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CShip.cpp
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CShip.cpp
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// CShip.cpp
//
// CShip class
// Copyright (c) 2017 Kronosaur Productions, LLC. All Rights Reserved.
#include "PreComp.h"
static CObjectClass<CShip>g_Class(OBJID_CSHIP, NULL);
#define FUEL_CHECK_CYCLE 4
#define LIFESUPPORT_FUEL_USE_PER_CYCLE 1
#define GATE_ANIMATION_LENGTH 30
#define PARALYSIS_ARC_COUNT 5
#define MAP_LABEL_X 10
#define MAP_LABEL_Y (-6)
#define FUEL_GRACE_PERIOD (30 * 30)
const Metric MAX_MANEUVER_DELAY = 8.0;
const Metric MANEUVER_MASS_FACTOR = 0.4;
const Metric MAX_SPEED_FOR_DOCKING2 = (0.04 * 0.04 * LIGHT_SPEED * LIGHT_SPEED);
#define LANGID_DOCKING_REQUEST_DENIED CONSTLIT("core.dockingRequestDenied")
#define MAX_DELTA (2.0 * g_KlicksPerPixel)
#define MAX_DELTA2 (MAX_DELTA * MAX_DELTA)
#define MAX_DELTA_VEL (g_KlicksPerPixel / 2.0)
#define MAX_DELTA_VEL2 (MAX_DELTA_VEL * MAX_DELTA_VEL)
#define MAX_DISTANCE (400 * g_KlicksPerPixel)
const DWORD MAX_DISRUPT_TIME_BEFORE_DAMAGE = (60 * g_TicksPerSecond);
#define FIELD_CARGO_SPACE CONSTLIT("cargoSpace")
#define FIELD_COUNTER_INCREMENT_RATE CONSTLIT("counterIncrementRate")
#define FIELD_LAUNCHER CONSTLIT("launcher")
#define FIELD_LAUNCHER_UNID CONSTLIT("launcherUNID")
#define FIELD_MAX_SPEED CONSTLIT("maxSpeed")
#define FIELD_MANEUVER CONSTLIT("maneuver")
#define FIELD_MAX_COUNTER CONSTLIT("maxCounter")
#define FIELD_NAME CONSTLIT("name")
#define FIELD_PRIMARY_ARMOR CONSTLIT("primaryArmor")
#define FIELD_PRIMARY_ARMOR_UNID CONSTLIT("primaryArmorUNID")
#define FIELD_PRIMARY_WEAPON CONSTLIT("primaryWeapon")
#define FIELD_PRIMARY_WEAPON_RANGE CONSTLIT("primaryWeaponRange")
#define FIELD_PRIMARY_WEAPON_RANGE_ADJ CONSTLIT("primaryWeaponRangeAdj")
#define FIELD_PRIMARY_WEAPON_UNID CONSTLIT("primaryWeaponUNID")
#define FIELD_SHIELD CONSTLIT("shield")
#define FIELD_SHIELD_UNID CONSTLIT("shieldsUNID")
#define FIELD_THRUST_TO_WEIGHT CONSTLIT("thrustToWeight")
#define PROPERTY_ALWAYS_LEAVE_WRECK CONSTLIT("alwaysLeaveWreck")
#define PROPERTY_AUTO_TARGET CONSTLIT("autoTarget")
#define PROPERTY_AVAILABLE_DEVICE_SLOTS CONSTLIT("availableDeviceSlots")
#define PROPERTY_AVAILABLE_NON_WEAPON_SLOTS CONSTLIT("availableNonWeaponSlots")
#define PROPERTY_AVAILABLE_WEAPON_SLOTS CONSTLIT("availableWeaponSlots")
#define PROPERTY_BLINDING_IMMUNE CONSTLIT("blindingImmune")
#define PROPERTY_CARGO_SPACE CONSTLIT("cargoSpace")
#define PROPERTY_CARGO_SPACE_FREE_KG CONSTLIT("cargoSpaceFreeKg")
#define PROPERTY_CARGO_SPACE_USED_KG CONSTLIT("cargoSpaceUsedKg")
#define PROPERTY_COUNTER_INCREMENT_RATE CONSTLIT("counterIncrementRate")
#define PROPERTY_COUNTER_VALUE CONSTLIT("counterValue")
#define PROPERTY_COUNTER_VALUE_INCREMENT CONSTLIT("counterValueIncrement")
#define PROPERTY_CHARACTER CONSTLIT("character")
