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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/FlightDeck.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/FlightDeck.cpp')
-rw-r--r--StarsEx/FlightDeck.cpp1185
1 files changed, 1185 insertions, 0 deletions
diff --git a/StarsEx/FlightDeck.cpp b/StarsEx/FlightDeck.cpp
new file mode 100644
index 0000000..8b2d070
--- /dev/null
+++ b/StarsEx/FlightDeck.cpp
@@ -0,0 +1,1185 @@
+/* Starshatter: The Open Source Project
+ Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
+ Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
+ Copyright (c) 1997-2006, Destroyer Studios LLC.
+
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Everything needed to launch and recover space craft...
+*/
+
+#include "FlightDeck.h"
+#include "Ship.h"
+#include "ShipCtrl.h"
+#include "ShipDesign.h"
+#include "Element.h"
+#include "Mission.h"
+#include "MissionEvent.h"
+#include "Drive.h"
+#include "Sim.h"
+#include "Instruction.h"
+#include "Hoop.h"
+#include "LandingGear.h"
+#include "RadioMessage.h"
+#include "RadioTraffic.h"
+#include "SimEvent.h"
+#include "AudioConfig.h"
+#include "CameraDirector.h"
+#include "Combatant.h"
+#include "CombatGroup.h"
+#include "CombatUnit.h"
+
+#include "NetData.h"
+#include "NetUtil.h"
+
+#include "Game.h"
+#include "ContentBundle.h"
+#include "Solid.h"
+#include "Light.h"
+#include "Sound.h"
+#include "DataLoader.h"
+
+static Sound* tire_sound = 0;
+static Sound* catapult_sound = 0;
+
+// +======================================================================+
+
+class FlightDeckSlot
+{
+public:
+ FlightDeckSlot() : ship(0), state(0), sequence(0), time(0), filter(0xf) { }
+ int operator == (const FlightDeckSlot& that) const { return this == &that; }
+
+ Ship* ship;
+ Point spot_rel;
+ Point spot_loc;
+
+ int state;
+ int sequence;
+ double time;
+ double clearance;
+ DWORD filter;
+};
+
+// +======================================================================+
+
+InboundSlot::InboundSlot(Ship* s, FlightDeck* d, int squad, int index)
+: ship(s), deck(d), squadron(squad), slot(index), cleared(0), final(0), approach(0)
+{
+ if (ship)
+ Observe(ship);
+
+ if (deck && deck->GetCarrier())
+ Observe((SimObject*) deck->GetCarrier());
+}
+
+int InboundSlot::operator < (const InboundSlot& that) const
+{
+ double dthis = 0;
+ double dthat = 0;
+
+ if (ship == that.ship) {
+ return false;
+ }
+
+ if (cleared && !that.cleared) {
+ return true;
+ }
+
+ if (!cleared && that.cleared) {
+ return false;
+ }
+
+ if (ship && deck && that.ship) {
+ dthis = Point(ship->Location() - deck->MountLocation()).length();
+ dthat = Point(that.ship->Location() - deck->MountLocation()).length();
+ }
+
+ if (dthis == dthat) {
+ return (DWORD) this < (DWORD) &that;
+ }
+
+ return dthis < dthat;
+}
+
+int InboundSlot::operator <= (const InboundSlot& that) const
+{
+ double dthis = 0;
+ double dthat = 0;
+
+ if (ship == that.ship)
+ return true;
+
+ if (cleared && !that.cleared)
+ return true;
+
+ if (!cleared && that.cleared)
+ return false;
+
+ if (ship && deck && that.ship) {
+ dthis = Point(ship->Location() - deck->MountLocation()).length();
+ dthat = Point(that.ship->Location() - deck->MountLocation()).length();
+ }
+
+ return dthis <= dthat;
+}
+
+int InboundSlot::operator == (const InboundSlot& that) const
+{
+ return this == &that;
+}
+
+void InboundSlot::Clear(bool c)
+{
+ if (ship)
+ cleared = c;
+}
+
+double InboundSlot::Distance()
+{
+ if (ship && deck) {
+ return Point(ship->Location() - deck->MountLocation()).length();
+ }
+
+ return 1e9;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+InboundSlot::Update(SimObject* obj)
+{
+ if (obj->Type() == SimObject::SIM_SHIP) {
+ Ship* s = (Ship*) obj;
+
+ if (s == ship) {
+ ship = 0;
+ }
+
+ // Actually, this can't happen. The flight deck
+ // owns the slot. When the carrier is destroyed,
+ // the flight decks and slots are destroyed before
+ // the carrier updates the observers.
