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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/Component.h
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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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
+ ========
+ Generic ship system sub-component class
+*/
+
+#ifndef Component_h
+#define Component_h
+
+#include "Types.h"
+#include "Geometry.h"
+#include "Text.h"
+
+// +--------------------------------------------------------------------+
+
+class ComponentDesign
+{
+public:
+ static const char* TYPENAME() { return "ComponentDesign"; }
+
+ ComponentDesign();
+ ~ComponentDesign();
+ int operator == (const ComponentDesign& rhs) const { return (name == rhs.name); }
+
+ // identification:
+ Text name;
+ Text abrv;
+
+ float repair_time;
+ float replace_time;
+ int spares;
+ DWORD affects;
+};
+
+// +--------------------------------------------------------------------+
+
+class System;
+
+// +--------------------------------------------------------------------+
+
+class Component
+{
+public:
+ static const char* TYPENAME() { return "Component"; }
+
+ enum STATUS { DESTROYED, CRITICAL, DEGRADED, NOMINAL, REPLACE, REPAIR };
+ enum DAMAGE { DAMAGE_EFFICIENCY = 0x01,
+ DAMAGE_SAFETY = 0x02,
+ DAMAGE_STABILITY = 0x04 };
+
+ Component(ComponentDesign* d, System* s);
+ Component(const Component& c);
+ virtual ~Component();
+
+ const char* Name() const { return design->name; }
+ const char* Abbreviation() const { return design->abrv; }
+ float RepairTime() const { return design->repair_time; }
+ float ReplaceTime() const { return design->replace_time; }
+
+ bool DamageEfficiency() const { return (design->affects & DAMAGE_EFFICIENCY)?true:false; }
+ bool DamageSafety() const { return (design->affects & DAMAGE_SAFETY)?true:false; }
+ bool DamageStability() const { return (design->affects & DAMAGE_STABILITY)?true:false; }
+
+ STATUS Status() const { return status; }
+ float Availability() const;
+ float TimeRemaining() const;
+ int SpareCount() const;
+ bool IsJerried() const;
+ int NumJerried() const;
+
+ void SetSystem(System* s) { system = s; }
+ System* GetSystem() const { return system; }
+
+ virtual void ApplyDamage(double damage);
+ virtual void ExecMaintFrame(double seconds);
+ virtual void Repair();
+ virtual void Replace();
+
+protected:
+ ComponentDesign* design;
+
+ // Component health status:
+ STATUS status;
+ float availability;
+ float time_remaining;
+ int spares;
+ int jerried;
+ System* system;
+};
+
+#endif // Component_h
+