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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 "math/staticrand.h"
#include "network/multi.h"
#include "object/objectshield.h"
#include "ship/ship.h"
#include "ship/subsysdamage.h"
#include <climits>
// Private variables
static const float shield_scale_factor = static_cast<float>(1.0 / (log(50.0) - log(1.0))); // Factor used in Goober5000's scale_quad
// Private Function Declarations
/**
* @brief Logarithmically scales a quadrant's strength according to the shield generator's health %
*
* @param[in] generator_fraction The shield generator's HP in %
* @param[in] quad_strength The quadrant's strength, before scaling
*
* @returns The quadrant's effective strength.
*
* @author Goober5000
*/
float scale_quad(float generator_fraction, float quad_strength);
// Function definitions
float scale_quad(float generator_fraction, float quad_strength) {
// the following formula makes a nice logarithmic curve between 1 and 50,
// when x goes from 0 to 100:
//
// ln(x) * (100 - 0)
// -----------------
// ln(50) - ln(1)
//
float effective_strength = quad_strength * (static_cast<float>(log(generator_fraction)) * shield_scale_factor);
// ensure not negative, which may happen if the shield gets below 1 percent
// (since we're dealing with logs)
if (effective_strength < 0.0f)
return 0.0f;
else
return effective_strength;
}
void shield_add_quad(object *objp, int quadrant_num, float delta) {
Assert(objp);
// if we aren't going to change anything anyway then just bail
if (delta == 0.0f)
return;
// check array bounds
Assert(quadrant_num >= 0 && quadrant_num < objp->n_quadrants);
if (quadrant_num < 0 || quadrant_num >= objp->n_quadrants)
return;
// important: don't use shield_get_quad here
float strength = objp->shield_quadrant[quadrant_num] + delta;
// check range
if (strength < 0.0f)
strength = 0.0f;
float max_quad = shield_get_max_quad(objp);
if (strength > max_quad)
strength = max_quad;
objp->shield_quadrant[quadrant_num] = strength;
}
void shield_add_strength(object *objp, float delta) {
Assert(objp);
// if we aren't going to change anything anyway then just bail
if (delta == 0.0f)
return;
float shield_str = shield_get_strength(objp);
float shield_recharge_limit = shield_get_max_strength(objp);
if ((delta > 0.0f) && (shield_str >= shield_recharge_limit))
return;
if (!(Ai_info[Ships[objp->instance].ai_index].ai_profile_flags[AI::Profile_Flags::Smart_shield_management])
|| delta <= 0.0f) //SUSHI: We don't want smart shield management for negative delta
{
// set the limit for the shield recharge
if ((delta > 0.0f) && ((shield_str + delta) > shield_recharge_limit))
delta = shield_recharge_limit - shield_str;
for (int i = 0; i < objp->n_quadrants; i++)
shield_add_quad(objp, i, delta / objp->n_quadrants);
}
else
{
float section_max = shield_get_max_quad(objp);
// smart shield repair
while (delta > 0.0f)
{
//WMC - Set to INT_MAX so that this is set to something
float weakest = i2fl(INT_MAX);
int weakest_idx = -1;
// find weakest shield quadrant
for (int i = 0; i < objp->n_quadrants; i++)
{
float quad = shield_get_quad(objp, i);
if (weakest_idx < 0 || quad < weakest)
{
weakest = quad;
weakest_idx = i;
}
}
// all quads are at full strength
if (weakest >= section_max)
break;
// set the limit for the shield recharge
if ((delta > 0.0f) && ((shield_str + delta) > shield_recharge_limit))
delta = shield_recharge_limit - shield_str;
// throw all possible shield power at this quadrant
// if there's any left over then apply it to the next weakest on the next pass
float xfer_amount;
if (weakest + delta > section_max)
xfer_amount = section_max - weakest;
else
xfer_amount = delta;
shield_add_quad(objp, weakest_idx, xfer_amount);
delta -= xfer_amount;
}
}
}
// strengthens the weakest quadrant first, then spreads it out equally
void shield_apply_healing(object* objp, float healing) {