+
+ // I'm leaving this block in, just in case.
+
+ else if (deck && s == deck->GetCarrier()) {
+ ship = 0;
+ deck = 0;
+ }
+ }
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+InboundSlot::GetObserverName() const
+{
+ return "InboundSlot";
+}
+
+// +======================================================================+
+
+FlightDeck::FlightDeck()
+: System(FLIGHT_DECK, FLIGHT_DECK_LAUNCH, "Flight Deck", 1, 1),
+carrier(0), index(0), num_slots(0), slots(0), cycle_time(5), num_hoops(0), hoops(0),
+azimuth(0), light(0), num_catsounds(0), num_approach_pts(0)
+{
+ name = ContentBundle::GetInstance()->GetText("sys.flight-deck");
+ abrv = ContentBundle::GetInstance()->GetText("sys.flight-deck.abrv");
+}
+
+// +----------------------------------------------------------------------+
+
+FlightDeck::FlightDeck(const FlightDeck& s)
+: System(s),
+carrier(0), index(0), start_rel(s.start_rel),
+end_rel(s.end_rel), cam_rel(s.cam_rel),
+cycle_time(s.cycle_time),
+num_slots(s.num_slots), slots(0),
+num_hoops(0), hoops(0), azimuth(s.azimuth), light(0),
+num_catsounds(0), num_approach_pts(s.num_approach_pts)
+{
+ Mount(s);
+
+ slots = new FlightDeckSlot[num_slots];
+ for (int i = 0; i < num_slots; i++) {
+ slots[i].spot_rel = s.slots[i].spot_rel;
+ slots[i].filter = s.slots[i].filter;
+ }
+
+ for (int i = 0; i < NUM_APPROACH_PTS; i++)
+ approach_rel[i] = s.approach_rel[i];
+
+ for (int i = 0; i < 2; i++)
+ runway_rel[i] = s.runway_rel[i];
+
+ if (s.light) {
+ light = new Light(*s.light);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+FlightDeck::~FlightDeck()
+{
+ if (hoops && num_hoops) {
+ for (int i = 0; i < num_hoops; i++) {
+ Hoop* h = &hoops[i];
+ Scene* scene = h->GetScene();
+ if (scene)
+ scene->DelGraphic(h);
+ }
+ }
+
+ delete [] slots;
+ delete [] hoops;
+
+ LIGHT_DESTROY(light);
+
+ recovery_queue.destroy();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+FlightDeck::Initialize()
+{
+ static int initialized = 0;
+ if (initialized) return;
+
+ DataLoader* loader = DataLoader::GetLoader();
+ loader->SetDataPath("Sounds/");
+
+ const int SOUND_FLAGS = Sound::LOCALIZED |
+ Sound::LOC_3D;
+
+ loader->LoadSound("Tires.wav", tire_sound, SOUND_FLAGS);
+ loader->LoadSound("Catapult.wav", catapult_sound, SOUND_FLAGS);
+ loader->SetDataPath(0);
+
+ if (tire_sound)
+ tire_sound->SetMaxDistance(2.5e3f);
+
+ if (catapult_sound)
+ catapult_sound->SetMaxDistance(0.5e3f);
+
+ initialized = 1;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+FlightDeck::Close()
+{
+ delete tire_sound;
+ delete catapult_sound;
