File: objectshield.cpp

package info (click to toggle)
freespace2 24.2.0%2Brepack-1
  • links: PTS, VCS
  • area: non-free
  • in suites: forky, sid
  • size: 43,716 kB
  • sloc: cpp: 595,001; ansic: 21,741; python: 1,174; sh: 457; makefile: 248; xml: 181
file content (458 lines) | stat: -rw-r--r-- 12,358 bytes parent folder | download | duplicates (2)
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
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
/*
 * 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;
		}
	}
}