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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, 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
    ========
    Computer System class
*/

#include "Computer.h"
#include "Game.h"
#include "ContentBundle.h"

// +----------------------------------------------------------------------+

static int     computer_value[] = {
    0, 1, 1, 1, 1
};

// +----------------------------------------------------------------------+

Computer::Computer(int comp_type, const char* comp_name)
: System(COMPUTER, comp_type, comp_name, 1, 1, 1, 1)
{
    SetAbbreviation(ContentBundle::GetInstance()->GetText("sys.computer.abrv"));
    power_flags = POWER_WATTS | POWER_CRITICAL;

    if (subtype == FLIGHT) {
        crit_level = -1.0f;
    }
}

// +----------------------------------------------------------------------+

Computer::Computer(const Computer& c)
: System(c)
{
    Mount(c);
    SetAbbreviation(c.Abbreviation());
    power_flags = POWER_WATTS | POWER_CRITICAL;

    if (subtype == FLIGHT) {
        crit_level = -1.0f;
    }
}

// +--------------------------------------------------------------------+

Computer::~Computer()
{ }

// +--------------------------------------------------------------------+

void
Computer::ApplyDamage(double damage)
{
    System::ApplyDamage(damage);
}

// +--------------------------------------------------------------------+

void
Computer::ExecFrame(double seconds)
{
    energy = 0.0f;
    System::ExecFrame(seconds);
}

// +--------------------------------------------------------------------+

void
Computer::Distribute(double delivered_energy, double seconds)
{
    if (IsPowerOn()) {
        // convert Joules to Watts:
        energy = (float) (delivered_energy/seconds);

        // brown out:
        if (energy < capacity*0.75f)
        power_on = false;

        // spike:
        else if (energy > capacity*1.5f) {
            power_on = false;
            ApplyDamage(50);
        }
    }
}