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authormilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
committermilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
commitd17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch)
tree4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/Hangar.cpp
parent1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff)
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Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/Hangar.cpp')
-rw-r--r--Stars45/Hangar.cpp1890
1 files changed, 957 insertions, 933 deletions
diff --git a/Stars45/Hangar.cpp b/Stars45/Hangar.cpp
index 078d7e3..9eb3998 100644
--- a/Stars45/Hangar.cpp
+++ b/Stars45/Hangar.cpp
@@ -1,933 +1,957 @@
-/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: Hangar.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Everything needed to store and maintain space craft
-
- See Also: FlightDeck
-*/
-
-#include "MemDebug.h"
-#include "Hangar.h"
-#include "FlightDeck.h"
-#include "Ship.h"
-#include "ShipDesign.h"
-#include "Sim.h"
-#include "Instruction.h"
-#include "Element.h"
-#include "Mission.h"
-#include "RadioMessage.h"
-#include "Campaign.h"
-#include "Combatant.h"
-#include "CombatGroup.h"
-
-#include "Game.h"
-#include "Random.h"
-
-// +======================================================================+
-
-class HangarSlot
-{
- friend class Hangar;
-
-public:
- static const char* TYPENAME() { return "HangarSlot"; }
-
- HangarSlot();
- ~HangarSlot();
- int operator == (const HangarSlot& that) const { return this == &that; }
-
-private:
- Text squadron;
- CombatGroup* group;
- Ship* ship;
- int iff;
- const ShipDesign* design;
- FlightDeck* deck;
- int slot;
- int state;
- double time;
- Element* package;
- bool alert_hold;
- int loadout[16];
-};
-
-// +--------------------------------------------------------------------+
-
-HangarSlot::HangarSlot()
-: ship(0), group(0), design(0), deck(0), slot(0),
-state(0), time(0), package(0), alert_hold(false)
-{
- for (int i = 0; i < 16; i++)
- loadout[i] = -1;
-}
-
-HangarSlot::~HangarSlot()
-{
-}
-
-// +======================================================================+
-
-Hangar::Hangar()
-: ship(0), nsquadrons(0), last_patrol_launch(0)
-{
- ZeroMemory(nslots, sizeof(nslots));
- ZeroMemory(squadrons, sizeof(squadrons));
-}
-
-// +----------------------------------------------------------------------+
-
-Hangar::Hangar(const Hangar& s)
-: ship(0), nsquadrons(s.nsquadrons), last_patrol_launch(s.last_patrol_launch)
-{
- ZeroMemory(nslots, sizeof(nslots));
- ZeroMemory(squadrons, sizeof(squadrons));
-}
-
-// +--------------------------------------------------------------------+
-
-Hangar::~Hangar()
-{
- for (int i = 0; i < MAX_SQUADRONS; i++)
- delete [] squadrons[i];
-}
-
-// +--------------------------------------------------------------------+
-
-void
-Hangar::ExecFrame(double seconds)
-{
- for (int n = 0; n < nsquadrons; n++) {
- if (squadrons[n] && nslots[n] > 0) {
- for (int i = 0; i < nslots[n]; i++) {
- HangarSlot* slot = &squadrons[n][i];
-
- switch (slot->state) {
- case UNAVAIL:
- case STORAGE:
- case APPROACH:
- break;
-
- case ACTIVE:
- if (slot->ship && slot->ship->GetFlightPhase() == Ship::APPROACH)
- slot->state = APPROACH;
- break;
-
- case MAINT:
- if (slot->time > 0) {
- slot->time -= seconds;
- }
- else {
- slot->time = 0;
- slot->state = STORAGE;
- }
- break;
-
-
- case PREP:
- if (slot->time > 0) {
- slot->time -= seconds;
- }
- else {
- slot->time = 0;
- FinishPrep(slot);
- }
- break;
-
- case ALERT:
- if (slot->time > 0) {
- slot->time -= seconds;
- }
- else if (slot->deck) {
- slot->time = 0;
-
- // if package has specific objective, launch as soon as possible:
- if (!slot->alert_hold)
- slot->deck->Launch(slot->slot);
-
- switch (slot->deck->State(slot->slot)) {
- case FlightDeck::READY: slot->state = ALERT; break;
- case FlightDeck::QUEUED: slot->state = QUEUED; break;
- case FlightDeck::LOCKED: slot->state = LOCKED; break;
- case FlightDeck::LAUNCH: slot->state = LAUNCH; break;
- default: slot->state = STORAGE; break;
- }
- }
- break;
-
- case QUEUED:
- case LOCKED:
- if (slot->deck) {
- switch (slot->deck->State(slot->slot)) {
- case FlightDeck::READY: slot->state = ALERT; break;
- case FlightDeck::QUEUED: slot->state = QUEUED; break;
- case FlightDeck::LOCKED: slot->state = LOCKED; break;
- case FlightDeck::LAUNCH: slot->state = LAUNCH; break;
- default: slot->state = STORAGE; break;
- }
-
- slot->time = slot->deck->TimeRemaining(slot->slot);
- }
- break;
-
- case LAUNCH:
- if (slot->deck) {
- slot->time = slot->deck->TimeRemaining(slot->slot);
-
- if (slot->ship && slot->ship->GetFlightPhase() > Ship::LAUNCH) {
- slot->state = ACTIVE;
- slot->time = 0;
- }
- }
- break;
-
- case RECOVERY:
- break;
- }
- }
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-Hangar::FinishPrep(HangarSlot* slot)
-{
- if (slot->deck->SpaceLeft(slot->design->type)) {
- Sim* sim = Sim::GetSim();
-
- Text ship_name = slot->squadron;
-
- slot->ship = sim->CreateShip(ship_name, "",
- (ShipDesign*) slot->design,
- ship->GetRegion()->Name(),
- Point(0, 0, 0),
- slot->iff,
- ship->GetCommandAILevel(),
- slot->loadout);
-
- Observe(slot->ship);
-
- if (slot->package) {
- slot->package->SetCommander(ship->GetElement());
- slot->package->AddShip(slot->ship);
-
- if (slot->group) {
- slot->package->SetCombatGroup(slot->group);
- slot->package->SetCombatUnit(slot->group->GetNextUnit());
- }
-
- char name[64];
- sprintf_s(name, "%s %d",
- (const char*) slot->package->Name(),
- slot->ship->GetElementIndex());
- slot->ship->SetName(name);
- }
-
- slot->slot = -1; // take first available slot
- if (slot->deck->Spot(slot->ship, slot->slot)) {
- slot->state = ALERT;
- return true;
- }
-
- Print("WARNING: Could not spot alert ship - carrier: '%s' ship '%s'\n",
- ship->Name(), slot->ship->Name());
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-Hangar::Update(SimObject* obj)
-{
- bool found = false;
-
- for (int n = 0; !found && n < nsquadrons; n++) {
- if (squadrons[n] && nslots[n] > 0) {
- for (int i = 0; !found && i < nslots[n]; i++) {
- HangarSlot* slot = &squadrons[n][i];
-
- if (slot->ship == obj) {
- // was ship destroyed in combat,
- // or did it just dock here?