Assert(objp);
if (objp == nullptr)
return;
if (MULTIPLAYER_CLIENT)
return;
if (objp->type != OBJ_SHIP && objp->type != OBJ_START)
return;
// find the current strongest and weakest shield quads
float min_shield = objp->shield_quadrant[0];
int min_shield_index = 0;
float max_shield = objp->shield_quadrant[0];
for (int i = 0; i < objp->n_quadrants; i++) {
if (objp->shield_quadrant[i] < min_shield) {
min_shield = objp->shield_quadrant[i];
min_shield_index = i;
}
if (objp->shield_quadrant[i] > max_shield)
max_shield = objp->shield_quadrant[i];
}
// if the shields are approximately equal give to all quads equally
if (max_shield - min_shield < shield_get_max_strength(objp) * 0.1f) {
for (int i = 0; i < objp->n_quadrants; i++)
shield_add_quad(objp, i, healing / objp->n_quadrants);
} else { // else give to weakest
shield_add_quad(objp, min_shield_index, healing);
}
}
float shield_apply_damage(object *objp, int quadrant_num, float damage) {
float remaining_damage;
Assert(objp);
// multiplayer clients bail here if nodamage
// if(MULTIPLAYER_CLIENT && (Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
if (MULTIPLAYER_CLIENT)
return damage;
// check array bounds
Assert(quadrant_num >= 0 && quadrant_num < objp->n_quadrants);
if ((quadrant_num < 0) || (quadrant_num >= objp->n_quadrants))
return damage;
if (objp->type != OBJ_SHIP && objp->type != OBJ_START)
return damage;
Ai_info[Ships[objp->instance].ai_index].last_hit_quadrant = quadrant_num;
remaining_damage = damage - shield_get_quad(objp, quadrant_num);
if (remaining_damage > 0.0f) {
shield_set_quad(objp, quadrant_num, 0.0f);
return remaining_damage;
} else {
shield_add_quad(objp, quadrant_num, -damage);
return 0.0f;
}
}
void shield_balance(object *objp, float rate, float penalty) {
Assert(objp);
if (objp->flags[Object::Object_Flags::No_shields]) {
// No shields, bail
return;
}
float shield_hp;
shield_hp = shield_get_strength(objp);
if (shield_hp == 0.0f) {
// Shields are down, bail
return;
} else if (shield_hp == Ships[objp->instance].ship_max_shield_strength) {
// Shields are maxed, bail
return;
}
// Are all quadrants equal?
bool all_equal = true;
for (int idx = 0; idx < objp->n_quadrants - 1; idx++) {
if (objp->shield_quadrant[idx] != objp->shield_quadrant[idx + 1]) {
all_equal = false;
break;
}
}
if (all_equal) {
// Quadrants are equal, bail
return;
}
Assert((rate > 0.0f) && (rate <= 1.0f));
Assert((penalty >= 0.0f) && (penalty <= 1.0f));
float shield_hp_avg = shield_hp / objp->n_quadrants;
shield_hp_avg *= 1 - penalty;
for (int i = 0; i < objp->n_quadrants; ++i) {
if (fabsf(objp->shield_quadrant[i] - shield_hp_avg) < 0.01f) {
// Very close, so clamp
objp->shield_quadrant[i] = shield_hp_avg;
} else {
// Else, smoothly balance towards target
objp->shield_quadrant[i] += rate * (shield_hp_avg - objp->shield_quadrant[i]);
}
}
}
float shield_get_max_quad(object *objp) {
Assert(objp);
if (objp->type != OBJ_SHIP) {
return 0.0f;
}
return shield_get_max_strength(objp, true) / objp->n_quadrants;
}
float shield_get_max_strength(object *objp, bool no_msr) {
Assert(objp);
if (objp->type != OBJ_SHIP && objp->type != OBJ_START)
return 0.0f;
if (no_msr == true)
return Ships[objp->instance].ship_max_shield_strength;
else
return Ships[objp->instance].ship_max_shield_strength * Ships[objp->instance].max_shield_recharge;
}
float shield_get_quad(object *objp, int quadrant_num) {
Assert(objp);
// no shield system, no strength!
if (objp->flags[Object::Object_Flags::No_shields])
return 0.0f;
// check array bounds
Assert(quadrant_num >= 0 && quadrant_num < objp->n_quadrants);
if (quadrant_num < 0 || quadrant_num >= objp->n_quadrants)
return 0.0f;
if (objp->type != OBJ_SHIP && objp->type != OBJ_START)
return 0.0f;
//WMC - I removed SUBSYSTEM_SHIELD_GENERATOR to prevent pilot file
// corruption, so comment all this out...
