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-rw-r--r--Stars45/Shield.cpp258
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diff --git a/Stars45/Shield.cpp b/Stars45/Shield.cpp
deleted file mode 100644
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--- a/Stars45/Shield.cpp
+++ /dev/null
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-/* Starshatter: The Open Source Project
- Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
- Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
- Copyright (c) 1997-2006, Destroyer Studios LLC.
-
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Weapon class
-*/
-
-#include "Shield.h"
-#include "Shot.h"
-#include "WeaponDesign.h"
-
-#include "Game.h"
-#include "ContentBundle.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 = ContentBundle::GetInstance()->GetText(shield_name[shield_type]);
- abrv = ContentBundle::GetInstance()->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;
-}