- if (slot->state != MAINT) {
- slot->state = UNAVAIL;
- slot->ship = 0;
- slot->deck = 0;
- slot->time = 0;
- slot->package = 0;
- }
-
- found = true;
- }
- }
- }
- }
-
- return SimObserver::Update(obj);
-}
-
-const char*
-Hangar::GetObserverName() const
-{
- static char name[64];
- if (ship)
- sprintf_s(name, "Hangar(%s)", ship->Name());
- else
- sprintf_s(name, "Hangar");
- return name;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-Hangar::CreateSquadron(Text squadron, CombatGroup* group,
-const ShipDesign* design, int count, int iff,
-int* def_load, int maint_count, int dead_count)
-{
- if (nsquadrons < MAX_SQUADRONS && count > 0) {
- HangarSlot* s = new(__FILE__,__LINE__) HangarSlot[count];
-
- for (int i = 0; i < count; i++) {
- s[i].squadron = squadron;
- s[i].group = group;
- s[i].design = design;
- s[i].iff = iff;
-
- if (def_load)
- CopyMemory(s[i].loadout, def_load, sizeof(s[i].loadout));
- }
-
- squadrons[nsquadrons] = s;
- nslots[nsquadrons] = count;
- names[nsquadrons] = squadron;
-
- int i = count-1;
- while (dead_count-- > 0)
- s[i--].state = UNAVAIL;
-
- while (maint_count-- > 0) {
- s[i].state = MAINT;
- s[i--].time = 600 + rand() / 15;
- }
-
- nsquadrons++;
- return true;
- }
-
- return false;
-}
-
-bool
-Hangar::GotoActiveFlight(int squadron, int slot_index, Element* elem, int* loadout)
-{
- if (elem && squadron < nsquadrons && slot_index < nslots[squadron]) {
- HangarSlot* slot = &(squadrons[squadron][slot_index]);
-
- if (slot->state == STORAGE) {
- slot->deck = 0;
- slot->state = ACTIVE;
- slot->time = 0;
- slot->package = elem;
- slot->alert_hold = false;
-
- if (loadout)
- CopyMemory(slot->loadout, loadout, sizeof(slot->loadout));
-
- Sim* sim = Sim::GetSim();
-
- Text ship_name = slot->squadron;
-
- slot->ship = sim->CreateShip(ship_name, "",
- (ShipDesign*) slot->design,
- ship->GetRegion()->Name(),
- ship->Location() + RandomPoint(),
- slot->iff,
- ship->GetCommandAILevel(),
- slot->loadout);
-
- if (slot->ship) {
- Observe(slot->ship);
-
- elem->SetCommander(ship->GetElement());
- elem->AddShip(slot->ship);
-
- if (slot->group) {
- elem->SetCombatGroup(slot->group);
- elem->SetCombatUnit(slot->group->GetNextUnit());
- }
-
- char name[64];
- sprintf_s(name, "%s %d",
- (const char*) elem->Name(),
- slot->ship->GetElementIndex());
-
- slot->ship->SetName(name);
- }
-
- return true;
- }
- }
-
- return false;
-}
-
-bool
-Hangar::GotoAlert(int squadron, int slot, FlightDeck* d, Element* elem, int* loadout, bool pkg, bool expedite)
-{
- if (squadron < nsquadrons && slot < nslots[squadron]) {
- HangarSlot* s = &(squadrons[squadron][slot]);
-
- if (s->state == STORAGE) {
- s->deck = d;
- s->state = PREP;
- s->time = expedite ? 3 : s->design->prep_time;
- s->package = elem;
- s->alert_hold = !pkg;
-
- if (loadout)
- CopyMemory(s->loadout, loadout, sizeof(s->loadout));
-
- if (expedite)
- FinishPrep(s);
-
- return true;
- }
- }
-
- return false;
-}
-
-bool
-Hangar::Launch(int squadron, int slot)
-{
- if (squadron < nsquadrons && slot < nslots[squadron]) {
- HangarSlot* s = &(squadrons[squadron][slot]);
-
- if (s->state == ALERT && s->deck)
- return s->deck->Launch(s->slot);
- }
-
- return false;
-}
-
-bool
-Hangar::StandDown(int squadron, int slot)
-{
- if (squadron < nsquadrons && slot < nslots[squadron]) {
- HangarSlot* s = &(squadrons[squadron][slot]);
-
- Element* package = 0;
- bool clear_slot = false;
-
- if (s->state == ALERT && s->deck) {
- if (s->deck->Clear(s->slot)) {
- if (s->ship) {
- Sim* sim = Sim::GetSim();
-
- if (s->package) {
- package = s->package;
- package->DelShip(s->ship);
- }
-
- sim->DestroyShip(s->ship);
- }
-
- clear_slot = true;
- }
- }
-
- else if (s->state == PREP) {
- clear_slot = true;
- package = s->package;
- }
-
- if (clear_slot) {
- s->state = STORAGE;
- s->deck = 0;
- s->slot = 0;
- s->ship = 0;
- s->package = 0;
-
- if (package) {
- int npkg = 0;
- for (int i = 0; i < nslots[squadron]; i++) {
- if (squadrons[squadron][i].package == package)
- npkg++;
- }
-
- if (npkg == 0) {
- Sim::GetSim()->DestroyElement(package);
- }
- }
-
- return true;
- }
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-Hangar::CanStow(Ship* incoming)
-{
- int squadron = -1;
- int slot = -1;
-
- if (FindSlot(incoming, squadron, slot))
- return true;
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-Hangar::Stow(Ship* incoming)
-{
- int squadron = -1;
- int slot = -1;
-
- if (FindSlot(incoming, squadron, slot)) {
- HangarSlot* s = &(squadrons[squadron][slot]);
- s->state = MAINT;
- s->design = incoming->Design();
- s->time = 2400;
- s->package = 0; // XXX MEMORY LEAK?
