ship_info_p = &Ship_info[ship_p->ship_info_index];
ai_info* aip = &Ai_info[Ships[obj->instance].ai_index];
if ( ship_info_p->power_output == 0 )
return;
if (ship_p->flags[Ship::Ship_Flags::Dying])
return;
// check if weapons or engines are not being used. If so, don't allow energy management.
if (!ship_info_p->max_speed || !ship_info_p->max_weapon_reserve) {
return;
}
// also check if the ship has no shields and if the AI is allowed to manage weapons and engines --wookieejedi
if ( !(ship_p->ship_max_shield_strength) && !( (aip->ai_profile_flags[AI::Profile_Flags::All_nonshielded_ships_can_manage_ets]) ||
( (ship_info_p->is_fighter_bomber()) && (aip->ai_profile_flags[AI::Profile_Flags::Fightercraft_nonshielded_ships_can_manage_ets])) ) ) {
return;
}
// also check if the ship is playing dead --Goober5000
if (aip->mode == AIM_PLAY_DEAD && aip->ai_profile_flags[AI::Profile_Flags::Ships_playing_dead_dont_manage_ets])
return;
float weapon_left_percent = ship_p->weapon_energy/ship_info_p->max_weapon_reserve;
// maximum level check for weapons
// MK, changed these, might as well let them go up to 100% if nothing else needs the recharge ability.
if ( weapon_left_percent == 1.0f) {
decrease_recharge_rate(obj, WEAPONS);
}
if (!(obj->flags[Object::Object_Flags::No_shields])) {
float shield_left_percent = get_shield_pct(obj);
// maximum level check for shields
if (shield_left_percent == 1.0f) {
decrease_recharge_rate(obj, SHIELDS);
}
// minimum check for shields
if (shield_left_percent < SHIELDS_MIN_LEVEL_PERCENT) {
if (weapon_left_percent > WEAPONS_MIN_LEVEL_PERCENT)
increase_recharge_rate(obj, SHIELDS);
}
}
// minimum check for weapons and engines
if ( weapon_left_percent < WEAPONS_MIN_LEVEL_PERCENT ) {
increase_recharge_rate(obj, WEAPONS);
}
if ( ship_p->engine_recharge_index < MIN_ENGINE_RECHARGE_INDEX ) {
increase_recharge_rate(obj, ENGINES);
}
// emergency check for ships with shields
if (!(obj->flags[Object::Object_Flags::No_shields])) {
float shield_left_percent = get_shield_pct(obj);
if (!(The_mission.ai_profile->flags[AI::Profile_Flags::Disable_ai_transferring_energy])) {
if ( shield_left_percent < SHIELDS_EMERG_LEVEL_PERCENT ) {
if (ship_p->target_shields_delta == 0.0f)
transfer_energy_to_shields(obj);
} else if ( weapon_left_percent < WEAPONS_EMERG_LEVEL_PERCENT ) {
if ( shield_left_percent > SHIELDS_MIN_LEVEL_PERCENT || weapon_left_percent <= 0.01 ) // dampen ai enthusiasm for sucking energy to weapons
transfer_energy_to_weapons(obj);
}
}
// check for return to normal values
if ( fl_abs( shield_left_percent - 0.5f ) < NORMAL_TOLERANCE_PERCENT ) {
if ( ship_p->shield_recharge_index > DEFAULT_CHARGE_INDEX )
decrease_recharge_rate(obj, SHIELDS);
else if ( ship_p->shield_recharge_index < DEFAULT_CHARGE_INDEX )
increase_recharge_rate(obj, SHIELDS);
}
}
if ( fl_abs( weapon_left_percent - 0.5f ) < NORMAL_TOLERANCE_PERCENT ) {
if ( ship_p->weapon_recharge_index > DEFAULT_CHARGE_INDEX )
decrease_recharge_rate(obj, WEAPONS);
else if ( ship_p->weapon_recharge_index < DEFAULT_CHARGE_INDEX )
increase_recharge_rate(obj, WEAPONS);
}
}
void set_recharge_rates(object* obj, int shields, int weapons, int engines) {
Assertion(obj->type == OBJ_SHIP, "Can't set ets values on a non-ship");
if (obj->type != OBJ_SHIP)
return;
Ships[obj->instance].shield_recharge_index = shields;
Ships[obj->instance].weapon_recharge_index = weapons;
Ships[obj->instance].engine_recharge_index = engines;
ets_update_max_speed(obj);
}
// -------------------------------------------------------------------------------------------------
// set_default_recharge_rates() will set the charge levels for the weapons, shields and
// engines to their default levels (regardless of whether the ship has power or an ETS)
void set_default_recharge_rates(object* obj)
{
int ship_properties = ets_properties(obj);
