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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
========
Navigation System class implementation
*/
#include "NavSystem.h"
#include "Ship.h"
#include "Sim.h"
#include "HUDSounds.h"
#include "Button.h"
#include "Game.h"
#include "ContentBundle.h"
// +----------------------------------------------------------------------+
NavSystem::NavSystem()
: System(COMPUTER, 2, "Auto Nav System", 1, 1,1,1),
autonav(0)
{
name = ContentBundle::GetInstance()->GetText("sys.nav-system");
abrv = ContentBundle::GetInstance()->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);
}
}
}
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