/* 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. 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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; }