// the default charge rate depends on what systems are on each ship
switch ( ship_properties ) {
case HAS_ENGINES | HAS_WEAPONS | HAS_SHIELDS:
set_recharge_rates(obj, INTIAL_SHIELD_RECHARGE_INDEX, INTIAL_WEAPON_RECHARGE_INDEX, INTIAL_ENGINE_RECHARGE_INDEX);
break;
case HAS_ENGINES | HAS_SHIELDS:
set_recharge_rates(obj, ONE_HALF_INDEX, ZERO_INDEX, ONE_HALF_INDEX);
break;
case HAS_WEAPONS | HAS_SHIELDS:
set_recharge_rates(obj, ONE_HALF_INDEX, ONE_HALF_INDEX, ZERO_INDEX);
break;
case HAS_ENGINES | HAS_WEAPONS:
set_recharge_rates(obj, ZERO_INDEX, ONE_HALF_INDEX, ONE_HALF_INDEX);
break;
case HAS_SHIELDS:
set_recharge_rates(obj, ALL_INDEX, ZERO_INDEX, ZERO_INDEX);
break;
case HAS_ENGINES:
set_recharge_rates(obj, ZERO_INDEX, ZERO_INDEX, ALL_INDEX);
break;
case HAS_WEAPONS:
set_recharge_rates(obj, ZERO_INDEX, ALL_INDEX, ZERO_INDEX);
break;
default:
set_recharge_rates(obj, ZERO_INDEX, ZERO_INDEX, ZERO_INDEX);
break;
} // end switch
}
// -------------------------------------------------------------------------------------------------
// increase_recharge_rate() will increase the energy flow to the specified system (one of
// WEAPONS, SHIELDS or ENGINES). The increase in energy will result in a decrease to
// the other two systems.
void increase_recharge_rate(object* obj, SYSTEM_TYPE ship_system)
{
int *gain_index=NULL, *lose_index1=NULL, *lose_index2=NULL, *tmp=NULL;
int count=0;
ship *ship_p = &Ships[obj->instance];
if (ship_p->flags[Ship::Ship_Flags::No_ets])
return;
switch ( ship_system ) {
case WEAPONS:
if ( !ship_has_energy_weapons(ship_p) )
return;
gain_index = &ship_p->weapon_recharge_index;
if ( obj->flags[Object::Object_Flags::No_shields] )
lose_index1 = NULL;
else
lose_index1 = &ship_p->shield_recharge_index;
if ( !ship_has_engine_power(ship_p) )
lose_index2 = NULL;
else
lose_index2 = &ship_p->engine_recharge_index;
break;
case SHIELDS:
if ( obj->flags[Object::Object_Flags::No_shields] )
return;
gain_index = &ship_p->shield_recharge_index;
if ( !ship_has_energy_weapons(ship_p) )
lose_index1 = NULL;
else
lose_index1 = &ship_p->weapon_recharge_index;
if ( !ship_has_engine_power(ship_p) )
lose_index2 = NULL;
else
lose_index2 = &ship_p->engine_recharge_index;
break;
case ENGINES:
if ( !ship_has_engine_power(ship_p) )
return;
gain_index = &ship_p->engine_recharge_index;
if ( !ship_has_energy_weapons(ship_p) )
lose_index1 = NULL;
else
lose_index1 = &ship_p->weapon_recharge_index;
if ( obj->flags[Object::Object_Flags::No_shields] )
lose_index2 = NULL;
else
lose_index2 = &ship_p->shield_recharge_index;
break;
} // end switch
// return if we can't transfer energy
if (!lose_index1 && !lose_index2)
return;
// already full, nothing to do
count = MAX_ENERGY_INDEX - *gain_index;
if ( count > 2 )
count = 2;
if ( count <= 0 )
{
if ( obj == Player_obj )
{
snd_play( gamesnd_get_game_sound(GameSounds::ENERGY_TRANS_FAIL), 0.0f );
}
return;
}
*gain_index += count;
// ensure that the highest lose index takes the first decrease
if ( lose_index1 && lose_index2 ) {
if ( *lose_index1 < *lose_index2 ) {
tmp = lose_index1;
lose_index1 = lose_index2;
lose_index2 = tmp;
}
}
int sanity = 0;
while(count > 0) {
if ( lose_index1 && *lose_index1 > 0 ) {
*lose_index1 -= 1;
count--;
}
if ( count <= 0 )
break;
if ( lose_index2 && *lose_index2 > 0 ) {
*lose_index2 -= 1;
count--;
}
if ( sanity++ > 10 ) {
Int3(); // get Alan
break;
}
}
if ( obj == Player_obj )
snd_play( gamesnd_get_game_sound(GameSounds::ENERGY_TRANS), 0.0f );
ets_update_max_speed(obj);
}
// -------------------------------------------------------------------------------------------------
// decrease_recharge_rate() will decrease the energy flow to the specified system (one of
// WEAPONS, SHIELDS or ENGINES). The decrease in energy will result in an increase to
// the other two systems.
