/* * 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 "hud/hudets.h" #include "hud/hud.h" #include "ship/ship.h" #include "freespace2/freespace.h" #include "io/timer.h" #include "gamesnd/gamesnd.h" #include "weapon/emp.h" #include "localization/localize.h" #include "weapon/weapon.h" #include "globalincs/systemvars.h" #include "object/object.h" #include "object/objectshield.h" #include "ship/subsysdamage.h" #define ENERGY_DIVERT_DELTA 0.2f // percentage of energy transferred in a shield->weapon or weapon->shield energy transfer #define INTIAL_SHIELD_RECHARGE_INDEX 4 // default shield charge rate (index in Energy_levels[]) #define INTIAL_WEAPON_RECHARGE_INDEX 4 // default weapon charge rate (index in Energy_levels[]) #define INTIAL_ENGINE_RECHARGE_INDEX 4 // default engine charge rate (index in Energy_levels[]) //#define MAX_SHIELD_REGEN_PER_SECOND 0.02f // max percent/100 of shield energy regenerated per second //#define MAX_WEAPON_REGEN_PER_SECOND 0.04f // max percent/100 of weapon energy regenerated per second #define NUM_ENERGY_LEVELS 13 #define MAX_ENERGY_INDEX (NUM_ENERGY_LEVELS - 1) float Energy_levels[NUM_ENERGY_LEVELS] = {0.0f, 0.0833f, 0.167f, 0.25f, 0.333f, 0.417f, 0.5f, 0.583f, 0.667f, 0.75f, 0.833f, 0.9167f, 1.0f}; #define AI_MODIFY_ETS_INTERVAL 500 // time between ets modifications for ai's (in milliseconds) int Weapon_energy_cheat = 0; #define ZERO_INDEX 0 #define ONE_THIRD_INDEX 4 #define ONE_HALF_INDEX 6 #define ALL_INDEX 12 #define HAS_ENGINES (1<<0) #define HAS_SHIELDS (1<<1) #define HAS_WEAPONS (1<<2) int ETS_bar_h[GR_NUM_RESOLUTIONS] = { 41, 41 }; typedef struct ets_gauge_info { char letter; int letter_coords[2]; int top_coords[2]; int bottom_coords[2]; } ets_gauge_info; ets_gauge_info Ets_gauge_info_german[GR_NUM_RESOLUTIONS][3] = { { // GR_640 { 'G', {525,422}, {523,380}, {523,430}, }, { 'S', {542,422}, {540,380}, {540,430}, }, { 'A', {559,422}, {557,380}, {557,430} } }, { // GR_1024 { 'G', {882,690}, {880,648}, {880,698}, }, { 'S', {900,690}, {898,648}, {898,698}, }, { 'A', {917,690}, {916,648}, {916,698} } } }; ets_gauge_info Ets_gauge_info_french[GR_NUM_RESOLUTIONS][3] = { { // GR_640 { 'C', {525,422}, {523,380}, {523,430}, }, { 'B', {542,422}, {540,380}, {540,430}, }, { 'M', {560,422}, {557,380}, {557,430} } }, { // GR_1024 { 'C', {882,690}, {880,648}, {880,698}, }, { 'B', {900,690}, {898,648}, {898,698}, }, { 'M', {918,690}, {916,648}, {916,698} } }, }; ets_gauge_info Ets_gauge_info_english[GR_NUM_RESOLUTIONS][3] = { { // GR_640 { 'G', {525,422}, {523,380}, {523,430}, }, { 'S', {542,422}, {540,380}, {540,430}, }, { 'E', {560,422}, {557,380}, {557,430} } }, { // GR_1024 { 'G', {882,690}, {880,648}, {880,698}, }, { 'S', {900,690}, {898,648}, {898,698}, }, { 'E', {918,690}, {916,648}, {916,698} } } }; ets_gauge_info *Ets_gauge_info = NULL; char Ets_fname[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN] = { "energy1", "energy1" }; hud_frames Ets_gauge; static int Hud_ets_inited = 0; void hud_init_ets() { if ( Hud_ets_inited ) return; Ets_gauge.first_frame = bm_load_animation(Ets_fname[gr_screen.res], &Ets_gauge.num_frames); if ( Ets_gauge.first_frame < 0 ) { Warning(LOCATION,"Cannot load hud ani: Ets_fname[gr_screen.res]\n"); } if(Lcl_gr){ Ets_gauge_info = Ets_gauge_info_german[gr_screen.res]; } else if(Lcl_fr){ Ets_gauge_info = Ets_gauge_info_french[gr_screen.res]; } else { Ets_gauge_info = Ets_gauge_info_english[gr_screen.res]; } Hud_ets_inited = 1; } // ------------------------------------------------------------------------------------------------- // 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; sp->next_manage_ets = timestamp(AI_MODIFY_ETS_INTERVAL); set_default_recharge_rates(obj); } // ------------------------------------------------------------------------------------------------- // 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, and the top ship speed is calculated. 