#define PROPERTY_DEVICE_DAMAGE_IMMUNE CONSTLIT("deviceDamageImmune")
#define PROPERTY_DEVICE_DISRUPT_IMMUNE CONSTLIT("deviceDisruptImmune")
#define PROPERTY_DISINTEGRATION_IMMUNE CONSTLIT("disintegrationImmune")
#define PROPERTY_DOCKED_AT_ID CONSTLIT("dockedAtID")
#define PROPERTY_DOCKING_ENABLED CONSTLIT("dockingEnabled")
#define PROPERTY_DOCKING_PORT_COUNT CONSTLIT("dockingPortCount")
#define PROPERTY_DRIVE_POWER CONSTLIT("drivePowerUse")
#define PROPERTY_EMP_IMMUNE CONSTLIT("EMPImmune")
#define PROPERTY_EXIT_GATE_TIMER CONSTLIT("exitGateTimer")
#define PROPERTY_FUEL_LEFT CONSTLIT("fuelLeft")
#define PROPERTY_FUEL_LEFT_EXACT CONSTLIT("fuelLeftExact")
#define PROPERTY_HEALER_LEFT CONSTLIT("healerLeft")
#define PROPERTY_HP CONSTLIT("hp")
#define PROPERTY_HULL_PRICE CONSTLIT("hullPrice")
#define PROPERTY_INTERIOR_HP CONSTLIT("interiorHP")
#define PROPERTY_MAX_COUNTER CONSTLIT("maxCounter")
#define PROPERTY_MAX_FUEL CONSTLIT("maxFuel")
#define PROPERTY_MAX_FUEL_EXACT CONSTLIT("maxFuelExact")
#define PROPERTY_MAX_HP CONSTLIT("maxHP")
#define PROPERTY_MAX_INTERIOR_HP CONSTLIT("maxInteriorHP")
#define PROPERTY_MAX_SPEED CONSTLIT("maxSpeed")
#define PROPERTY_OPEN_DOCKING_PORT_COUNT CONSTLIT("openDockingPortCount")
#define PROPERTY_OPERATING_SPEED CONSTLIT("operatingSpeed")
#define PROPERTY_PLAYER_BLACKLISTED CONSTLIT("playerBlacklisted")
#define PROPERTY_PLAYER_WINGMAN CONSTLIT("playerWingman")
#define PROPERTY_POWER CONSTLIT("power")
#define PROPERTY_POWER_USE CONSTLIT("powerUse")
#define PROPERTY_PRICE CONSTLIT("price")
#define PROPERTY_RADIOACTIVE CONSTLIT("radioactive")
#define PROPERTY_RADIATION_IMMUNE CONSTLIT("radiationImmune")
#define PROPERTY_ROTATION CONSTLIT("rotation")
#define PROPERTY_ROTATION_SPEED CONSTLIT("rotationSpeed")
#define PROPERTY_SELECTED_LAUNCHER CONSTLIT("selectedLauncher")
#define PROPERTY_SELECTED_MISSILE CONSTLIT("selectedMissile")
#define PROPERTY_SELECTED_WEAPON CONSTLIT("selectedWeapon")
#define PROPERTY_SHATTER_IMMUNE CONSTLIT("shatterImmune")
#define PROPERTY_SHOW_MAP_LABEL CONSTLIT("showMapLabel")
#define PROPERTY_TARGET CONSTLIT("target")
#define PROPERTY_THRUST CONSTLIT("thrust")
#define PROPERTY_THRUST_TO_WEIGHT CONSTLIT("thrustToWeight")
#define SPEED_EMERGENCY CONSTLIT("emergency")
#define SPEED_FULL CONSTLIT("full")
#define SPEED_HALF CONSTLIT("half")
#define SPEED_QUARTER CONSTLIT("quarter")
const CG32bitPixel RGB_MAP_LABEL = CG32bitPixel(255, 217, 128);
const CG32bitPixel RGB_LRS_LABEL = CG32bitPixel(165, 140, 83);
const Metric MAX_AUTO_TARGET_DISTANCE = (LIGHT_SECOND * 30.0);
const int MAX_DAMAGE_OVERLAY_COUNT = 10;
const int MAX_DRIVE_DAMAGE_OVERLAY_COUNT = 3;
const int ATTACK_THRESHOLD = 90;
const int TRADE_UPDATE_FREQUENCY = 1801; // Interval for checking trade
const int INVENTORY_REFRESHED_PER_UPDATE = 20; // % of inventory refreshed on each update frequency
const DWORD CONTROLLER_STANDARDAI = 0x100000 + 8;
const DWORD CONTROLLER_FLEETSHIPAI = 0x100000 + 21;
