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/* Project Starshatter 4.5
Destroyer Studios LLC
Copyright © 1997-2004. All Rights Reserved.
SUBSYSTEM: Stars.exe
FILE: Shield.h
AUTHOR: John DiCamillo
OVERVIEW
========
Conventional Shield (system) class
*/
#ifndef Shield_h
#define Shield_h
#include "Types.h"
#include "System.h"
#include "Geometry.h"
// +--------------------------------------------------------------------+
class Shot;
class Sound;
// +--------------------------------------------------------------------+
class Shield : public System
{
public:
enum SUBTYPE { DEFLECTOR = 1, GRAV_SHIELD, HYPER_SHIELD };
Shield(SUBTYPE s);
Shield(const Shield& rhs);
virtual ~Shield();
virtual void ExecFrame(double seconds);
double DeflectDamage(Shot* shot, double shot_damage);
double ShieldLevel() const { return shield_level * 100; }
double ShieldFactor() const { return shield_factor; }
double ShieldCurve() const { return shield_curve; }
void SetShieldFactor(double f) { shield_factor = (float) f; }
void SetShieldCurve(double c) { shield_curve = (float) c; }
double ShieldCutoff() const { return shield_cutoff; }
void SetShieldCutoff(double f) { shield_cutoff = (float) f; }
double Capacity() const { return capacity; }
double Consumption() const { return sink_rate; }
void SetConsumption(double r) { sink_rate = (float)r; }
bool ShieldCapacitor() const { return shield_capacitor; }
void SetShieldCapacitor(bool c);
bool ShieldBubble() const { return shield_bubble; }
void SetShieldBubble(bool b) { shield_bubble = b; }
double DeflectionCost() const { return deflection_cost; }
void SetDeflectionCost(double c) { deflection_cost = (float) c; }
// override from System:
virtual void SetPowerLevel(double level);
virtual void SetNetShieldLevel(int level);
virtual void Distribute(double delivered_energy, double seconds);
virtual void DoEMCON(int emcon);
protected:
bool shield_capacitor;
bool shield_bubble;
float shield_factor;
float shield_level;
float shield_curve;
float shield_cutoff;
float requested_power_level;
float deflection_cost;
};
#endif Shield_h
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