+
+ tire_sound = 0;
+ catapult_sound = 0;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+FlightDeck::ExecFrame(double seconds)
+{
+ System::ExecFrame(seconds);
+
+ bool advance_queue = false;
+ long max_vol = AudioConfig::EfxVolume();
+ long volume = -1000;
+ Sim* sim = Sim::GetSim();
+
+ if (volume > max_vol)
+ volume = max_vol;
+
+ // update ship status:
+ for (int i = 0; i < num_slots; i++) {
+ FlightDeckSlot* slot = &slots[i];
+ Ship* slot_ship = 0;
+
+ if (slot->ship == 0) {
+ slot->state = CLEAR;
+ }
+ else {
+ slot_ship = slot->ship;
+ slot_ship->SetThrottle(0);
+ }
+
+ switch (slot->state) {
+ case CLEAR:
+ if (slot->time > 0) {
+ slot->time -= seconds;
+ }
+ else if (IsRecoveryDeck()) {
+ GrantClearance();
+ }
+ break;
+
+ case READY: {
+ Camera c;
+ c.Clone(carrier->Cam());
+ c.Yaw(azimuth);
+
+ if (slot_ship) {
+ slot_ship->CloneCam(c);
+ slot_ship->MoveTo(slot->spot_loc);
+ slot_ship->TranslateBy(carrier->Cam().vup() * slot->clearance);
+ slot_ship->SetVelocity(carrier->Velocity());
+ }
+ slot->time = 0;
+ }
+ break;
+
+ case QUEUED:
+ if (slot->time > 0) {
+ Camera c;
+ c.Clone(carrier->Cam());
+ c.Yaw(azimuth);
+
+ slot->time -= seconds;
+ if (slot_ship) {
+ slot_ship->CloneCam(c);
+ slot_ship->MoveTo(slot->spot_loc);
+ slot_ship->TranslateBy(carrier->Cam().vup() * slot->clearance);
+ slot_ship->SetFlightPhase(Ship::ALERT);
+ }
+ }
+
+ if (slot->sequence == 1 && slot->time <= 0) {
+ bool clear_for_launch = true;
+ for (int i = 0; i < num_slots; i++)
+ if (slots[i].state == LOCKED)
+ clear_for_launch = false;
+
+ if (clear_for_launch) {
+ slot->sequence = 0;
+ slot->state = LOCKED;
+ slot->time = cycle_time;
+ if (slot_ship)
+ slot_ship->SetFlightPhase(Ship::LOCKED);
+ num_catsounds = 0;
+
+ advance_queue = true;
+ }
+ }
+ break;
+
+ case LOCKED:
+ if (slot->time > 0) {
+ slot->time -= seconds;
+
+ if (slot_ship) {
+ double ct4 = cycle_time/4;
+
+ double dx = start_rel.x - slot->spot_rel.x;
+ double dy = start_rel.z - slot->spot_rel.z;
+ double dyaw = atan2(dx,dy) - azimuth;
+
+ Camera c;
+ c.Clone(carrier->Cam());
+ c.Yaw(azimuth);
+
+ // rotate:
+ if (slot->time > 3*ct4) {
+ double step = 1 - (slot->time - 3*ct4) / ct4;
+ c.Yaw(dyaw * step);
+ slot_ship->CloneCam(c);
+ slot_ship->MoveTo(slot->spot_loc);
+ slot_ship->TranslateBy(carrier->Cam().vup() * slot->clearance);
+
+ if (carrier->IsGroundUnit()) {
+ slot_ship->SetThrottle(25);
+ }
+
+ else if (num_catsounds < 1) {
+ if (catapult_sound) {
+ Sound* sound = catapult_sound->Duplicate();
+ sound->SetLocation(slot_ship->Location());
