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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 "MemDebug.h"
#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);
        }
    }
}