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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
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