const DWORD CONTROLLER_FERIANSHIPAI = 0x100000 + 23;
const DWORD CONTROLLER_AUTONAI = 0x100000 + 24;
const DWORD CONTROLLER_GLADIATORAI = 0x100000 + 27;
const DWORD CONTROLLER_FLEETCOMMANDAI = 0x100000 + 28;
const DWORD CONTROLLER_GAIANPROCESSORAI = 0x100000 + 29;
const DWORD CONTROLLER_ZOANTHROPEAI = 0x100000 + 31;
const DWORD CONTROLLER_PLAYERSHIP = 0x100000 + 100;
const int DEFAULT_TIME_STOP_TIME = 150;
CShip::CShip (void) : CSpaceObject(&g_Class),
m_pDocked(NULL),
m_pController(NULL),
m_pEncounterInfo(NULL),
m_pTrade(NULL),
m_pMoney(NULL),
m_pPowerUse(NULL),
m_dwNameFlags(0),
m_pExitGate(NULL),
m_pDeferredOrders(NULL)
// CShip constructor
{
}
CShip::~CShip (void)
// CShip destructor
{
int i;
if (m_pController)
delete dynamic_cast<CObject *>(m_pController);
if (m_pIrradiatedBy)
delete m_pIrradiatedBy;
if (m_pTrade)
delete m_pTrade;
if (m_pMoney)
delete m_pMoney;
if (m_pPowerUse)
delete m_pPowerUse;
// We own any attached objects.
for (i = 0; i < m_Interior.GetCount(); i++)
{
CSpaceObject *pAttached = m_Interior.GetAttached(i);
if (pAttached)
delete pAttached;
}
}
bool CShip::AbsorbWeaponFire (CInstalledDevice *pWeapon)
// AbsorbWeaponFire
//
// Returns TRUE if another device on the ship (e.g., shields) prevent
// the given weapon from firing
{
// Check to see if shields prevent firing. If they do, they will create an
// approprate hit effect.
CInstalledDevice *pShields = GetNamedDevice(devShields);
if (pShields && pShields->GetClass()->AbsorbsWeaponFire(pShields, this, pWeapon))
return true;
// Now check to see if energy fields prevent firing
if (m_Overlays.AbsorbsWeaponFire(pWeapon))
{
// We need to create our own default effect.
CEffectCreator *pEffect = g_pUniverse->FindEffectType(g_ShieldEffectUNID);
if (pEffect)
pEffect->CreateEffect(GetSystem(),
this,
pWeapon->GetPos(this),
GetVel(),
0);
return true;
}
// Otherwise, not absorbed
return false;
}
void CShip::AccumulateDeviceEnhancementsToArmor (CInstalledArmor *pArmor, TArray<CString> &EnhancementIDs, CItemEnhancementStack *pEnhancements)
// AccumulateDeviceEnhancementsToArmor
//
// Adds enhancements to the given armor segment.
{
m_Devices.AccumulateEnhancementsToArmor(this, pArmor, EnhancementIDs, pEnhancements);
}
void CShip::AddOverlay (COverlayType *pType, int iPosAngle, int iPosRadius, int iRotation, int iPosZ, int iLifeLeft, DWORD *retdwID)
// AddOverlay
//
// Adds an overlay to the ship
{
m_Overlays.AddField(this, pType, iPosAngle, iPosRadius, iRotation, iPosZ, iLifeLeft, retdwID);
// Recalc bonuses, etc.
CalcBounds();
CalcArmorBonus();
CalcDeviceBonus();
CalcPerformance();
m_pController->OnStatsChanged();
m_pController->OnWeaponStatusChanged();
m_pController->OnShipStatus(IShipController::statusArmorRepaired, -1);
}
CTradingDesc *CShip::AllocTradeDescOverride (void)
// AllocTradeDescOverride
//
// Makes sure that we have the m_pTrade structure allocated.
