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Component.cpp
Go to the documentation of this file.
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/* Project Starshatter 4.5
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Destroyer Studios LLC
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Copyright © 1997-2004. All Rights Reserved.
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SUBSYSTEM: Stars.exe
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FILE: Component.cpp
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AUTHOR: John DiCamillo
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OVERVIEW
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========
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Generic ship system sub-component class
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*/
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#include "
MemDebug.h
"
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#include "
Component.h
"
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#include "
System.h
"
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#include "
Game.h
"
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// +----------------------------------------------------------------------+
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ComponentDesign::ComponentDesign
()
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: repair_time(0.0f), replace_time(0.0f), spares(0), affects(0)
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{ }
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// +----------------------------------------------------------------------+
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ComponentDesign::~ComponentDesign
()
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{ }
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// +----------------------------------------------------------------------+
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Component::Component
(
ComponentDesign
* d,
System
* s)
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: design(d), system(s),
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status(NOMINAL), availability(100.0f), time_remaining(0.0f),
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spares(0), jerried(0)
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{
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if
(
design
)
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spares
=
design
->
spares
;
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}
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// +----------------------------------------------------------------------+
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Component::Component
(
const
Component
& c)
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: design(c.design), system(c.system),
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status(c.status), availability(c.availability), time_remaining(c.time_remaining),
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spares(c.spares), jerried(c.jerried)
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{
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}
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// +--------------------------------------------------------------------+
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Component::~Component
()
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{ }
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// +--------------------------------------------------------------------+
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void
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Component::ExecMaintFrame
(
double
seconds)
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{
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if
(
status
>
NOMINAL
) {
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time_remaining
-= (float) seconds;
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// when repairs are complete:
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if
(
time_remaining
<= 0) {
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if
(
status
==
REPAIR
) {
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// did we just jerry-rig a failed component?
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if
(
availability
< 50)
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jerried
++;
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if
(
jerried
< 5)
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availability
+= 50.0f - 10 *
jerried
;
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if
(
availability
> 100)
availability
= 100.0f;
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}
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else
{
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availability
= 100.0f;
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}
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if
(
availability
> 99)
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status
=
NOMINAL
;
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else
if
(
availability
> 49)
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status
=
DEGRADED
;
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else
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status
=
CRITICAL
;
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time_remaining
= 0.0f;
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if
(
system
)
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system
->
CalcStatus
();
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}
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}
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}
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// +--------------------------------------------------------------------+
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void
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Component::ApplyDamage
(
double
damage)
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{
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availability
-= (float) damage;
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if
(
availability
< 1)
availability
= 0.0f;
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if
(
status
<
REPLACE
) {
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if
(
availability
> 99)
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status
=
NOMINAL
;
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else
if
(
availability
> 49)
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status
=
DEGRADED
;
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else
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status
=
CRITICAL
;
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}
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if
(
system
)
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system
->
CalcStatus
();
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}
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// +--------------------------------------------------------------------+
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void
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Component::Repair
()
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{
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if
(
status
<
NOMINAL
) {
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status
=
REPAIR
;
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time_remaining
=
design
->
repair_time
;
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if
(
system
)
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system
->
CalcStatus
();
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}
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}
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// +--------------------------------------------------------------------+
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void
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Component::Replace
()
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{
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if
(
status
<=
NOMINAL
) {
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status
=
REPLACE
;
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spares
--;
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time_remaining
=
design
->
replace_time
;
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if
(
system
)
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system
->
CalcStatus
();
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}
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}
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// +--------------------------------------------------------------------+
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float
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Component::Availability
()
const
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{
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if
(
status
>
NOMINAL
&&
availability
> 50)
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return
50.0f;
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return
availability
;
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}
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float
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Component::TimeRemaining
()
const
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{
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return
(
float
)
time_remaining
;
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}
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int
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Component::SpareCount
()
const
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{
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return
spares
;
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}
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bool
168
Component::IsJerried
()
const
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{
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return
jerried
?
true
:
false
;
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}
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int
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Component::NumJerried
()
const
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{
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return
jerried
;
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}
Stars45
Component.cpp
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