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, max_s=ship_p->ship_max_shield_strength; if ( ship_p->flags & SF_DYING ){ return; } if ( sinfo_p->power_output == 0 ){ return; } // new_energy = fl_frametime * sinfo_p->power_output; // update weapon energy max_new_weapon_energy = fl_frametime * sinfo_p->max_weapon_regen_per_second * max_g; if ( objp->flags & OF_PLAYER_SHIP ) { ship_p->weapon_energy += 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 += 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 * sinfo_p->max_shield_regen_per_second * max_s; if ( objp->flags & OF_PLAYER_SHIP ) { shield_delta = Energy_levels[ship_p->shield_recharge_index] * max_new_shield_energy * The_mission.ai_profile->shield_energy_scale[Game_skill_level]; } else { shield_delta = Energy_levels[ship_p->shield_recharge_index] * max_new_shield_energy; } shield_add_strength(objp, shield_delta); if ( (_ss = shield_get_strength(objp)) > ship_p->ship_max_shield_strength ){ for (int i=0; ishield_quadrant[i] *= ship_p->ship_max_shield_strength / _ss; } } // calculate the top speed of the ship based on the energy flow to engines float y = Energy_levels[ship_p->engine_recharge_index]; // check for a shortcuts first before doing linear interpolation if ( y == Energy_levels[INTIAL_ENGINE_RECHARGE_INDEX] ){ ship_p->current_max_speed = sinfo_p->max_speed; } else if ( y == 0.0f ){ ship_p->current_max_speed = 0.5f * sinfo_p->max_speed; } else if ( y == 1.0f ){ ship_p->current_max_speed = sinfo_p->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 ( y < Energy_levels[INTIAL_ENGINE_RECHARGE_INDEX] ){ ship_p->current_max_speed = 0.5f*sinfo_p->max_speed + (y * (0.5f*sinfo_p->max_speed) ) / Energy_levels[INTIAL_ENGINE_RECHARGE_INDEX]; } else { // do a linear interpolation to find the current max speed, using points (.333,default_max_speed) (1,max_overclock_speed) ship_p->current_max_speed = sinfo_p->max_speed + (y - Energy_levels[INTIAL_ENGINE_RECHARGE_INDEX]) * (sinfo_p->max_overclocked_speed - sinfo_p->max_speed) / (1.0f - Energy_levels[INTIAL_ENGINE_RECHARGE_INDEX]); } } // 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 strength = ship_get_subsystem_strength(ship_p, SUBSYSTEM_ENGINE); // don't let engine strength affect max speed when playing on lowest skill level if ( (objp != Player_obj) || (Game_skill_level > 0) ) { if ( strength < SHIP_MIN_ENGINES_FOR_FULL_SPEED ) { ship_p->current_max_speed *= fl_sqrt(strength); } } if ( timestamp_elapsed(ship_p->next_manage_ets) ) { if ( !(objp->flags & OF_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; } } } } // ------------------------------------------------------------------------------------------------- // 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]; if ( ship_info_p->power_output == 0 ) return; if (ship_p->flags & SF_DYING) return; // check if any of the three systems are not being used. If so, don't allow energy management. if ( !ship_p->ship_max_shield_strength || !ship_info_p->max_speed || !ship_info_p->max_weapon_reserve) return; float shield_left_percent = get_shield_pct(obj); float weapon_left_percent = ship_p->weapon_energy/ship_info_p->max_weapon_reserve; // maximum level check // 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 & OF_NO_SHIELDS) && (shield_left_percent == 1.0f)) { decrease_recharge_rate(obj, SHIELDS); } // minimum check if (!(obj->flags & OF_NO_SHIELDS) && (shield_left_percent < SHIELDS_MIN_LEVEL_PERCENT)) { if ( weapon_left_percent > WEAPONS_MIN_LEVEL_PERCENT ) increase_recharge_rate(obj, SHIELDS); } 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 if (!