-
- // extra maintenance time?
- if (incoming->Integrity() < incoming->Design()->integrity) {
- double damage = 100 * ((double) incoming->Design()->integrity - (double) incoming->Integrity()) / (double) incoming->Design()->integrity;
-
- if (damage < 10) s->time *= 1.2;
- else if (damage < 25) s->time *= 2;
- else if (damage < 50) s->time *= 4;
- else s->time *= 10;
- }
-
- // quicker turnaround during network play:
- Sim* sim = Sim::GetSim();
- if (sim && sim->IsNetGame())
- s->time /= 40;
-
- return true;
- }
-
- return false;
-}
-
-bool
-Hangar::FindSlot(Ship* test, int& squadron, int& slot, int desired_state)
-{
- if (test) {
- // if test is already inbound to this carrier,
- // keep the inbound squadron and slot selections:
- if (desired_state == UNAVAIL && test->GetInbound()) {
- InboundSlot* inbound = test->GetInbound();
- FlightDeck* deck = inbound->GetDeck();
-
- if (deck && deck->GetCarrier() == ship && deck->IsPowerOn()) {
- squadron = inbound->Squadron();
- slot = inbound->Index();
- return true;
- }
- }
-
- int avail_squadron = -1;
- int avail_slot = -1;
-
- for (int i = 0; i < nsquadrons; i++) {
- if (squadron < 0 || squadron == i) {
- for (int j = 0; j < nslots[i]; j++) {
- HangarSlot* s = &(squadrons[i][j]);
- if (s->ship == test) {
- squadron = i;
- slot = j;
- return true;
- }
-
- else if (avail_slot < 0 && s->ship == 0) {
- if ((desired_state > STORAGE && s->state == STORAGE) ||
- (desired_state < STORAGE && s->state == UNAVAIL)) {
- avail_squadron = i;
- avail_slot = j;
- }
- }
- }
- }
- }
-
- if (avail_squadron >= 0 && avail_slot >= 0) {
- squadron = avail_squadron;
- slot = avail_slot;
-
- if (desired_state > STORAGE) {
- HangarSlot* s = &(squadrons[squadron][slot]);
-
- s->ship = test;
- s->design = test->Design();
- s->state = desired_state;
- s->deck = 0;
- s->slot = 0;
- s->package = test->GetElement();
- s->time = 0;
-
- Observe(s->ship);
- }
-
- return true;
- }
- }
-
- return false;
-}
-
-bool
-Hangar::FindSquadronAndSlot(Ship* test, int& squadron, int& slot)
-{
- if (test) {
- for (int i = 0; i < nsquadrons; i++) {
- if (squadron < 0 || squadron == i) {
- for (int j = 0; j < nslots[i]; j++) {
- HangarSlot* s = &(squadrons[i][j]);
- if (s->ship == test) {
- squadron = i;
- slot = j;
- return true;
- }
- }
- }
- }
- }
-
- return false;
-}
-
-
-bool
-Hangar::FindAvailSlot(const ShipDesign* design, int& squadron, int& slot)
-{
- if (design) {
- for (int i = 0; i < nsquadrons; i++) {
- if (nslots[i] > 0 && squadrons[i]->design == design) {
- for (int j = 0; j < nslots[i]; j++) {
- HangarSlot* s = &(squadrons[i][j]);
-
- if (s->state == STORAGE) {
- squadron = i;
- slot = j;
- return true;
- }
- }
- }
- }
- }
-
- return false;
-}
-
-bool
-Hangar::Ready(int squadron, int slot, FlightDeck* d)
-{
- if (squadron < 0 || squadron >= nsquadrons || slot < 0 || slot >= nslots[squadron] || !d)
- return false;
-
- HangarSlot* s = &(squadrons[squadron][slot]);
-
- s->time = 3; // 5;
- s->deck = d;
- s->slot = -1; // take first available slot
-
- if (d->Spot(s->ship, s->slot)) {
- s->state = ALERT;
- s->alert_hold = false;
- return true;
- }
-
- return false;
-}
-
-// +--------------------------------------------------------------------+
-
-Text
-Hangar::SquadronName(int n) const
-{
- if (n >= 0 && n < nsquadrons)
- return names[n];
-
- return Game::GetText("Unknown");
-}
-
-int
-Hangar::SquadronSize(int n) const
-{
- if (n >= 0 && n < nsquadrons)
- return nslots[n];
-
- return 0;
-}
-
-int
-Hangar::SquadronIFF(int n) const
-{
- if (n >= 0 && n < nsquadrons)
- return squadrons[n]->iff;
-
- return 0;
-}
-
-const ShipDesign*
-Hangar::SquadronDesign(int n) const
-{
- if (n >= 0 && n < nsquadrons && nslots[n])
- return squadrons[n]->design;
-
- return 0;
-}
-
-const HangarSlot*
-Hangar::GetSlot(int i, int j) const
-{
- if (i >= 0 && i < nsquadrons)
- if (j >= 0 && j < nslots[i])
- return squadrons[i] + j;
-
- return 0;
-}
-
-// +--------------------------------------------------------------------+
-
-Ship*
-Hangar::GetShip(const HangarSlot* s) const
-{
- if (s) return s->ship;
- return 0;
-}
-
-const ShipDesign*
-Hangar::GetDesign(const HangarSlot* s) const
-{
- if (s) return s->design;
- return 0;
-}
-
-FlightDeck*
-Hangar::GetFlightDeck(const HangarSlot* s) const
-{
- if (s) return s->deck;
- return 0;
-}
-
-int
-Hangar::GetFlightDeckSlot(const HangarSlot* s) const
-{
- if (s) return s->slot;
- return 0;
-}
-
-int
-Hangar::GetState(const HangarSlot* s) const
-{
- if (s) return s->state;
- return 0;
-}
-
-double
-Hangar::TimeRemaining(const HangarSlot* s) const