void decrease_recharge_rate(object* obj, SYSTEM_TYPE ship_system)
{
int *lose_index=NULL, *gain_index1=NULL, *gain_index2=NULL, *tmp=NULL;
int count;
ship *ship_p = &Ships[obj->instance];
if (ship_p->flags[Ship::Ship_Flags::No_ets])
return;
switch ( ship_system ) {
case WEAPONS:
if ( !ship_has_energy_weapons(ship_p) )
return;
lose_index = &ship_p->weapon_recharge_index;
if ( obj->flags[Object::Object_Flags::No_shields] )
gain_index1 = NULL;
else
gain_index1 = &ship_p->shield_recharge_index;
if ( !ship_has_engine_power(ship_p) )
gain_index2 = NULL;
else
gain_index2 = &ship_p->engine_recharge_index;
break;
case SHIELDS:
if ( obj->flags[Object::Object_Flags::No_shields] )
return;
lose_index = &ship_p->shield_recharge_index;
if ( !ship_has_energy_weapons(ship_p) )
gain_index1 = NULL;
else
gain_index1 = &ship_p->weapon_recharge_index;
if ( !ship_has_engine_power(ship_p) )
gain_index2 = NULL;
else
gain_index2 = &ship_p->engine_recharge_index;
break;
case ENGINES:
if ( !ship_has_engine_power(ship_p) )
return;
lose_index = &ship_p->engine_recharge_index;
if ( !ship_has_energy_weapons(ship_p) )
gain_index1 = NULL;
else
gain_index1 = &ship_p->weapon_recharge_index;
if ( obj->flags[Object::Object_Flags::No_shields] )
gain_index2 = NULL;
else
gain_index2 = &ship_p->shield_recharge_index;
break;
} // end switch
// return if we can't transfer energy
if (!gain_index1 && !gain_index2)
return;
// check how much there is to lose
count = MIN(2, *lose_index);
if ( count <= 0 ) {
if ( obj == Player_obj ) {
snd_play( gamesnd_get_game_sound(GameSounds::ENERGY_TRANS_FAIL), 0.0f );
}
return;
}
*lose_index -= count;
// make sure that the gain starts with the system which needs it most
if ( gain_index1 && gain_index2 ) {
if ( *gain_index1 > *gain_index2 ) {
tmp = gain_index1;
gain_index1 = gain_index2;
gain_index2 = tmp;
}
}
int sanity=0;
while(count > 0) {
if ( gain_index1 && *gain_index1 < MAX_ENERGY_INDEX ) {
*gain_index1 += 1;
count--;
}
if ( count <= 0 )
break;
if ( gain_index2 && *gain_index2 < MAX_ENERGY_INDEX ) {
*gain_index2 += 1;
count--;
}
if ( sanity++ > 10 ) {
Int3(); // get Alan
break;
}
}
if ( obj == Player_obj )
snd_play( gamesnd_get_game_sound(GameSounds::ENERGY_TRANS), 0.0f );
ets_update_max_speed(obj);
}
void transfer_energy_weapon_common(object *objp, float from_field, float to_field, float *from_delta, float *to_delta, float from_max, float to_max, float scale, float eff)
{
float delta;
delta = from_max * scale;
if (to_field + *to_delta + eff * delta > to_max && eff > 0)
delta = (to_max - to_field - *to_delta) / eff;
if ( delta > 0 ) {
if ( objp == Player_obj )
snd_play( gamesnd_get_game_sound(GameSounds::ENERGY_TRANS), 0.0f );
if (delta > from_field)
delta = from_field;
*to_delta += eff * delta;
*from_delta -= delta;
} else
if ( objp == Player_obj )
snd_play( gamesnd_get_game_sound(GameSounds::ENERGY_TRANS_FAIL), 0.0f );
}
// -------------------------------------------------------------------------------------------------
// transfer_energy_to_shields() will transfer a tabled percentage of max weapon energy
// to shield energy.
