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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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