-{
- if (s) return s->time;
- return 0;
-}
-
-Element*
-Hangar::GetPackageElement(const HangarSlot* s) const
-{
- if (s) return s->package;
- return 0;
-}
-
-const int*
-Hangar::GetLoadout(const HangarSlot* s) const
-{
- if (s) return s->loadout;
- return 0;
-}
-
-Text
-Hangar::StatusName(const HangarSlot* s) const
-{
- switch (s->state) {
- default:
- case UNAVAIL: return Game::GetText("hangar.UNAVAIL");
- case MAINT: return Game::GetText("hangar.MAINT");
- case STORAGE: return Game::GetText("hangar.STORAGE");
- case PREP: return Game::GetText("hangar.PREP");
- case ALERT: return Game::GetText("hangar.ALERT");
- case QUEUED: {
- Text state = Game::GetText("hangar.QUEUED");
- char seq[8];
- sprintf_s(seq, " %d", s->deck->Sequence(s->slot));
- return state + seq;
- }
- case LOCKED: return Game::GetText("hangar.LOCKED");
- case LAUNCH: return Game::GetText("hangar.LAUNCH");
- case ACTIVE: return Game::GetText("hangar.ACTIVE");
- case APPROACH: return Game::GetText("hangar.APPROACH");
- case RECOVERY: return Game::GetText("hangar.RECOVERY");
- }
-}
-
-// +--------------------------------------------------------------------+
-
-int
-Hangar::PreflightQueue(FlightDeck* d) const
-{
- int result = 0;
-
- for (int n = 0; n < nsquadrons; n++) {
- if (squadrons[n] && nslots[n] > 0) {
- for (int i = 0; i < nslots[n]; i++) {
- HangarSlot* slot = &squadrons[n][i];
-
- if (slot->deck == d)
- result++;
- }
- }
- }
-
- return result;
-}
-
-// +--------------------------------------------------------------------+
-
-int
-Hangar::NumShipsReady(int n) const
-{
- int result = 0;
-
- if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) {
- for (int i = 0; i < nslots[n]; i++) {
- HangarSlot* slot = &squadrons[n][i];
-
- if (slot->state == STORAGE)
- result++;
- }
- }
-
- return result;
-}
-
-int
-Hangar::NumShipsMaint(int n) const
-{
- int result = 0;
-
- if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) {
- for (int i = 0; i < nslots[n]; i++) {
- HangarSlot* slot = &squadrons[n][i];
-
- if (slot->state == MAINT)
- result++;
- }
- }
-
- return result;
-}
-
-int
-Hangar::NumShipsDead(int n) const
-{
- int result = 0;
-
- if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) {
- for (int i = 0; i < nslots[n]; i++) {
- HangarSlot* slot = &squadrons[n][i];
-
- if (slot->state == UNAVAIL)
- result++;
- }
- }
-
- return result;
-}
-
-int
-Hangar::NumSlotsEmpty() const
-{
- int result = 0;
-
- for (int n = 0; n < nsquadrons; n++) {
- if (squadrons[n] && nslots[n] > 0) {
- for (int i = 0; i < nslots[n]; i++) {
- HangarSlot* slot = &squadrons[n][i];
-
- if (slot->state == UNAVAIL)
- result++;
- }
- }
- }
-
- return result;
-}
-
-int
-Hangar::GetActiveElements(List<Element>& active_list)
-{
- active_list.clear();
-
- for (int n = 0; n < nsquadrons; n++) {
- if (squadrons[n] && nslots[n] > 0) {
- for (int i = 0; i < nslots[n]; i++) {
- HangarSlot* slot = &squadrons[n][i];
-
- if (slot->package != 0 && !active_list.contains(slot->package))
- active_list.append(slot->package);
- }
- }
- }
-
- return active_list.size();
-}
-
-// +--------------------------------------------------------------------+
-
-DWORD
-Hangar::GetLastPatrolLaunch() const
-{
- return last_patrol_launch;
-}
-
-void
-Hangar::SetLastPatrolLaunch(DWORD t)
-{
- last_patrol_launch = t;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-Hangar::SetAllIFF(int iff)
-{
- for (int n = 0; n < nsquadrons; n++) {
- if (squadrons[n] && nslots[n] > 0) {
- for (int i = 0; i < nslots[n]; i++) {
- HangarSlot* slot = &squadrons[n][i];
-
- if (slot->ship)
- slot->ship->SetIFF(iff);
- }
- }
- }
-}
+/* 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: Hangar.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Everything needed to store and maintain space craft
+
+ See Also: FlightDeck
+*/
+
+#include "MemDebug.h"
+#include "Hangar.h"
+#include "FlightDeck.h"
+#include "Ship.h"
+#include "ShipDesign.h"
+#include "Sim.h"
+#include "Instruction.h"
+#include "Element.h"
+#include "Mission.h"
+#include "RadioMessage.h"
+#include "Campaign.h"
+#include "Combatant.h"
+#include "CombatGroup.h"
+
+#include "Game.h"
+#include "Random.h"
+
+// +======================================================================+
+
+class HangarSlot
+{
+ friend class Hangar;
+
+public:
+ static const char* TYPENAME() { return "HangarSlot"; }
+
+ HangarSlot();
+ ~HangarSlot();
+ int operator == (const HangarSlot& that) const { return this == &that; }
+
+private:
+ Text squadron;
+ CombatGroup* group;
+ Ship* ship;
+ int iff;
+ const ShipDesign* design;