+ sound->SetVolume(volume);
+ sound->Play();
+ }
+ num_catsounds = 1;
+ }
+ }
+
+ // translate:
+ else if (slot->time > 2*ct4) {
+ double step = (slot->time - 2*ct4) / ct4;
+
+ Point loc = start_point +
+ (slot->spot_loc - start_point) * step;
+
+ c.Yaw(dyaw);
+ slot_ship->CloneCam(c);
+ slot_ship->MoveTo(loc);
+ slot_ship->TranslateBy(carrier->Cam().vup() * slot->clearance);
+
+ if (carrier->IsGroundUnit()) {
+ slot_ship->SetThrottle(25);
+ }
+
+ else if (num_catsounds < 2) {
+ if (catapult_sound) {
+ Sound* sound = catapult_sound->Duplicate();
+ sound->SetLocation(slot_ship->Location());
+ sound->SetVolume(volume);
+ sound->Play();
+ }
+ num_catsounds = 2;
+ }
+ }
+
+ // rotate:
+ else if (slot->time > ct4) {
+ double step = (slot->time - ct4) / ct4;
+ c.Yaw(dyaw*step);
+ slot_ship->CloneCam(c);
+ slot_ship->MoveTo(start_point);
+ slot_ship->TranslateBy(carrier->Cam().vup() * slot->clearance);
+
+ if (carrier->IsGroundUnit()) {
+ slot_ship->SetThrottle(25);
+ }
+
+ else if (num_catsounds < 3) {
+ if (catapult_sound) {
+ Sound* sound = catapult_sound->Duplicate();
+ sound->SetLocation(slot_ship->Location());
+ sound->SetVolume(volume);
+ sound->Play();
+ }
+ num_catsounds = 3;
+ }
+ }
+
+ // wait:
+ else {
+ slot_ship->SetThrottle(100);
+ slot_ship->CloneCam(c);
+ slot_ship->MoveTo(start_point);
+ slot_ship->TranslateBy(carrier->Cam().vup() * slot->clearance);
+ }
+
+ slot_ship->SetFlightPhase(Ship::LOCKED);
+ }
+ }
+ else {
+ slot->state = LAUNCH;
+ slot->time = 0;
+
+ }
+ break;
+
+ case LAUNCH:
+ LaunchShip(slot_ship);
+ break;
+
+ case DOCKING:
+ if (slot_ship && !slot_ship->IsAirborne()) {
+ // do arresting gear stuff:
+ if (slot_ship->GetFlightModel() == Ship::FM_ARCADE)
+ slot_ship->ArcadeStop();
+
+ slot_ship->SetVelocity(carrier->Velocity());
+ }
+
+ if (slot->time > 0) {
+ slot->time -= seconds;
+ }
+ else {
+ if (slot_ship) {
+ slot_ship->SetFlightPhase(Ship::DOCKED);
+ slot_ship->Stow();
+
+ NetUtil::SendObjKill(slot_ship, carrier, NetObjKill::KILL_DOCK, index);
+ }
+
+ Clear(i);
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ if (advance_queue) {
+ for (int i = 0; i < num_slots; i++) {
+ FlightDeckSlot* slot = &slots[i];
+ if (slot->state == QUEUED && slot->sequence > 1)
+ slot->sequence--;
+ }
+ }
+}
+
+bool
+FlightDeck::LaunchShip(Ship* slot_ship)
+{
+ FlightDeckSlot* slot = 0;
+ Sim* sim = Sim::GetSim();
+
+ if (slot_ship) {
+ for (int i = 0; i < num_slots; i++) {
+ if (slots[i].ship == slot_ship)
+ slot = &(slots[i]);
+ }
+
+ // only suggest a launch point if no flight plan has been filed...
