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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
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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