+ FlightDeck* deck;
+ int slot;
+ int state;
+ double time;
+ Element* package;
+ bool alert_hold;
+ int loadout[16];
+};
+
+// +--------------------------------------------------------------------+
+
+HangarSlot::HangarSlot()
+ : ship(0), group(0), design(0), deck(0), slot(0),
+ state(0), time(0), package(0), alert_hold(false)
+{
+ for (int i = 0; i < 16; i++)
+ loadout[i] = -1;
+}
+
+HangarSlot::~HangarSlot()
+{
+}
+
+// +======================================================================+
+
+Hangar::Hangar()
+ : ship(0), nsquadrons(0), last_patrol_launch(0)
+{
+ ZeroMemory(nslots, sizeof(nslots));
+ ZeroMemory(squadrons, sizeof(squadrons));
+}
+
+// +----------------------------------------------------------------------+
+
+Hangar::Hangar(const Hangar& s)
+ : ship(0), nsquadrons(s.nsquadrons), last_patrol_launch(s.last_patrol_launch)
+{
+ ZeroMemory(nslots, sizeof(nslots));
+ ZeroMemory(squadrons, sizeof(squadrons));
+}
+
+// +--------------------------------------------------------------------+
+
+Hangar::~Hangar()
+{
+ for (int i = 0; i < MAX_SQUADRONS; i++)
+ delete [] squadrons[i];
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Hangar::ExecFrame(double seconds)
+{
+ for (int n = 0; n < nsquadrons; n++) {
+ if (squadrons[n] && nslots[n] > 0) {
+ for (int i = 0; i < nslots[n]; i++) {
+ HangarSlot* slot = &squadrons[n][i];
+
+ switch (slot->state) {
+ case UNAVAIL:
+ case STORAGE:
+ case APPROACH:
+ break;
+
+ case ACTIVE:
+ if (slot->ship && slot->ship->GetFlightPhase() == Ship::APPROACH)
+ slot->state = APPROACH;
+ break;
+
+ case MAINT:
+ if (slot->time > 0) {
+ slot->time -= seconds;
+ }
+ else {
+ slot->time = 0;
+ slot->state = STORAGE;
+ }
+ break;
+
+
+ case PREP:
+ if (slot->time > 0) {
+ slot->time -= seconds;
+ }
+ else {
+ slot->time = 0;
+ FinishPrep(slot);
+ }
+ break;
+
+ case ALERT:
+ if (slot->time > 0) {
+ slot->time -= seconds;
+ }
+ else if (slot->deck) {
+ slot->time = 0;
+
+ // if package has specific objective, launch as soon as possible:
+ if (!slot->alert_hold)
+ slot->deck->Launch(slot->slot);
+
+ switch (slot->deck->State(slot->slot)) {
+ case FlightDeck::READY: slot->state = ALERT; break;
+ case FlightDeck::QUEUED: slot->state = QUEUED; break;
+ case FlightDeck::LOCKED: slot->state = LOCKED; break;
+ case FlightDeck::LAUNCH: slot->state = LAUNCH; break;
+ default: slot->state = STORAGE; break;
+ }
+ }
+ break;
+
+ case QUEUED:
+ case LOCKED:
+ if (slot->deck) {
+ switch (slot->deck->State(slot->slot)) {
+ case FlightDeck::READY: slot->state = ALERT; break;
+ case FlightDeck::QUEUED: slot->state = QUEUED; break;
+ case FlightDeck::LOCKED: slot->state = LOCKED; break;
+ case FlightDeck::LAUNCH: slot->state = LAUNCH; break;
+ default: slot->state = STORAGE; break;
+ }
+
+ slot->time = slot->deck->TimeRemaining(slot->slot);
+ }
+ break;
+
+ case LAUNCH:
+ if (slot->deck) {
+ slot->time = slot->deck->TimeRemaining(slot->slot);
+
+ if (slot->ship && slot->ship->GetFlightPhase() > Ship::LAUNCH) {
+ slot->state = ACTIVE;
+ slot->time = 0;
+ }
+ }
+ break;
+
+ case RECOVERY:
+ break;
+ }
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+Hangar::FinishPrep(HangarSlot* slot)
+{
+ if (slot->deck->SpaceLeft(slot->design->type)) {
+ Sim* sim = Sim::GetSim();
+
+ Text ship_name = slot->squadron;
+
+ slot->ship = sim->CreateShip(ship_name, "",
+ (ShipDesign*) slot->design,
+ ship->GetRegion()->Name(),
+ Point(0, 0, 0),
+ slot->iff,
+ ship->GetCommandAILevel(),
+ slot->loadout);
+
+ Observe(slot->ship);
+
+ if (slot->package) {
+ slot->package->SetCommander(ship->GetElement());
+ slot->package->AddShip(slot->ship);
+
+ if (slot->group) {
+ slot->package->SetCombatGroup(slot->group);
+ slot->package->SetCombatUnit(slot->group->GetNextUnit());
+ }
+
+ char name[64];
+ sprintf_s(name, "%s %d",
+ (const char*) slot->package->Name(),
+ slot->ship->GetElementIndex());
+ slot->ship->SetName(name);
+ }
+
+ slot->slot = -1; // take first available slot
+ if (slot->deck->Spot(slot->ship, slot->slot)) {
+ slot->state = ALERT;
+ return true;
+ }
+
+ Print("WARNING: Could not spot alert ship - carrier: '%s' ship '%s'\n",
+ ship->Name(), slot->ship->Name());
+ }
+
+ return false;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+Hangar::Update(SimObject* obj)
+{
+ bool found = false;
+
+ for (int n = 0; !found && n < nsquadrons; n++) {
+ if (squadrons[n] && nslots[n] > 0) {
+ for (int i = 0; !found && i < nslots[n]; i++) {
+ HangarSlot* slot = &squadrons[n][i];
+
+ if (slot->ship == obj) {
+ // was ship destroyed in combat,
+ // or did it just dock here?
