summaryrefslogtreecommitdiffhomepage
path: root/Stars45/Component.h
blob: c5bbdc2badb270f299ce97167b74ee46db646d2d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
/*  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