void transfer_energy_to_shields(object* obj)
{
ship* ship_p = &Ships[obj->instance];
ship_info* sinfo_p = &Ship_info[ship_p->ship_info_index];
if (ship_p->flags[Ship::Ship_Flags::Dying])
return;
if ( !ship_has_energy_weapons(ship_p) || obj->flags[Object::Object_Flags::No_shields] )
{
return;
}
if (sinfo_p->weap_shield_amount == 0 && obj == Player_obj) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR("Ship does not support weapon->shield transfer.", -1));
snd_play( gamesnd_get_game_sound(GameSounds::ENERGY_TRANS_FAIL), 0.0f );
return;
}
transfer_energy_weapon_common(obj, ship_p->weapon_energy, shield_get_strength(obj), &ship_p->target_weapon_energy_delta, &ship_p->target_shields_delta, sinfo_p->max_weapon_reserve, shield_get_max_strength(ship_p), sinfo_p->weap_shield_amount, sinfo_p->weap_shield_efficiency);
}
// -------------------------------------------------------------------------------------------------
// transfer_energy_to_weapons() will transfer a tabled percentage of max shield energy
// to weapon energy.
void transfer_energy_to_weapons(object* obj)
{
ship* ship_p = &Ships[obj->instance];
ship_info* sinfo_p = &Ship_info[ship_p->ship_info_index];
if (ship_p->flags[Ship::Ship_Flags::Dying])
return;
if ( !ship_has_energy_weapons(ship_p) || obj->flags[Object::Object_Flags::No_shields] )
{
return;
}
if (sinfo_p->shield_weap_amount == 0 && obj == Player_obj) {
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", XSTR("Ship does not support shield->weapon transfer.", -1));
snd_play( gamesnd_get_game_sound(GameSounds::ENERGY_TRANS_FAIL), 0.0f );
return;
}
transfer_energy_weapon_common(obj, shield_get_strength(obj), ship_p->weapon_energy, &ship_p->target_shields_delta, &ship_p->target_weapon_energy_delta, shield_get_max_strength(ship_p), sinfo_p->max_weapon_reserve, sinfo_p->shield_weap_amount, sinfo_p->shield_weap_efficiency);
}
/**
* decrease one ets index to zero & adjust others up
*/
void zero_one_ets (int *reduce, int *add1, int *add2)
{
int *tmp;
// add to the smallest index 1st
if (*add1 > *add2) {
tmp = add1;
add1 = add2;
add2 = tmp;
}
while (*reduce > ZERO_INDEX) {
if (*add1 < ALL_INDEX) {
++*add1;
--*reduce;
}
if (*reduce <= ZERO_INDEX) {
break;
}
if (*add2 < ALL_INDEX) {
++*add2;
--*reduce;
}
}
}
/**
* ensure input ETS indexs are valid.
* If not, "fix" them by moving outliers towards the middle index
*/
void sanity_check_ets_inputs(int (&ets_indexes)[num_retail_ets_gauges])
{
int i;
int ets_delta = MAX_ENERGY_INDEX - ets_indexes[ENGINES] - ets_indexes[SHIELDS] - ets_indexes[WEAPONS];
if ( ets_delta != 0 ) {
if ( ets_delta > 0) { // add to lowest indexes
while ( ets_delta != 0 ) {
int lowest_val = MAX_ENERGY_INDEX;
int lowest_idx = 0;
for (i = 0; i < num_retail_ets_gauges; ++i) {
if (ets_indexes[i] <= lowest_val ) {
lowest_val = ets_indexes[i];
lowest_idx = i;
}
}
++ets_indexes[lowest_idx];
--ets_delta;
}
} else { // remove from highest indexes
while ( ets_delta != 0 ) {
int highest_val = 0;
int highest_idx = 0;
for (i = 0; i < num_retail_ets_gauges; ++i) {
if (ets_indexes[i] >= highest_val ) {
highest_val = ets_indexes[i];
highest_idx = i;
}
}
--ets_indexes[highest_idx];
++ets_delta;
}
}
}
}
/**
* adjust input ETS indexes to handle missing systems on the target ship
* return true if indexes are valid to be set
*/
bool validate_ship_ets_indxes(const int &ship_idx, int (&ets_indexes)[num_retail_ets_gauges])
{
if (ship_idx < 0) {
return false;
}
if (Ships[ship_idx].objnum < 0) {
return false;
}
ship *ship_p = &Ships[ship_idx];
