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/*  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;
}