(obj->flags & OF_NO_SHIELDS)) { 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); } } // ------------------------------------------------------------------------------------------------- // hud_show_ets() will display the charge rates for the three systems, and the reserve // energy for shields and weapons. hud_show_ets() is called once per frame. // void hud_show_ets() { int i, j, index, y_start, y_end, clip_h, w, h, x, y; ship* ship_p = &Ships[Player_obj->instance]; if ( Ets_gauge.first_frame < 0 ) { return; } // if at least two gauges are not shown, don't show any i = 0; if (!ship_has_energy_weapons(ship_p)) i++; if (Player_obj->flags & OF_NO_SHIELDS) i++; if (!ship_has_engine_power(ship_p)) i++; if (i >= 2) return; hud_set_gauge_color(HUD_ETS_GAUGE); // draw the letters for the gauges first, before any clipping occurs i = 0; for ( j = 0; j < 3; j++ ) { if (j == 0 && !ship_has_energy_weapons(ship_p)) { continue; } if (j == 1 && Player_obj->flags & OF_NO_SHIELDS) { continue; } if (j == 2 && !ship_has_engine_power(ship_p)) { continue; } Assert(Ets_gauge_info != NULL); gr_printf(Ets_gauge_info[i].letter_coords[0], Ets_gauge_info[i].letter_coords[1], NOX("%c"), Ets_gauge_info[j].letter); i++; } // draw the three energy gauges i = 0; index = 0; for ( j = 0; j < 3; j++ ) { switch (j) { case 0: index = ship_p->weapon_recharge_index; if ( !ship_has_energy_weapons(ship_p) ) { continue; } break; case 1: index = ship_p->shield_recharge_index; if ( Player_obj->flags & OF_NO_SHIELDS ) { continue; } break; case 2: index = ship_p->engine_recharge_index; if ( !ship_has_engine_power(ship_p) ) { continue; } break; } clip_h = fl2i( (1 - Energy_levels[index]) * ETS_bar_h[gr_screen.res] ); bm_get_info(Ets_gauge.first_frame,&w,&h); if ( index < NUM_ENERGY_LEVELS-1 ) { // some portion of dark needs to be drawn hud_set_gauge_color(HUD_ETS_GAUGE); // draw the top portion Assert(Ets_gauge_info != NULL); x = Ets_gauge_info[i].top_coords[0]; y = Ets_gauge_info[i].top_coords[1]; GR_AABITMAP_EX(Ets_gauge.first_frame,x,y,w,clip_h,0,0); // draw the bottom portion Assert(Ets_gauge_info != NULL); x = Ets_gauge_info[i].bottom_coords[0]; y = Ets_gauge_info[i].bottom_coords[1]; y_start = y + (ETS_bar_h[gr_screen.res] - clip_h); y_end = y + ETS_bar_h[gr_screen.res]; GR_AABITMAP_EX(Ets_gauge.first_frame, x, y_start, w, y_end-y_start, 0, ETS_bar_h[gr_screen.res]-clip_h); } if ( index > 0 ) { if ( hud_gauge_maybe_flash(HUD_ETS_GAUGE) == 1 ) { hud_set_gauge_color(HUD_ETS_GAUGE, HUD_C_DIM); // hud_set_dim_color(); } else { hud_set_gauge_color(HUD_ETS_GAUGE, HUD_C_BRIGHT); // hud_set_bright_color(); } // some portion of recharge needs to be drawn // draw the top portion Assert(Ets_gauge_info != NULL); x = Ets_gauge_info[i].top_coords[0]; y = Ets_gauge_info[i].top_coords[1]; y_start = y + clip_h; y_end = y + ETS_bar_h[gr_screen.res]; GR_AABITMAP_EX(Ets_gauge.first_frame+1, x, y_start, w, y_end-y_start, 0, clip_h); // draw the bottom portion Assert(Ets_gauge_info != NULL); x = Ets_gauge_info[i].bottom_coords[0]; y = Ets_gauge_info[i].bottom_coords[1]; GR_AABITMAP_EX(Ets_gauge.first_frame+2, x,y,w,ETS_bar_h[gr_screen.res]-clip_h,0,0); } i++; } // hud_set_default_color(); } // ------------------------------------------------------------------------------------------------- // set_default_recharge_rates() will set the charge levels for the weapons, shields and // engines to their default levels void set_default_recharge_rates(object* obj) { int ship_properties; ship* ship_p = &Ships[obj->instance]; ship_info* ship_info_p = &Ship_info[ship_p->ship_info_index]; if ( ship_info_p->power_output == 0 ) return; ship_properties = 0; if (ship_has_energy_weapons(ship_p)) ship_properties |= HAS_WEAPONS; if (!