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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);
}
}
}
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