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+/* 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;
+}