+ if (slot_ship->GetElement()->FlightPlanLength() == 0) {
+ Point departure = end_point;
+ departure = departure.OtherHand();
+
+ Instruction* launch_point = new
+ Instruction(carrier->GetRegion(), departure, Instruction::LAUNCH);
+ launch_point->SetSpeed(350);
+
+ slot_ship->SetLaunchPoint(launch_point);
+ }
+
+ if (!slot_ship->IsAirborne()) {
+ Point cat;
+ if (fabs(azimuth) < 5*DEGREES) {
+ cat = carrier->Heading() * 300;
+ }
+ else {
+ Camera c;
+ c.Clone(carrier->Cam());
+ c.Yaw(azimuth);
+ cat = c.vpn() * 300;
+ }
+
+ slot_ship->SetVelocity(carrier->Velocity() + cat);
+ slot_ship->SetFlightPhase(Ship::LAUNCH);
+ }
+ else {
+ slot_ship->SetFlightPhase(Ship::TAKEOFF);
+ }
+
+ Director* dir = slot_ship->GetDirector();
+ if (dir && dir->Type() == ShipCtrl::DIR_TYPE) {
+ ShipCtrl* ctrl = (ShipCtrl*) dir;
+ ctrl->Launch();
+ }
+
+ ShipStats* c = ShipStats::Find(carrier->Name());
+ if (c) c->AddEvent(SimEvent::LAUNCH_SHIP, slot_ship->Name());
+
+ ShipStats* stats = ShipStats::Find(slot_ship->Name());
+ if (stats) {
+ stats->SetRegion(carrier->GetRegion()->Name());
+ stats->SetType(slot_ship->Design()->name);
+
+ if (slot_ship->GetElement()) {
+ Element* elem = slot_ship->GetElement();
+ stats->SetRole(Mission::RoleName(elem->Type()));
+ stats->SetCombatGroup(elem->GetCombatGroup());
+ stats->SetCombatUnit(elem->GetCombatUnit());
+ stats->SetElementIndex(slot_ship->GetElementIndex());
+ }
+
+ stats->SetIFF(slot_ship->GetIFF());
+ stats->AddEvent(SimEvent::LAUNCH, carrier->Name());
+
+ if (slot_ship == sim->GetPlayerShip())
+ stats->SetPlayer(true);
+ }
+
+ sim->ProcessEventTrigger(MissionEvent::TRIGGER_LAUNCH, 0, slot_ship->Name());
+
+ if (slot) {
+ slot->ship = 0;
+ slot->state = CLEAR;
+ slot->sequence = 0;
+ slot->time = 0;
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+FlightDeck::SetLight(double l)
+{
+ LIGHT_DESTROY(light);
+ light = new Light((float) l);
+}
+
+void
+FlightDeck::SetApproachPoint(int i, Point loc)
+{
+ if (i >= 0 && i < NUM_APPROACH_PTS) {
+ approach_rel[i] = loc;
+
+ if (i >= num_approach_pts)
+ num_approach_pts = i+1;
+ }
+}
+
+void
+FlightDeck::SetRunwayPoint(int i, Point loc)
+{
+ if (i >= 0 && i < 2)
+ runway_rel[i] = loc;
+}
+
+void
+FlightDeck::SetStartPoint(Point loc)
+{
+ start_rel = loc;
+}
+
+void
+FlightDeck::SetEndPoint(Point loc)
+{
+ end_rel = loc;
+}
+
+void
+FlightDeck::SetCamLoc(Point loc)
+{
+ cam_rel = loc;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+FlightDeck::AddSlot(const Point& spot, DWORD filter)
+{
+ if (!slots)
+ slots = new FlightDeckSlot[10];
+
+ slots[num_slots].spot_rel = spot;
+ slots[num_slots].filter = filter;
+ num_slots++;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+FlightDeck::SetCycleTime(double t)
+{
+ cycle_time = t;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+FlightDeck::Orient(const Physical* rep)
+{
+ System::Orient(rep);
+
+ Matrix orientation = rep->Cam().Orientation();
+ Point loc = rep->Location();
+
+ start_point = (start_rel * orientation) + loc;
+ end_point = (end_rel * orientation) + loc;
+ cam_loc = (cam_rel * orientation) + loc;
+
+ for (int i = 0; i < num_approach_pts; i++)