/*
// yarr!
ship_subsys_info *ssip = &Ships[objp->instance].subsys_info[SUBSYSTEM_SHIELD_GENERATOR];
// do we have a shield generator?
if (ssip->num > 0 && !Fred_running)
{
// rules for shield generator affecting coverage:
// 1. if generator above 50%, effective strength = actual strength
// 2. if generator below 50%, effective strength uses the scale_quad formula
// 3. if generator below 30%, shields only have a sqrt(generator strength)
// chance of working, in addition to #2
float generator_fraction = ssip->current_hits / ssip->total_hits;
if (generator_fraction > MIN_SHIELDS_FOR_FULL_STRENGTH)
{
return objp->shield_quadrant[quadrant_num];
}
else if (generator_fraction > MIN_SHIELDS_FOR_FULL_COVERAGE)
{
return scale_quad(generator_fraction, objp->shield_quadrant[quadrant_num]);
}
else
{
// randomize according to this object and the current time
// (Missiontime >> 13 is eighths of a second)
float rand_num = static_randf(OBJ_INDEX(objp) ^ (Missiontime >> 13));
// maybe flicker the shield
if (rand_num < sqrt(generator_fraction))
return scale_quad(generator_fraction, objp->shield_quadrant[quadrant_num]);
else
return 0.0f;
}
}
}
// no shield generator, so behave as normal
else
*/
return objp->shield_quadrant[quadrant_num];
}
float shield_get_strength(object *objp)
{
Assert(objp);
// no shield system, no strength!
if (objp->flags[Object::Object_Flags::No_shields])
return 0.0f;
int i;
float strength = 0.0f;
for (i = 0; i < objp->n_quadrants; i++)
strength += shield_get_quad(objp, i);
return strength;
}
void shield_set_max_strength(object *objp, float newmax) {
Assert(objp);
if (objp->type != OBJ_SHIP)
return;
Ships[objp->instance].ship_max_shield_strength = newmax;
}
void shield_set_quad(object *objp, int quadrant_num, float strength) {
Assert(objp);
// check array bounds
Assert(quadrant_num >= 0 && quadrant_num < objp->n_quadrants);
if (quadrant_num < 0 || quadrant_num >= objp->n_quadrants)
return;
// check range
if (strength < 0.0f)
strength = 0.0f;
float max_quad = shield_get_max_quad(objp);
if (strength > max_quad)
strength = max_quad;
objp->shield_quadrant[quadrant_num] = strength;
}
void shield_set_strength(object *objp, float strength)
{
int i;
Assert(objp);
for (i = 0; i < objp->n_quadrants; i++)
shield_set_quad(objp, i, strength / objp->n_quadrants);
}
void shield_transfer(object *objp, int quadrant, float rate) {
Assert(objp);
Assert(objp->type == OBJ_SHIP);
Assert(quadrant >= 0 && quadrant < objp->n_quadrants);
Assert((0.0f < rate) && (rate <= 1.0f));
// The energy to Xfer to the quadrant
float xfer_amount = shield_get_max_strength(objp) * rate;
// The max amount of energy a quad can have
float max_quadrant_val = shield_get_max_quad(objp);
if ((objp->shield_quadrant[quadrant] + xfer_amount) > max_quadrant_val) {
xfer_amount = max_quadrant_val - objp->shield_quadrant[quadrant];
}
Assert(xfer_amount >= 0);
if (xfer_amount == 0) {
// TODO: provide a feedback sound
return;
} else if (objp == Player_obj) {
snd_play(gamesnd_get_game_sound(GameSounds::SHIELD_XFER_OK));
}
float energy_avail = 0.0f; // Energy available from the other quadrants that we can transfer
for (int i = 0; i < objp->n_quadrants; i++) {
if (i == quadrant)
continue;
energy_avail += objp->shield_quadrant[i];
}
// Percent energy to take from each quadrant
float percent_to_take = xfer_amount / energy_avail;
if (percent_to_take > 1.0f) {
percent_to_take = 1.0f;
}
for (int i = 0; i < objp->n_quadrants; i++) {
float delta;
if (i == quadrant) {
// Don't take energy from our target
continue;
}
delta = percent_to_take * objp->shield_quadrant[i];
objp->shield_quadrant[i] -= delta;
Assert(objp->shield_quadrant[i] >= 0);
objp->shield_quadrant[quadrant] += delta;
if (objp->shield_quadrant[quadrant] > max_quadrant_val) {
// Already reached the max quadrant value. Clamp and bail before losing more any energy.
objp->shield_quadrant[quadrant] = max_quadrant_val;
break;
}
}
}
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