From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/Shield.cpp | 542 ++++++++++++++++++++++++++++------------------------- 1 file changed, 283 insertions(+), 259 deletions(-) (limited to 'Stars45/Shield.cpp') 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; +} -- cgit v1.1