/* * 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/object.h" #include "object/objectshield.h" #include "ship/ship.h" #include "ship/subsysdamage.h" #include // Private variables static const float shield_scale_factor = static_cast(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(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; } } } 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; } } }