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author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
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committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
commit | d17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch) | |
tree | 4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/Shield.cpp | |
parent | 1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff) | |
download | starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.zip starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.gz starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/Shield.cpp')
-rw-r--r-- | Stars45/Shield.cpp | 542 |
1 files changed, 283 insertions, 259 deletions
diff --git a/Stars45/Shield.cpp b/Stars45/Shield.cpp index 727192d..ba9958f 100644 --- a/Stars45/Shield.cpp +++ b/Stars45/Shield.cpp @@ -1,259 +1,283 @@ -/* Project Starshatter 5.0
- Destroyer Studios LLC
- Copyright © 1997-2007. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: Shield.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Weapon class
-*/
-
-#include "MemDebug.h"
-#include "Shield.h"
-#include "Shot.h"
-#include "WeaponDesign.h"
-
-#include "Game.h"
-
-// +----------------------------------------------------------------------+
-
-static char* shield_name[] = {
- "sys.shield.none",
- "sys.shield.deflector",
- "sys.shield.grav",
- "sys.shield.hyper"
-};
-
-static int shield_value[] = {
- 0, 2, 2, 3
-};
-
-// +----------------------------------------------------------------------+
-
-Shield::Shield(SUBTYPE shield_type)
-: System(SHIELD, shield_type, "shield", shield_value[shield_type], 100, 0),
-shield_cutoff(0.0f), shield_capacitor(false), shield_bubble(false),
-deflection_cost(1.0f), shield_curve(0.05f)
-{
- name = Game::GetText(shield_name[shield_type]);
- abrv = Game::GetText("sys.shield.abrv");
-
- power_flags = POWER_WATTS | POWER_CRITICAL;
- energy = 0.0f;
- power_level = 0.0f;
- shield_level = 0.0f;
-
- switch (shield_type) {
- default:
- case DEFLECTOR:
- capacity = sink_rate = 2.0e3f;
- shield_factor = 0.05f;
- break;
-
- case GRAV_SHIELD:
- capacity = sink_rate = 7.0e3f;
- shield_factor = 0.01f;
- break;
-
- case HYPER_SHIELD:
- capacity = sink_rate = 10.0e3f;
- shield_factor = 0.003f;
- break;
- }
-
- emcon_power[0] = 0;
- emcon_power[1] = 0;
- emcon_power[2] = 100;
-}
-
-// +----------------------------------------------------------------------+
-
-Shield::Shield(const Shield& s)
-: System(s), shield_factor(s.shield_factor), requested_power_level(0.0f),
-shield_cutoff(s.shield_cutoff), shield_capacitor(s.shield_capacitor),
-shield_bubble(s.shield_bubble), deflection_cost(s.deflection_cost),
-shield_curve(s.shield_curve)
-{
- power_flags = s.power_flags;
- energy = 0.0f;
- power_level = 0.0f;
- shield_level = 0.0f;
-
- Mount(s);
-}
-
-// +--------------------------------------------------------------------+
-
-Shield::~Shield()
-{ }
-
-void
-Shield::SetShieldCapacitor(bool c)
-{
- shield_capacitor = c;
-
- if (shield_capacitor) {
- power_flags = POWER_CRITICAL;
- shield_curve = 0.05f;
- }
- else {
- power_flags = POWER_WATTS | POWER_CRITICAL;
- shield_curve = 0.25f;
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-Shield::ExecFrame(double seconds)
-{
- System::ExecFrame(seconds);
-
- if (power_level < requested_power_level) {
- power_level += (float) (seconds * 0.10); // ten seconds to charge up
-
- if (power_level > requested_power_level)
- power_level = (float) requested_power_level;
- }
- else if (power_level > requested_power_level) {
- power_level -= (float) (seconds * 0.20); // five seconds to power down
-
- if (power_level < requested_power_level)
- power_level = (float) requested_power_level;
- }
-
- if (power_level < 0.01 && !shield_capacitor) {
- shield_level = 0.0f;
- energy = 0.0f;
- }
-}
-