// This is an override of the trade desc in the type
{
if (m_pTrade == NULL)
{
m_pTrade = new CTradingDesc;
// Set the same economy type
CTradingDesc *pBaseTrade = m_pClass->GetTradingDesc();
if (pBaseTrade)
{
m_pTrade->SetEconomyType(pBaseTrade->GetEconomyType());
m_pTrade->SetMaxCurrency(pBaseTrade->GetMaxCurrency());
m_pTrade->SetReplenishCurrency(pBaseTrade->GetReplenishCurrency());
}
}
return m_pTrade;
}
void CShip::Behavior (SUpdateCtx &Ctx)
// Behavior
//
// Implements behavior
{
DEBUG_TRY
if (!IsInactive() && !m_fControllerDisabled)
{
m_pController->Behavior(Ctx);
// If we're targeting the player, then the player is under attack
CSpaceObject *pTarget;
if (Ctx.pPlayer
&& (pTarget = GetTarget(CItemCtx()))
&& Ctx.pPlayer->IsEnemy(this)
&& (g_pUniverse->GetTicks() - GetLastFireTime()) < ATTACK_THRESHOLD
&& (pTarget == Ctx.pPlayer || pTarget->IsPlayerEscortTarget(Ctx.pPlayer)))
Ctx.pSystem->SetPlayerUnderAttack();
}
DEBUG_CATCH
}
void CShip::CalcArmorBonus (void)
// CalcArmorBonus
//
// Check to see if all the armor segments for the ship are of the same class
// Mark the m_fComplete flag appropriately for all armor segments.
{
DEBUG_TRY
int i, j;
bool bComplete = true;
// Enhancements from system
const CEnhancementDesc *pSystemEnhancements = GetSystemEnhancements();
// Generate a list of all segments by type.
TSortMap<DWORD, TArray<int>> SegmentsByType;
for (i = 0; i < GetArmorSectionCount(); i++)
{
CInstalledArmor *pArmor = GetArmorSection(i);
TArray<int> *pList = SegmentsByType.SetAt(pArmor->GetClass()->GetUNID());
pList->Insert(i);
}
// If we only have one type, then we've got a complete set.
bool bCompleteSet = (SegmentsByType.GetCount() == 1);
// Loop over all armor segments and compute some values.
m_iStealth = stealthMax;
for (i = 0; i < SegmentsByType.GetCount(); i++)
{
for (j = 0; j < SegmentsByType[i].GetCount(); j++)
{
CInstalledArmor *pArmor = GetArmorSection(SegmentsByType[i][j]);
CItemCtx ItemCtx(this, pArmor);
// Set armor complete
pArmor->SetComplete(this, bCompleteSet);
// If this is the first armor of its type, mark it as prime. There
// are some functions that need to be done once per type and this
// helps us.
pArmor->SetPrime(this, (j == 0));
// Keep an enhancement stack for this armor
TSharedPtr<CItemEnhancementStack> pEnhancements(new CItemEnhancementStack);
TArray<CString> EnhancementIDs;
// Add any enhancements on the item itself
const CItemEnhancement &Mods = ItemCtx.GetMods();
if (!Mods.IsEmpty())
pEnhancements->Insert(Mods);
// Now see if any devices enhance this segment
AccumulateDeviceEnhancementsToArmor(pArmor, EnhancementIDs, pEnhancements);
// Enhancements from the system.
if (pSystemEnhancements)
pSystemEnhancements->Accumulate(GetSystem()->GetLevel(), ItemCtx.GetItem(), EnhancementIDs, pEnhancements);
// Set the enhancement stack
pArmor->SetEnhancements(this, pEnhancements);
// Compute stealth
if (pArmor->GetClass()->GetStealth() < m_iStealth)
m_iStealth = pArmor->GetClass()->GetStealth();
}
}
// Let our controller know (but only if we're fully created)
if (IsCreated())
m_pController->OnStatsChanged();
DEBUG_CATCH
}
void CShip::CalcBounds (void)
// CalcBounds
//
// Calculates bounds based on ship image and any effects and sets the object
// bounds.