+ if (slot->state != MAINT) {
+ slot->state = UNAVAIL;
+ slot->ship = 0;
+ slot->deck = 0;
+ slot->time = 0;
+ slot->package = 0;
+ }
+
+ found = true;
+ }
+ }
+ }
+ }
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+Hangar::GetObserverName() const
+{
+ static char name[64];
+ if (ship)
+ sprintf_s(name, "Hangar(%s)", ship->Name());
+ else
+ sprintf_s(name, "Hangar");
+ return name;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+Hangar::CreateSquadron(Text squadron, CombatGroup* group,
+const ShipDesign* design, int count, int iff,
+int* def_load, int maint_count, int dead_count)
+{
+ if (nsquadrons < MAX_SQUADRONS && count > 0) {
+ HangarSlot* s = new(__FILE__,__LINE__) HangarSlot[count];
+
+ for (int i = 0; i < count; i++) {
+ s[i].squadron = squadron;
+ s[i].group = group;
+ s[i].design = design;
+ s[i].iff = iff;
+
+ if (def_load)
+ CopyMemory(s[i].loadout, def_load, sizeof(s[i].loadout));
+ }
+
+ squadrons[nsquadrons] = s;
+ nslots[nsquadrons] = count;
+ names[nsquadrons] = squadron;
+
+ int i = count-1;
+ while (dead_count-- > 0)
+ s[i--].state = UNAVAIL;
+
+ while (maint_count-- > 0) {
+ s[i].state = MAINT;
+ s[i--].time = 600 + rand() / 15;
+ }
+
+ nsquadrons++;
+ return true;
+ }
+
+ return false;
+}
+
+bool
+Hangar::GotoActiveFlight(int squadron, int slot_index, Element* elem, int* loadout)
+{
+ if (elem && squadron < nsquadrons && slot_index < nslots[squadron]) {
+ HangarSlot* slot = &(squadrons[squadron][slot_index]);
+
+ if (slot->state == STORAGE) {
+ slot->deck = 0;
+ slot->state = ACTIVE;
+ slot->time = 0;
+ slot->package = elem;
+ slot->alert_hold = false;
+
+ if (loadout)
+ CopyMemory(slot->loadout, loadout, sizeof(slot->loadout));
+
+ Sim* sim = Sim::GetSim();
+
+ Text ship_name = slot->squadron;
+
+ slot->ship = sim->CreateShip(ship_name, "",
+ (ShipDesign*) slot->design,
+ ship->GetRegion()->Name(),
+ ship->Location() + RandomPoint(),
+ slot->iff,
+ ship->GetCommandAILevel(),
+ slot->loadout);
+
+ if (slot->ship) {
+ Observe(slot->ship);
+
+ elem->SetCommander(ship->GetElement());
+ elem->AddShip(slot->ship);
+
+ if (slot->group) {
+ elem->SetCombatGroup(slot->group);
+ elem->SetCombatUnit(slot->group->GetNextUnit());
+ }
+
+ char name[64];
+ sprintf_s(name, "%s %d",
+ (const char*) elem->Name(),
+ slot->ship->GetElementIndex());
+
+ slot->ship->SetName(name);
+ }
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool
+Hangar::GotoAlert(int squadron, int slot, FlightDeck* d, Element* elem, int* loadout, bool pkg, bool expedite)
+{
+ if (squadron < nsquadrons && slot < nslots[squadron]) {
+ HangarSlot* s = &(squadrons[squadron][slot]);
+
+ if (s->state == STORAGE) {
+ s->deck = d;
+ s->state = PREP;
+ s->time = expedite ? 3 : s->design->prep_time;
+ s->package = elem;
+ s->alert_hold = !pkg;
+
+ if (loadout)
+ CopyMemory(s->loadout, loadout, sizeof(s->loadout));
+
+ if (expedite)
+ FinishPrep(s);
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool
+Hangar::Launch(int squadron, int slot)
+{
+ if (squadron < nsquadrons && slot < nslots[squadron]) {
+ HangarSlot* s = &(squadrons[squadron][slot]);
+
+ if (s->state == ALERT && s->deck)
+ return s->deck->Launch(s->slot);
+ }
+
+ return false;
+}
+
+bool
+Hangar::StandDown(int squadron, int slot)
+{
+ if (squadron < nsquadrons && slot < nslots[squadron]) {
+ HangarSlot* s = &(squadrons[squadron][slot]);
+
+ Element* package = 0;
+ bool clear_slot = false;
+
+ if (s->state == ALERT && s->deck) {
+ if (s->deck->Clear(s->slot)) {
+ if (s->ship) {
+ Sim* sim = Sim::GetSim();
+
+ if (s->package) {
+ package = s->package;
+ package->DelShip(s->ship);
+ }
+
+ sim->DestroyShip(s->ship);
+ }
+
+ clear_slot = true;
+ }
+ }
+
+ else if (s->state == PREP) {
+ clear_slot = true;
+ package = s->package;
+ }
+
+ if (clear_slot) {
+ s->state = STORAGE;
+ s->deck = 0;
+ s->slot = 0;
+ s->ship = 0;
+ s->package = 0;
+
+ if (package) {
+ int npkg = 0;
+ for (int i = 0; i < nslots[squadron]; i++) {
+ if (squadrons[squadron][i].package == package)
+ npkg++;
+ }
+
+ if (npkg == 0) {
+ Sim::GetSim()->DestroyElement(package);
+ }
+ }
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+Hangar::CanStow(Ship* incoming)
+{
+ int squadron = -1;
+ int slot = -1;
+
+ if (FindSlot(incoming, squadron, slot))
+ return true;
+
+ return false;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+Hangar::Stow(Ship* incoming)
+{
+ int squadron = -1;
+ int slot = -1;
+
+ if (FindSlot(incoming, squadron, slot)) {
+ HangarSlot* s = &(squadrons[squadron][slot]);
+ s->state = MAINT;
+ s->design = incoming->Design();
+ s->time = 2400;
+ s->package = 0; // XXX MEMORY LEAK?