-// +----------------------------------------------------------------------+
-
-void
-Shield::Distribute(double delivered_energy, double seconds)
-{
- System::Distribute(delivered_energy, seconds);
-
- if (shield_capacitor) {
- if (shield_cutoff > 0 && shield_cutoff < 0.999) {
- float cutoff = shield_cutoff * capacity;
-
- if (energy > cutoff)
- shield_level = (energy-cutoff)/(capacity-cutoff);
- else
- shield_level = 0.0f;
- }
-
- else {
- shield_level = energy/capacity;
- }
- }
- else {
- shield_level = energy/sink_rate;
- energy = 0.0f;
- }
-
- if (shield_level < 0)
- shield_level = 0;
-}
-
-// +--------------------------------------------------------------------+
-
-double
-Shield::DeflectDamage(Shot* shot, double damage)
-{
- double filter = 1;
- double penetration = 5;
- double leak = 0;
-
- if (shot)
- penetration = shot->Design()->penetration;
-
- filter = 1 - shield_factor * penetration;
-
- if (filter < 0)
- filter = 0;
-
- else if (filter > 1)
- filter = 1;
-
- if (shield_capacitor) {
- if (shield_cutoff > 0 && shield_level < 1e-6) {
- leak = damage;
- energy -= (float) (damage * deflection_cost);
- }
-
- else {
- leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability);
-
- double deflected = damage - leak;
- energy -= (float) deflected * deflection_cost;
- }
-
- }
- else {
- leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability);
- }
-
- return leak;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-Shield::SetPowerLevel(double level)
-{
- if (level > 100)
- level = 100;
- else if (level < 0)
- level = 0;
-
- level /= 100;
-
- if (requested_power_level != level) {
- // if the system is on emergency override power,
- // do not let the EMCON system use this method
- // to drop it back to normal power:
- if (power_level > 1 && level == 1) {
- requested_power_level = (float) power_level;
- return;
- }
-
- requested_power_level = (float) level;
- }
-}
-
-void
-Shield::SetNetShieldLevel(int level)
-{
- if (level > 100) level = 100;
- else if (level < 0) level = 0;
-
- requested_power_level = (float) (level/100.0);
- power_level = requested_power_level;
-}
-
-void
-Shield::DoEMCON(int index)
-{
- int e = GetEMCONPower(index);
-
- if (power_level * 100 > e || emcon != index) {
- if (e == 0) {
- PowerOff();
- }
- else if (emcon != index) {
- PowerOn();
-
- if (power_level * 100 > e)
- SetPowerLevel(e);
- }
- }
-
- emcon = index;
-}
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: Shield.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Weapon class +*/ + +#include "MemDebug.h" +#include "Shield.h" +#include "Shot.h" +#include "WeaponDesign.h" + +#include "Game.h" + +// +----------------------------------------------------------------------+ + +static char* shield_name[] = { + "sys.shield.none", + "sys.shield.deflector", + "sys.shield.grav", + "sys.shield.hyper" +}; + +static int shield_value[] = { + 0, 2, 2, 3 +}; + +// +----------------------------------------------------------------------+ + +Shield::Shield(SUBTYPE shield_type) +: System(SHIELD, shield_type, "shield", shield_value[shield_type], 100, 0), +shield_cutoff(0.0f), shield_capacitor(false), shield_bubble(false), +deflection_cost(1.0f), shield_curve(0.05f) +{ + name = Game::GetText(shield_name[shield_type]); + abrv = Game::GetText("sys.shield.abrv"); + + power_flags = POWER_WATTS | POWER_CRITICAL; + energy = 0.0f; + power_level = 0.0f; + shield_level = 0.0f; + + switch (shield_type) { + default: + case DEFLECTOR: + capacity = sink_rate = 2.0e3f; + shield_factor = 0.05f; + break; + + case GRAV_SHIELD: + capacity = sink_rate = 7.0e3f; + shield_factor = 0.01f; + break; + + case HYPER_SHIELD: + capacity = sink_rate = 10.0e3f; + shield_factor = 0.003f; + break; + } + + emcon_power[0] = 0; + emcon_power[1] = 0; + emcon_power[2] = 100; +} + +// +----------------------------------------------------------------------+ + +Shield::Shield(const Shield& s) +: System(s), shield_factor(s.shield_factor), requested_power_level(0.0f), +shield_cutoff(s.shield_cutoff), shield_capacitor(s.shield_capacitor), +shield_bubble(s.shield_bubble), deflection_cost(s.deflection_cost), +shield_curve(s.shield_curve) +{ + power_flags = s.power_flags; + energy = 0.0f; + power_level = 0.0f; + shield_level = 0.0f; + + Mount(s); +} + +// +--------------------------------------------------------------------+ + +Shield::~Shield() +{ } + +void +Shield::SetShieldCapacitor(bool c) +{ + shield_capacitor = c; + + if (shield_capacitor) { + power_flags = POWER_CRITICAL; + shield_curve = 0.05f; + } + else { + power_flags = POWER_WATTS | POWER_CRITICAL; + shield_curve = 0.25f; + } +} + +// +--------------------------------------------------------------------+ + +void +Shield::ExecFrame(double seconds) +{ + System::ExecFrame(seconds); + + if (power_level < requested_power_level) { + power_level += (float) (seconds * 0.10); // ten seconds to charge up + + if (power_level > requested_power_level) + power_level = (float) requested_power_level; + } + else if (power_level > requested_power_level) { + power_level -= (float) (seconds * 0.20); // five seconds to power down + + if (power_level < requested_power_level) + power_level = (float) requested_power_level; + } + + if (power_level < 0.01 && !shield_capacitor) { + shield_level = 0.0f; + energy = 0.0f; + } +} + +// +----------------------------------------------------------------------+ + +void +Shield::Distribute(double delivered_energy, double seconds) +{ + System::Distribute(delivered_energy, seconds); + + if (shield_capacitor) { + if (shield_cutoff > 0 && shield_cutoff < 0.999) { + float cutoff = shield_cutoff * capacity; + + if (energy > cutoff) + shield_level = (energy-cutoff)/(capacity-cutoff); + else + shield_level = 0.0f; + } + + else { + shield_level = energy/capacity; + } + } + else { + shield_level = energy/sink_rate; + energy = 0.0f; + } + + if (shield_level < 0) + shield_level = 0; +} + +// +--------------------------------------------------------------------+ + +double +Shield::DeflectDamage(Shot* shot, double damage) +{ + double filter = 1; + double penetration = 5; + double leak = 0; + + if (shot) + penetration = shot->Design()->penetration; + + filter = 1 - shield_factor * penetration; + + if (filter < 0) + filter = 0; + + else if (filter > 1) + filter = 1; + + if (shield_capacitor) { + if (shield_cutoff > 0 && shield_level < 1e-6) { + leak = damage; + energy -= (float) (damage * deflection_cost); + } + + else { + leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability); + + double deflected = damage - leak; + energy -= (float) deflected * deflection_cost; + } + + } + else { + leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability); + } + + return leak; +} + +// +--------------------------------------------------------------------+ + +void +Shield::SetPowerLevel(double level) +{ + if (level > 100) + level = 100; + else if (level < 0) + level = 0; + + level /= 100; + + if (requested_power_level != level) { + // if the system is on emergency override power, + // do not let the EMCON system use this method + // to drop it back to normal power: + if (power_level > 1 && level == 1) { + requested_power_level = (float) power_level; + return; + } + + requested_power_level = (float) level; + } +} + +void +Shield::SetNetShieldLevel(int level) +{ + if (level > 100) level = 100; + else if (level < 0) level = 0; + + requested_power_level = (float) (level/100.0); + power_level = requested_power_level; +} + +void +Shield::DoEMCON(int index) +{ + int e = GetEMCONPower(index); + + if (power_level * 100 > e || emcon != index) { + if (e == 0) { + PowerOff(); + } + else if (emcon != index) { + PowerOn(); + + if (power_level * 100 > e) + SetPowerLevel(e); + } + } + + emcon = index; +} |