{
DEBUG_TRY
// Start with image bounds
const CObjectImageArray &Image = GetImage();
const RECT &rcImageRect = Image.GetImageRect();
int cxWidth = RectWidth(rcImageRect);
int cyHeight = RectHeight(rcImageRect);
RECT rcBounds;
rcBounds.left = -cxWidth / 2;
rcBounds.right = rcBounds.left + cxWidth;
rcBounds.top = -cyHeight / 2;
rcBounds.bottom = rcBounds.top + cyHeight;
// Add the effect bounds
m_Effects.AccumulateBounds(this, m_pClass->GetEffectsDesc(), GetRotation(), &rcBounds);
// Overlay bounds
m_Overlays.AccumulateBounds(this, Image.GetImageViewportSize(), GetRotation(), &rcBounds);
// Set bounds
SetBounds(rcBounds);
DEBUG_CATCH
}
void CShip::CalcDeviceBonus (void)
// CalcDeviceBonus
//
// Calculate the appropriate bonus for all devices
// (particularly weapons)
{
DEBUG_TRY
int i, j;
// Enhancements from system
const CEnhancementDesc *pSystemEnhancements = GetSystemEnhancements();
// Keep track of duplicate installed devices
TSortMap<DWORD, int> DeviceTypes;
// Loop over all devices
for (i = 0; i < GetDeviceCount(); i++)
{
CInstalledDevice &Device = m_Devices.GetDevice(i);
if (!Device.IsEmpty())
{
CItemCtx ItemCtx(this, &Device);
// Keep track of device types to see if we have duplicates
bool bNewDevice;
int *pCount = DeviceTypes.SetAt(Device.GetClass()->GetUNID(), &bNewDevice);
if (bNewDevice)
*pCount = 1;
else
*pCount += 1;
// Keep an enhancement stack for this device
TSharedPtr<CItemEnhancementStack> pEnhancements(new CItemEnhancementStack);
TArray<CString> EnhancementIDs;
// Add any enhancements on the item itself
const CItemEnhancement &Mods = ItemCtx.GetMods();
if (!Mods.IsEmpty())
pEnhancements->Insert(Mods);
// Add enhancements from the slot
Device.AccumulateSlotEnhancements(this, EnhancementIDs, pEnhancements);
// Add enhancements from other devices
for (j = 0; j < GetDeviceCount(); j++)
{
CInstalledDevice &OtherDev = m_Devices.GetDevice(j);
if (i != j && !OtherDev.IsEmpty())
{
// See if this device enhances us
if (OtherDev.AccumulateEnhancements(this, &Device, EnhancementIDs, pEnhancements))
{
// If the device affected something, then we now know what it is
if (IsPlayer())
OtherDev.GetClass()->GetItemType()->SetKnown();
}
}
}
// Add enhancements from armor
for (j = 0; j < GetArmorSectionCount(); j++)
{
CInstalledArmor *pArmor = GetArmorSection(j);
if (pArmor->AccumulateEnhancements(this, &Device, EnhancementIDs, pEnhancements))
{
if (IsPlayer())
pArmor->GetClass()->GetItemType()->SetKnown();
}
}
// Add enhancements from system
if (pSystemEnhancements)
pSystemEnhancements->Accumulate(GetSystem()->GetLevel(), ItemCtx.GetItem(), EnhancementIDs, pEnhancements);
// Deal with class specific stuff
switch (Device.GetCategory())
{
case itemcatLauncher:
case itemcatWeapon:
{
// Overlays add a bonus
int iBonus = m_Overlays.GetWeaponBonus(&Device, this);
if (iBonus != 0)
pEnhancements->InsertHPBonus(iBonus);
break;
}
}
// Set the bonuses
// Note that these include any bonuses confered by item enhancements
Device.SetActivateDelay(pEnhancements->CalcActivateDelay(ItemCtx));
// Take ownership of the stack.
Device.SetEnhancements(pEnhancements);
}
}
// Mark devices as duplicate (or not)
for (i = 0; i < GetDeviceCount(); i++)
{
CInstalledDevice &Device = m_Devices.GetDevice(i);
if (!Device.IsEmpty())
{
int *pCount = DeviceTypes.GetAt(Device.GetClass()->GetUNID());
Device.SetDuplicate(*pCount > 1);
}
}
// Make sure we don't overflow fuel (in case we downgrade the reactor)
if (m_pPowerUse)
m_pPowerUse->SetMaxFuel(GetMaxFuel());
DEBUG_CATCH
}
int CShip::CalcDeviceSlotsInUse (int *retiWeaponSlots, int *retiNonWeapon) const
// CalcDeviceSlotsInUse
//
// Returns the number of device slots being used
{
return m_Devices.CalcSlotsInUse(retiWeaponSlots, retiNonWeapon);
}
bool CShip::CalcDeviceTarget (STargetingCtx &Ctx, CItemCtx &ItemCtx, CSpaceObject **retpTarget, int *retiFireSolution)
// CalcDeviceTarget
//
// Compute the target for this weapon.