+
+ // extra maintenance time?
+ if (incoming->Integrity() < incoming->Design()->integrity) {
+ double damage = 100 * ((double) incoming->Design()->integrity - (double) incoming->Integrity()) / (double) incoming->Design()->integrity;
+
+ if (damage < 10) s->time *= 1.2;
+ else if (damage < 25) s->time *= 2;
+ else if (damage < 50) s->time *= 4;
+ else s->time *= 10;
+ }
+
+ // quicker turnaround during network play:
+ Sim* sim = Sim::GetSim();
+ if (sim && sim->IsNetGame())
+ s->time /= 40;
+
+ return true;
+ }
+
+ return false;
+}
+
+bool
+Hangar::FindSlot(Ship* test, int& squadron, int& slot, int desired_state)
+{
+ if (test) {
+ // if test is already inbound to this carrier,
+ // keep the inbound squadron and slot selections:
+ if (desired_state == UNAVAIL && test->GetInbound()) {
+ InboundSlot* inbound = test->GetInbound();
+ FlightDeck* deck = inbound->GetDeck();
+
+ if (deck && deck->GetCarrier() == ship && deck->IsPowerOn()) {
+ squadron = inbound->Squadron();
+ slot = inbound->Index();
+ return true;
+ }
+ }
+
+ int avail_squadron = -1;
+ int avail_slot = -1;
+
+ for (int i = 0; i < nsquadrons; i++) {
+ if (squadron < 0 || squadron == i) {
+ for (int j = 0; j < nslots[i]; j++) {
+ HangarSlot* s = &(squadrons[i][j]);
+ if (s->ship == test) {
+ squadron = i;
+ slot = j;
+ return true;
+ }
+
+ else if (avail_slot < 0 && s->ship == 0) {
+ if ((desired_state > STORAGE && s->state == STORAGE) ||
+ (desired_state < STORAGE && s->state == UNAVAIL)) {
+ avail_squadron = i;
+ avail_slot = j;
+ }
+ }
+ }
+ }
+ }
+
+ if (avail_squadron >= 0 && avail_slot >= 0) {
+ squadron = avail_squadron;
+ slot = avail_slot;
+
+ if (desired_state > STORAGE) {
+ HangarSlot* s = &(squadrons[squadron][slot]);
+
+ s->ship = test;
+ s->design = test->Design();
+ s->state = desired_state;
+ s->deck = 0;
+ s->slot = 0;
+ s->package = test->GetElement();
+ s->time = 0;
+
+ Observe(s->ship);
+ }
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool
+Hangar::FindSquadronAndSlot(Ship* test, int& squadron, int& slot)
+{
+ if (test) {
+ for (int i = 0; i < nsquadrons; i++) {
+ if (squadron < 0 || squadron == i) {
+ for (int j = 0; j < nslots[i]; j++) {
+ HangarSlot* s = &(squadrons[i][j]);
+ if (s->ship == test) {
+ squadron = i;
+ slot = j;
+ return true;
+ }
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+
+bool
+Hangar::FindAvailSlot(const ShipDesign* design, int& squadron, int& slot)
+{
+ if (design) {
+ for (int i = 0; i < nsquadrons; i++) {
+ if (nslots[i] > 0 && squadrons[i]->design == design) {
+ for (int j = 0; j < nslots[i]; j++) {
+ HangarSlot* s = &(squadrons[i][j]);
+
+ if (s->state == STORAGE) {
+ squadron = i;
+ slot = j;
+ return true;
+ }
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+bool
+Hangar::Ready(int squadron, int slot, FlightDeck* d)
+{
+ if (squadron < 0 || squadron >= nsquadrons || slot < 0 || slot >= nslots[squadron] || !d)
+ return false;
+
+ HangarSlot* s = &(squadrons[squadron][slot]);
+
+ s->time = 3; // 5;
+ s->deck = d;
+ s->slot = -1; // take first available slot
+
+ if (d->Spot(s->ship, s->slot)) {
+ s->state = ALERT;
+ s->alert_hold = false;
+ return true;
+ }
+
+ return false;
+}
+
+// +--------------------------------------------------------------------+
+
+Text
+Hangar::SquadronName(int n) const
+{
+ if (n >= 0 && n < nsquadrons)
+ return names[n];
+
+ return Game::GetText("Unknown");
+}
+
+int
+Hangar::SquadronSize(int n) const
+{
+ if (n >= 0 && n < nsquadrons)
+ return nslots[n];
+
+ return 0;
+}
+
+int
+Hangar::SquadronIFF(int n) const
+{
+ if (n >= 0 && n < nsquadrons)
+ return squadrons[n]->iff;
+
+ return 0;
+}
+
+const ShipDesign*
+Hangar::SquadronDesign(int n) const
+{
+ if (n >= 0 && n < nsquadrons && nslots[n])
+ return squadrons[n]->design;
+
+ return 0;
+}
+
+const HangarSlot*
+Hangar::GetSlot(int i, int j) const
+{
+ if (i >= 0 && i < nsquadrons)
+ if (j >= 0 && j < nslots[i])
+ return squadrons[i] + j;
+
+ return 0;
+}
+
+// +--------------------------------------------------------------------+
+
+Ship*
+Hangar::GetShip(const HangarSlot* s) const
+{