if (ship_p->flags[Ship::Ship_Flags::No_ets])
return false;
// handle ships that are missing parts of the ETS
int ship_properties = 0;
if (ship_has_energy_weapons(ship_p)) {
ship_properties |= HAS_WEAPONS;
}
if (!(Objects[ship_p->objnum].flags[Object::Object_Flags::No_shields])) {
ship_properties |= HAS_SHIELDS;
}
if (ship_has_engine_power(ship_p)) {
ship_properties |= HAS_ENGINES;
}
switch ( ship_properties ) {
case HAS_ENGINES | HAS_WEAPONS | HAS_SHIELDS:
// all present, don't change ets indexes
break;
case HAS_ENGINES | HAS_SHIELDS:
zero_one_ets(&ets_indexes[WEAPONS], &ets_indexes[ENGINES], &ets_indexes[SHIELDS]);
break;
case HAS_WEAPONS | HAS_SHIELDS:
zero_one_ets(&ets_indexes[ENGINES], &ets_indexes[SHIELDS], &ets_indexes[WEAPONS]);
break;
case HAS_ENGINES | HAS_WEAPONS:
zero_one_ets(&ets_indexes[SHIELDS], &ets_indexes[ENGINES], &ets_indexes[WEAPONS]);
break;
case HAS_ENGINES:
case HAS_SHIELDS:
case HAS_WEAPONS:
// can't change anything if only one is active on this ship
return false;
break;
default:
Error(LOCATION, "Encountered a ship (%s) with a broken ETS", ship_p->ship_name);
break;
}
return true;
}
HudGaugeEts::HudGaugeEts():
HudGauge(HUD_OBJECT_ETS_ENGINES, HUD_ETS_GAUGE, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255),
System_type(0)
{
}
HudGaugeEts::HudGaugeEts(int _gauge_object, int _system_type):
HudGauge(_gauge_object, HUD_ETS_GAUGE, false, false, (VM_EXTERNAL | VM_DEAD_VIEW | VM_WARP_CHASE | VM_PADLOCK_ANY | VM_OTHER_SHIP), 255, 255, 255),
System_type(_system_type)
{
}
void HudGaugeEts::initBarHeight(int _ets_h)
{
ETS_bar_h = _ets_h;
}
void HudGaugeEts::initLetterOffsets(int _x, int _y)
{
Letter_offsets[0] = _x;
Letter_offsets[1] = _y;
}
void HudGaugeEts::initTopOffsets(int _x, int _y)
{
Top_offsets[0] = _x;
Top_offsets[1] = _y;
}
void HudGaugeEts::initBottomOffsets(int _x, int _y)
{
Bottom_offsets[0] = _x;
Bottom_offsets[1] = _y;
}
void HudGaugeEts::initLetter(char _letter)
{
Letter = _letter;
}
void HudGaugeEts::initBitmaps(char *fname)
{
Ets_bar.first_frame = bm_load_animation(fname, &Ets_bar.num_frames);
if ( Ets_bar.first_frame < 0 ) {
Warning(LOCATION,"Cannot load hud ani: %s\n", fname);
}
}
void HudGaugeEts::render(float /*frametime*/, bool /*config*/)
{
}
void HudGaugeEts::pageIn()
{
bm_page_in_aabitmap( Ets_bar.first_frame, Ets_bar.num_frames );
}
/**
* Draw one ETS bar to screen
*/
void HudGaugeEts::blitGauge(int index, int ix, int iy, float scale, bool config)
{
if (Ets_bar.first_frame < 0) {
return;
}
int clip_h = fl2i( (1 - Energy_levels[index]) * ETS_bar_h );
int w, h;
bm_get_info(Ets_bar.first_frame,&w,&h);
int x, y;
if (HUD_shadows) {
color cur = gr_screen.current_color;
// These act more as a backing black layer.
gr_set_color_fast(&Color_black);
// draw the top portion
x = ix + fl2i(Top_offsets[0] * scale);
y = iy + fl2i(Top_offsets[1] * scale);
renderBitmapEx(Ets_bar.first_frame,x,y,w,ETS_bar_h,0,0, scale, config);
// draw the bottom portion
x = ix + fl2i(Bottom_offsets[0] * scale);
y = iy + fl2i(Bottom_offsets[1] * scale);
renderBitmapEx(Ets_bar.first_frame, x, y, w, y + ETS_bar_h, 0, 0, scale, config);
if (!config) {
gr_set_color_fast(&cur);
} else {
setGaugeColor(HUD_C_NONE, config);
}
}
int y_start, y_end;
if ( index < NUM_ENERGY_LEVELS-1 ) {
// some portion of dark needs to be drawn
setGaugeColor(HUD_C_NONE, config);
// draw the top portion
x = ix + fl2i(Top_offsets[0] * scale);
y = iy + fl2i(Top_offsets[1] * scale);
renderBitmapEx(Ets_bar.first_frame,x,y,w,clip_h,0,0, scale, config);