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/*  Project Starshatter 5.0
    Destroyer Studios LLC
    Copyright © 1997-2007. All Rights Reserved.

    SUBSYSTEM:    Stars.exe
    FILE:         NavSystem.cpp
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Navigation System class implementation
*/

#include "MemDebug.h"
#include "NavSystem.h"
#include "Ship.h"
#include "Sim.h"
#include "HUDSounds.h"
#include "Button.h"
#include "Game.h"

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

NavSystem::NavSystem()
   : System(COMPUTER, 2, "Auto Nav System", 1, 1,1,1),
     autonav(0)
{
   name = Game::GetText("sys.nav-system");
   abrv = Game::GetText("sys.nav-system.abrv");

   power_flags = POWER_WATTS | POWER_CRITICAL;
}

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

NavSystem::NavSystem(const NavSystem& s)
   : System(s), autonav(0)
{
   Mount(s);

   power_flags = POWER_WATTS | POWER_CRITICAL;
}

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

NavSystem::~NavSystem()
{ }

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

void
NavSystem::ExecFrame(double seconds)
{
   if (autonav && ship && !ship->GetNextNavPoint())
      autonav = false;

   energy = 0.0f;
   System::ExecFrame(seconds);
}

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

bool
NavSystem::AutoNavEngaged()
{
   return ship && autonav && IsPowerOn();
}

void
NavSystem::EngageAutoNav()
{
   if (IsPowerOn() && !autonav) {
      if (!ship->GetNextNavPoint()) {
         Button::PlaySound(Button::SND_REJECT);
      }
      else {
         HUDSounds::PlaySound(HUDSounds::SND_NAV_MODE);
         autonav = true;
      }
   }
}

void
NavSystem::DisengageAutoNav()
{
   if (autonav)
      HUDSounds::PlaySound(HUDSounds::SND_NAV_MODE);

   autonav = false;
}

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

void
NavSystem::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);
      }
   }
}