//
// retpTarget is either a valid target or NULL, which means that the weapon has
// no target (should fire straight).
//
// retiFireSolution is either an angle or -1. If -1, it means either that the
// weapon has no target (and should fire straight) or that we did not compute
// a fire solution.
//
// We return TRUE if we should fire and FALSE otherwise (automatic weapons
// don't always fire if they have no target).
{
DEBUG_TRY
CInstalledDevice *pDevice = ItemCtx.GetDevice();
// For primary weapons, the target is the controller target.
//
// NOTE: Selectable means that the weapon is not a secondary weapon
// and not a linked-fire weapon.
if (pDevice->IsSelectable(ItemCtx))
{
*retpTarget = m_pController->GetTarget(ItemCtx);
*retiFireSolution = -1;
return true;
}
// Otherwise this is a linked fire weapon or a secondary weapon.
else
{
CDeviceClass *pWeapon = ItemCtx.GetDeviceClass();
// Get the actual options.
DWORD dwLinkedFireOptions = pWeapon->GetLinkedFireOptions(ItemCtx);
// If our options is "fire always" then our target is always the same
// as the primary target.
if (dwLinkedFireOptions & CDeviceClass::lkfAlways)
{
*retpTarget = m_pController->GetTarget(ItemCtx);
*retiFireSolution = -1;
return true;
}
// Otherwise, we need to let our controller find a target for this weapon.
else
{
m_pController->GetWeaponTarget(Ctx, ItemCtx, retpTarget, retiFireSolution);
// We only fire if we have a target
return (*retpTarget != NULL);
}
}
DEBUG_CATCH
}
CSpaceObject::InstallItemResults CShip::CalcDeviceToReplace (const CItem &Item, int iSuggestedSlot, int *retiSlot)
// CalcDeviceToReplace
//
// Checks to see if installing the given item REQUIRES us to replace an already
// installed device.
{
int i;
const CHullDesc &Hull = m_pClass->GetHullDesc();
// Pre-initialize
if (retiSlot)
*retiSlot = -1;
// Get the item type
CDeviceClass *pDevice = Item.GetType()->GetDeviceClass();
if (pDevice == NULL)
return insNotInstallable;
ItemCategories iCategory = pDevice->GetCategory();
// See how many device slots we need
int iSlotsRequired = pDevice->GetSlotsRequired();
// Otherwise, check to make sure that we have enough slots.
bool bIsWeapon = (iCategory == itemcatWeapon || iCategory == itemcatLauncher);
bool bIsMisc = (iCategory == itemcatMiscDevice);
// Count the number of slots being used up currently
int iWeapons;
int iNonWeapons;
int iAll = CalcDeviceSlotsInUse(&iWeapons, &iNonWeapons);
// See how many slots we would need to free in order to install this
// device.
int iAllSlotsNeeded = (iAll + iSlotsRequired) - Hull.GetMaxDevices();
int iWeaponSlotsNeeded = (bIsWeapon
&& (Hull.GetMaxWeapons() < Hull.GetMaxDevices())
? ((iWeapons + iSlotsRequired) - Hull.GetMaxWeapons())
: 0);
int iNonWeaponSlotsNeeded = (!bIsWeapon
&& (Hull.GetMaxNonWeapons() < Hull.GetMaxDevices())
? ((iNonWeapons + iSlotsRequired) - Hull.GetMaxNonWeapons())
: 0);
// See if if this is a device with an assigned slot (like a shield generator
// or cargo hold, etc.) and the slot is in use, then we need to replace it.
