Files
fs2open.github.com/code/object/objectshield.cpp
T
Goober5000 eeffbd692f make hitpoint sexps safer to use in debriefing
There is a rather large design flaw in FreeSpace debriefings... debriefing SEXPs can refer to in-mission ship data, while all ships (and all objects) are deleted as soon as the mission completes.  Specifically, `obj_delete()` is called which sets all objects to `OBJ_NONE` and marks them as freed, although the data still exists in the various arrays.  This is the use-after-free problem, but applied to the in-game object system, rather than memory accessed by pointers.

It's probably best to defer fixes to an as-needed basis.  As for hitpoint SEXPs, this change updates them to use the object and ship references from the ship registry, since the ship registry is not cleared by the time the debriefing is loaded.  (Using `objp->instance` and `shipp->objnum` at this point would be problematic.)  Since subsystems are also cleared at this point, this also updates the warning messages in those functions.

Fixes an Assert seen in debug mode in Inferno.
2025-01-12 16:52:16 -05:00

468 lines
12 KiB
C++

/*
* 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 "globalincs/globals.h"
#include "globalincs/pstypes.h"
#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 <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(const 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(const object *objp, bool no_msr) {
Assert(objp);
if (objp->type != OBJ_SHIP && objp->type != OBJ_START)
return 0.0f;
return shield_get_max_strength(&Ships[objp->instance], no_msr);
}
float shield_get_max_strength(const ship *shipp, bool no_msr) {
Assert(shipp);
if (no_msr)
return shipp->ship_max_shield_strength;
else
return shipp->ship_max_shield_strength * shipp->max_shield_recharge;
}
float shield_get_quad(const 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(const 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;
}
}
}