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-rw-r--r--Stars45/Shield.cpp322
1 files changed, 161 insertions, 161 deletions
diff --git a/Stars45/Shield.cpp b/Stars45/Shield.cpp
index 58d3776..727192d 100644
--- a/Stars45/Shield.cpp
+++ b/Stars45/Shield.cpp
@@ -1,15 +1,15 @@
/* Project Starshatter 5.0
- Destroyer Studios LLC
- Copyright © 1997-2007. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2007. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: Shield.cpp
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: Shield.cpp
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Weapon class
+ OVERVIEW
+ ========
+ Weapon class
*/
#include "MemDebug.h"
@@ -22,68 +22,68 @@
// +----------------------------------------------------------------------+
static char* shield_name[] = {
- "sys.shield.none",
- "sys.shield.deflector",
- "sys.shield.grav",
- "sys.shield.hyper"
+ "sys.shield.none",
+ "sys.shield.deflector",
+ "sys.shield.grav",
+ "sys.shield.hyper"
};
static int shield_value[] = {
- 0, 2, 2, 3
+ 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)
+: 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;
+ 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)
+: 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;
+ power_flags = s.power_flags;
+ energy = 0.0f;
+ power_level = 0.0f;
+ shield_level = 0.0f;
- Mount(s);
+ Mount(s);
}
// +--------------------------------------------------------------------+
@@ -94,16 +94,16 @@ 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;
- }
+ 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;
+ }
}
// +--------------------------------------------------------------------+
@@ -111,25 +111,25 @@ Shield::SetShieldCapacitor(bool c)
void
Shield::ExecFrame(double seconds)
{
- System::ExecFrame(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) (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;
+ }
+ 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 < requested_power_level)
+ power_level = (float) requested_power_level;
+ }
- if (power_level < 0.01 && !shield_capacitor) {
- shield_level = 0.0f;
- energy = 0.0f;
- }
+ if (power_level < 0.01 && !shield_capacitor) {
+ shield_level = 0.0f;
+ energy = 0.0f;
+ }
}
// +----------------------------------------------------------------------+
@@ -137,29 +137,29 @@ Shield::ExecFrame(double seconds)
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;
+ 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;
}
// +--------------------------------------------------------------------+
@@ -167,40 +167,40 @@ Shield::Distribute(double delivered_energy, double seconds)
double
Shield::DeflectDamage(Shot* shot, double damage)
{
- double filter = 1;
- double penetration = 5;
- double leak = 0;
+ double filter = 1;
+ double penetration = 5;
+ double leak = 0;
- if (shot)
- penetration = shot->Design()->penetration;
+ if (shot)
+ penetration = shot->Design()->penetration;
- filter = 1 - shield_factor * penetration;
+ filter = 1 - shield_factor * penetration;
- if (filter < 0)
- filter = 0;
+ if (filter < 0)
+ filter = 0;
- else if (filter > 1)
- filter = 1;
+ else if (filter > 1)
+ filter = 1;
- if (shield_capacitor) {
- if (shield_cutoff > 0 && shield_level < 1e-6) {
- leak = damage;
- energy -= (float) (damage * deflection_cost);
- }
+ 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);
+ else {
+ leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability);
- double deflected = damage - leak;
- energy -= (float) deflected * deflection_cost;
- }
+ double deflected = damage - leak;
+ energy -= (float) deflected * deflection_cost;
+ }
- }
- else {
- leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability);
- }
+ }
+ else {
+ leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability);
+ }
- return leak;
+ return leak;
}
// +--------------------------------------------------------------------+
@@ -208,52 +208,52 @@ Shield::DeflectDamage(Shot* shot, double damage)
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;
- }
+ 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;
+ if (level > 100) level = 100;
+ else if (level < 0) level = 0;
- requested_power_level = (float) (level/100.0);
- power_level = requested_power_level;
+ requested_power_level = (float) (level/100.0);
+ power_level = requested_power_level;
}
void
Shield::DoEMCON(int index)
{
- int e = GetEMCONPower(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 || emcon != index) {
+ if (e == 0) {
+ PowerOff();
+ }
+ else if (emcon != index) {
+ PowerOn();
- if (power_level * 100 > e)
- SetPowerLevel(e);
- }
- }
+ if (power_level * 100 > e)
+ SetPowerLevel(e);
+ }
+ }
- emcon = index;
+ emcon = index;
}