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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         Component.h
	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