int iSingletonSlot;
if (IsSingletonDevice(iCategory)
&& !IsDeviceSlotAvailable(iCategory, &iSingletonSlot))
{
if (retiSlot)
*retiSlot = iSingletonSlot;
// Make sure we have enough slots left (not all devices have 1 slot)
int iSlotsFreed = m_Devices.GetDevice(iSingletonSlot).GetClass()->GetSlotsRequired();
if (iCategory == itemcatLauncher
&& (iWeaponSlotsNeeded - iSlotsFreed > 0))
return insNoWeaponSlotsLeft;
else if (iCategory != itemcatLauncher
&& (iNonWeaponSlotsNeeded - iSlotsFreed > 0))
return insNoNonWeaponSlotsLeft;
else if (iAllSlotsNeeded - iSlotsFreed > 0)
return insNoDeviceSlotsLeft;
// Return the appropriate message
switch (iCategory)
{
case itemcatLauncher:
return insReplaceLauncher;
case itemcatReactor:
return insReplaceReactor;
case itemcatShields:
return insReplaceShields;
case itemcatCargoHold:
return insReplaceCargo;
case itemcatDrive:
return insReplaceDrive;
default:
ASSERT(false);
return insNoDeviceSlotsLeft;
}
}
// If we have no limitation on slots, then we can continue.
if (Hull.GetMaxDevices() == -1
&& iSuggestedSlot == -1)
return insOK;
// If we have enough space, then we're done
if (iAllSlotsNeeded <= 0
&& iWeaponSlotsNeeded <= 0
&& iNonWeaponSlotsNeeded <= 0
&& iSuggestedSlot == -1)
return insOK;
int iSlotToReplace = -1;
// If we passed in a slot to replace, see if freeing that device gives us
// enough room.
if (iSuggestedSlot != -1)
{
CInstalledDevice *pDevice = GetDevice(iSuggestedSlot);
if (!pDevice->IsEmpty())
{
bool bThisIsWeapon = (pDevice->GetCategory() == itemcatWeapon || pDevice->GetCategory() == itemcatLauncher);
bool bThisIsMisc = (pDevice->GetCategory() == itemcatMiscDevice);
int iAllSlotsFreed = pDevice->GetClass()->GetSlotsRequired();
int iWeaponSlotsFreed = (bThisIsWeapon ? iAllSlotsFreed : 0);
int iNonWeaponSlotsFreed = (!bThisIsWeapon ? iAllSlotsFreed : 0);
if (iAllSlotsFreed >= iAllSlotsNeeded
&& iWeaponSlotsFreed >= iWeaponSlotsNeeded
&& iNonWeaponSlotsFreed >= iNonWeaponSlotsNeeded)
iSlotToReplace = iSuggestedSlot;
}
}
// If we need more space, check to see if we replace an existing device.
//
// NOTE: We only do this for non-player ship; players need to handle this
// manually.
if (iSlotToReplace == -1 && !IsPlayer())
{
int iBestLevel;
int iBestType;
for (i = 0; i < GetDeviceCount(); i++)
{
CInstalledDevice *pDevice = GetDevice(i);
if (!pDevice->IsEmpty())
{
bool bThisIsWeapon = (pDevice->GetCategory() == itemcatWeapon || pDevice->GetCategory() == itemcatLauncher);
bool bThisIsMisc = (pDevice->GetCategory() == itemcatMiscDevice);
int iAllSlotsFreed = pDevice->GetClass()->GetSlotsRequired();
int iWeaponSlotsFreed = (bThisIsWeapon ? iAllSlotsFreed : 0);
int iNonWeaponSlotsFreed = (!bThisIsWeapon ? iAllSlotsFreed : 0);
int iThisType;
if (bThisIsMisc)
iThisType = 3;
else if (bThisIsWeapon)
iThisType = 2;
else
iThisType = 1;
int iThisLevel = pDevice->GetLevel();
// We never recommend replacing the same item
if (pDevice->GetClass() == Item.GetType()->GetDeviceClass())
continue;
// See if uninstalling this device would be enough; if not, then
// don't bother.
if (iAllSlotsFreed < iAllSlotsNeeded
|| iWeaponSlotsFreed < iWeaponSlotsNeeded
|| iNonWeaponSlotsFreed < iNonWeaponSlotsNeeded)
continue;
// See if removing this device is better than removing another one.
if (iSlotToReplace == -1
|| (iThisType > iBestType)
|| (iThisType == iBestType && iThisLevel > iBestLevel))
{
iSlotToReplace = i;
iBestType = iThisType;
iBestLevel = iThisLevel;
}
}
}
}
// If we found it, then OK. Otherwise, we cannot install
if (iSlotToReplace != -1)
{
if (retiSlot)
*retiSlot = iSlotToReplace;
return insReplaceOther;
}
else if (iWeaponSlotsNeeded > 0)
return insNoWeaponSlotsLeft;
else if (iNonWeaponSlotsNeeded > 0)
return insNoNonWeaponSlotsLeft;
else
return insNoDeviceSlotsLeft;
}
DWORD CShip::CalcEffectsMask (void)
// CalcEffectsMask
//
// Returns a bit mask of all effects to paint.