+ if (s) return s->ship;
+ return 0;
+}
+
+const ShipDesign*
+Hangar::GetDesign(const HangarSlot* s) const
+{
+ if (s) return s->design;
+ return 0;
+}
+
+FlightDeck*
+Hangar::GetFlightDeck(const HangarSlot* s) const
+{
+ if (s) return s->deck;
+ return 0;
+}
+
+int
+Hangar::GetFlightDeckSlot(const HangarSlot* s) const
+{
+ if (s) return s->slot;
+ return 0;
+}
+
+int
+Hangar::GetState(const HangarSlot* s) const
+{
+ if (s) return s->state;
+ return 0;
+}
+
+double
+Hangar::TimeRemaining(const HangarSlot* s) const
+{
+ if (s) return s->time;
+ return 0;
+}
+
+Element*
+Hangar::GetPackageElement(const HangarSlot* s) const
+{
+ if (s) return s->package;
+ return 0;
+}
+
+const int*
+Hangar::GetLoadout(const HangarSlot* s) const
+{
+ if (s) return s->loadout;
+ return 0;
+}
+
+Text
+Hangar::StatusName(const HangarSlot* s) const
+{
+ switch (s->state) {
+ default:
+ case UNAVAIL: return Game::GetText("hangar.UNAVAIL");
+ case MAINT: return Game::GetText("hangar.MAINT");
+ case STORAGE: return Game::GetText("hangar.STORAGE");
+ case PREP: return Game::GetText("hangar.PREP");
+ case ALERT: return Game::GetText("hangar.ALERT");
+ case QUEUED: {
+ Text state = Game::GetText("hangar.QUEUED");
+ char seq[8];
+ sprintf_s(seq, " %d", s->deck->Sequence(s->slot));
+ return state + seq;
+ }
+ case LOCKED: return Game::GetText("hangar.LOCKED");
+ case LAUNCH: return Game::GetText("hangar.LAUNCH");
+ case ACTIVE: return Game::GetText("hangar.ACTIVE");
+ case APPROACH: return Game::GetText("hangar.APPROACH");
+ case RECOVERY: return Game::GetText("hangar.RECOVERY");
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+int
+Hangar::PreflightQueue(FlightDeck* d) const
+{
+ int result = 0;
+
+ for (int n = 0; n < nsquadrons; n++) {
+ if (squadrons[n] && nslots[n] > 0) {
+ for (int i = 0; i < nslots[n]; i++) {
+ HangarSlot* slot = &squadrons[n][i];
+
+ if (slot->deck == d)
+ result++;
+ }
+ }
+ }
+
+ return result;
+}
+
+// +--------------------------------------------------------------------+
+
+int
+Hangar::NumShipsReady(int n) const
+{
+ int result = 0;
+
+ if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) {
+ for (int i = 0; i < nslots[n]; i++) {
+ HangarSlot* slot = &squadrons[n][i];
+
+ if (slot->state == STORAGE)
+ result++;
+ }
+ }
+
+ return result;
+}
+
+int
+Hangar::NumShipsMaint(int n) const
+{
+ int result = 0;
+
+ if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) {
+ for (int i = 0; i < nslots[n]; i++) {
+ HangarSlot* slot = &squadrons[n][i];
+
+ if (slot->state == MAINT)
+ result++;
+ }
+ }
+
+ return result;
+}
+
+int
+Hangar::NumShipsDead(int n) const
+{
+ int result = 0;
+
+ if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) {
+ for (int i = 0; i < nslots[n]; i++) {
+ HangarSlot* slot = &squadrons[n][i];
+
+ if (slot->state == UNAVAIL)
+ result++;
+ }
+ }
+
+ return result;
+}
+
+int
+Hangar::NumSlotsEmpty() const
+{
+ int result = 0;
+
+ for (int n = 0; n < nsquadrons; n++) {
+ if (squadrons[n] && nslots[n] > 0) {
+ for (int i = 0; i < nslots[n]; i++) {
+ HangarSlot* slot = &squadrons[n][i];
+
+ if (slot->state == UNAVAIL)
+ result++;
+ }
+ }
+ }
+
+ return result;
+}
+
+int
+Hangar::GetActiveElements(List<Element>& active_list)
+{
+ active_list.clear();
+
+ for (int n = 0; n < nsquadrons; n++) {
+ if (squadrons[n] && nslots[n] > 0) {
+ for (int i = 0; i < nslots[n]; i++) {
+ HangarSlot* slot = &squadrons[n][i];
+
+ if (slot->package != 0 && !active_list.contains(slot->package))
+ active_list.append(slot->package);
+ }
+ }
+ }
+
+ return active_list.size();
+}
+
+// +--------------------------------------------------------------------+
+
+DWORD
+Hangar::GetLastPatrolLaunch() const
+{
+ return last_patrol_launch;
+}
+
+void
+Hangar::SetLastPatrolLaunch(DWORD t)
+{
+ last_patrol_launch = t;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Hangar::SetAllIFF(int iff)
+{
+ for (int n = 0; n < nsquadrons; n++) {
+ if (squadrons[n] && nslots[n] > 0) {
+ for (int i = 0; i < nslots[n]; i++) {
+ HangarSlot* slot = &squadrons[n][i];
+
+ if (slot->ship)
+ slot->ship->SetIFF(iff);
+ }
+ }
+ }
+}