(obj->flags & OF_NO_SHIELDS)) ship_properties |= HAS_SHIELDS; if (ship_has_engine_power(ship_p)) ship_properties |= HAS_ENGINES; // the default charge rate depends on what systems are on each ship switch ( ship_properties ) { case HAS_ENGINES | HAS_WEAPONS | HAS_SHIELDS: ship_p->shield_recharge_index = INTIAL_SHIELD_RECHARGE_INDEX; ship_p->weapon_recharge_index = INTIAL_WEAPON_RECHARGE_INDEX; ship_p->engine_recharge_index = INTIAL_ENGINE_RECHARGE_INDEX; break; case HAS_ENGINES | HAS_SHIELDS: ship_p->shield_recharge_index = ONE_HALF_INDEX; ship_p->weapon_recharge_index = ZERO_INDEX; ship_p->engine_recharge_index = ONE_HALF_INDEX; break; case HAS_WEAPONS | HAS_SHIELDS: ship_p->shield_recharge_index = ONE_HALF_INDEX; ship_p->weapon_recharge_index = ONE_HALF_INDEX; ship_p->engine_recharge_index = ZERO_INDEX; break; case HAS_ENGINES | HAS_WEAPONS: ship_p->shield_recharge_index = ZERO_INDEX; ship_p->weapon_recharge_index = ONE_HALF_INDEX; ship_p->engine_recharge_index = ONE_HALF_INDEX; break; case HAS_SHIELDS: ship_p->shield_recharge_index = ALL_INDEX; ship_p->weapon_recharge_index = ZERO_INDEX; ship_p->engine_recharge_index = ZERO_INDEX; break; case HAS_ENGINES: ship_p->shield_recharge_index = ZERO_INDEX; ship_p->weapon_recharge_index = ZERO_INDEX; ship_p->engine_recharge_index = ALL_INDEX; break; case HAS_WEAPONS: ship_p->shield_recharge_index = ZERO_INDEX; ship_p->weapon_recharge_index = ALL_INDEX; ship_p->engine_recharge_index = ZERO_INDEX; break; default: Int3(); // if no systems, power output should be zero, and this funtion shouldn't be called 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]; switch ( ship_system ) { case WEAPONS: if ( !ship_has_energy_weapons(ship_p) ) return; gain_index = &ship_p->weapon_recharge_index; if ( obj->flags & OF_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 & OF_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 & OF_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( &Snds[SND_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( &Snds[SND_ENERGY_TRANS], 0.0f ); } // ------------------------------------------------------------------------------------------------- // 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]; switch ( ship_system ) { case WEAPONS: if ( !ship_has_energy_weapons(ship_p) ) return; lose_index = &ship_p->weapon_recharge_index; if ( obj->flags & OF_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 & OF_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 & OF_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( &Snds[SND_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( &Snds[SND_ENERGY_TRANS], 0.0f ); } void transfer_energy_weapon_common(object *objp, float from_field, float to_field, float *from_delta, float *to_delta, float max, float scale) { float delta; delta = from_field * ENERGY_DIVERT_DELTA * scale; if (to_field + *to_delta + delta > max) delta = max - to_field - *to_delta; if ( delta > 0 ) { if ( objp == Player_obj ) snd_play( &Snds[SND_ENERGY_TRANS], 0.0f ); if (delta > from_field) delta = from_field; *to_delta += delta; *from_delta -= delta; } else if ( objp == Player_obj ) snd_play( &Snds[SND_ENERGY_TRANS_FAIL], 0.0f ); } // ------------------------------------------------------------------------------------------------- // transfer_energy_to_shields() will transfer ENERGY_DIVERT_DELTA percent of weapon energy // to shield energy. void transfer_energy_to_shields(object* obj) { ship* ship_p = &Ships[obj->instance]; if (ship_p->flags & SF_DYING) return; if ( !ship_has_energy_weapons(ship_p) || obj->flags & OF_NO_SHIELDS ) { 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, ship_p->ship_max_shield_strength, 0.5f); } // ------------------------------------------------------------------------------------------------- // transfer_energy_to_weapons() will transfer ENERGY_DIVERT_DELTA percent of 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 & SF_DYING) return; if ( !ship_has_energy_weapons(ship_p) || obj->flags & OF_NO_SHIELDS ) { 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, sinfo_p->max_weapon_reserve, 1.0f); } void hudets_page_in() { bm_page_in_aabitmap( Ets_gauge.first_frame, Ets_gauge.num_frames ); }