{
DWORD dwEffects = 0;
if (m_pController->GetThrust() && !IsParalyzed())
dwEffects |= CObjectEffectDesc::effectThrustMain;
switch (m_Rotation.GetLastManeuver())
{
case RotateLeft:
dwEffects |= CObjectEffectDesc::effectThrustLeft;
break;
case RotateRight:
dwEffects |= CObjectEffectDesc::effectThrustRight;
break;
}
return dwEffects;
}
int CShip::CalcMaxCargoSpace (void) const
// CalcMaxCargoSpace
//
// Returns the max cargo space for this ship (based on class and
// additional devices)
{
return m_Perf.GetCargoDesc().GetCargoSpace();
}
void CShip::CalcPerformance (void)
// CalcPerformance
//
// Computes ship performance parameters by accumulating all devices,
// enhancements, etc.
{
DEBUG_TRY
// Remember current settings so we can detect if something changed.
int iOldThrust = m_Perf.GetDriveDesc().GetThrust();
Metric rOldMaxSpeed = m_Perf.GetDriveDesc().GetMaxSpeed();
// We generate a context block and accumulate performance stats from the
// class, armor, devices, etc.
//
// These fields are context for the ship that we're computing.
SShipPerformanceCtx Ctx(GetClass());
Ctx.pShip = this;
Ctx.bDriveDamaged = IsMainDriveDamaged();
if (m_fEmergencySpeed)
Ctx.rOperatingSpeedAdj = 1.5;
else if (m_fHalfSpeed)
Ctx.rOperatingSpeedAdj = 0.5;
else if (m_fQuarterSpeed)
Ctx.rOperatingSpeedAdj = 0.25;
else
Ctx.rOperatingSpeedAdj = 1.0;
// Start with parameters from the class
m_pClass->InitPerformance(Ctx);
// Accumulate settings from armor
m_Armor.AccumulatePerformance(Ctx);
// Accumulate settings from devices
m_Devices.AccumulatePerformance(Ctx);
// If we're tracking mass, adjust rotation descriptor to compensate for
// ship mass.
if (m_fTrackMass)
Ctx.RotationDesc.AdjForShipMass(m_pClass->GetHullDesc().GetMass(), GetItemMass());
// Now apply the performance parameters to the descriptor
m_Perf.Init(Ctx);
// This recalcs maneuvering
m_fRecalcRotationAccel = false;
// If we upgraded, then we reinitialize the effects
if (m_Perf.GetDriveDesc().GetThrust() != iOldThrust
|| m_Perf.GetDriveDesc().GetMaxSpeed() != rOldMaxSpeed)
m_pClass->InitEffects(this, &m_Effects);
DEBUG_CATCH
}
int CShip::CalcPowerUsed (SUpdateCtx &Ctx, int *retiPowerGenerated)
// CalcPowerUsed
//
// Computes power consumption and generation. Power generation is only for non-
// reactor sources.
{
int iPowerUsed = 0;
int iPowerGenerated = 0;
// We always consume some power for life-support
iPowerUsed += CPowerConsumption::DEFAULT_LIFESUPPORT_POWER_USE;
// If we're thrusting, then we consume power
if (!IsParalyzed() && m_pController->GetThrust())
iPowerUsed += m_Perf.GetDriveDesc().GetPowerUse();
// Devices produce and consume power
m_Devices.AccumulatePowerUsed(Ctx, this, iPowerUsed, iPowerGenerated);
// Compute power drain from armor
m_Armor.AccumulatePowerUsed(Ctx, this, iPowerUsed, iPowerGenerated);
// Done
if (retiPowerGenerated)
*retiPowerGenerated = iPowerGenerated;
return iPowerUsed;
}