+ approach_point[i] = (approach_rel[i] * orientation) + loc;
+
+ for (int i = 0; i < num_slots; i++)
+ slots[i].spot_loc = (slots[i].spot_rel * orientation) + loc;
+
+ if (IsRecoveryDeck()) {
+ if (carrier->IsAirborne()) {
+ runway_point[0] = (runway_rel[0] * orientation) + loc;
+ runway_point[1] = (runway_rel[1] * orientation) + loc;
+ }
+
+ if (num_hoops < 1) {
+ num_hoops = 4;
+ hoops = new Hoop[num_hoops];
+ }
+
+ Point hoop_vec = start_point - end_point;
+ double hoop_d = hoop_vec.Normalize() / num_hoops;
+
+ orientation.Yaw(azimuth);
+
+ for (int i = 0; i < num_hoops; i++) {
+ hoops[i].MoveTo(end_point + hoop_vec * (i+1) * hoop_d);
+ hoops[i].SetOrientation(orientation);
+ }
+ }
+
+ if (light)
+ light->MoveTo(mount_loc);
+}
+
+// +----------------------------------------------------------------------+
+
+int
+FlightDeck::SpaceLeft(int type) const
+{
+ int space_left = 0;
+
+ for (int i = 0; i < num_slots; i++)
+ if (slots[i].ship == 0 && (slots[i].filter & type))
+ space_left++;
+
+ return space_left;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+FlightDeck::Spot(Ship* s, int& index)
+{
+ if (!s)
+ return false;
+
+ if (index < 0) {
+ for (int i = 0; i < num_slots; i++) {
+ if (slots[i].ship == 0 && (slots[i].filter & s->Class())) {
+ index = i;
+ break;
+ }
+ }
+ }
+
+ if (index >= 0 && index < num_slots && slots[index].ship == 0) {
+ slots[index].state = READY;
+ slots[index].ship = s;
+ slots[index].clearance = 0;
+
+ if (s->GetGear())
+ slots[index].clearance = s->GetGear()->GetClearance();
+
+ if (IsRecoveryDeck() && !s->IsAirborne()) {
+ s->SetVelocity(s->Velocity() * 0.01); // hit the brakes!
+ }
+
+ if (!IsRecoveryDeck()) {
+ Camera work;
+ work.Clone(carrier->Cam());
+ work.Yaw(azimuth);
+
+ s->CloneCam(work);
+ s->MoveTo(slots[index].spot_loc);
+
+ LandingGear* g = s->GetGear();
+ if (g) {
+ g->SetState(LandingGear::GEAR_DOWN);
+ g->ExecFrame(0);
+ s->TranslateBy(carrier->Cam().vup() * slots[index].clearance);
+ }
+
+ s->SetFlightPhase(Ship::ALERT);
+ }
+
+ s->SetCarrier(carrier, this);
+ Observe(s);
+
+ return true;
+ }
+
+ return false;
+}
+
+bool
+FlightDeck::Clear(int index)
+{
+ if (index >= 0 && index < num_slots && slots[index].ship != 0) {
+ Ship* s = slots[index].ship;
+
+ slots[index].ship = 0;
+ slots[index].time = cycle_time;
+ slots[index].state = CLEAR;
+
+ ListIter<InboundSlot> iter = recovery_queue;
+ while (++iter) {
+ if (iter->GetShip() == s) {
+ delete iter.removeItem(); // ??? SHOULD DELETE HERE ???
+ break;
+ }
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+FlightDeck::Launch(int index)
+{
+ if (subtype == FLIGHT_DECK_LAUNCH && index >= 0 && index < num_slots) {
+ FlightDeckSlot* slot = &slots[index];
+
+ if (slot->ship && slot->state == READY) {
+ int last = 0;
+ FlightDeckSlot* last_slot = 0;
+ FlightDeckSlot* lock_slot = 0;
+
+ for (int i = 0; i < num_slots; i++) {
+ FlightDeckSlot* s = &slots[i];
+
+ if (s->state == QUEUED && s->sequence > last) {
+ last = s->sequence;
+ last_slot = s;
+ }
+
+ else if (s->state == LOCKED) {
+ lock_slot = s;
+ }
+ }
+
+ // queue the slot for launch:
+ slot->state = QUEUED;
+ slot->sequence = last + 1;
+ slot->time = 0;
+
+ if (last_slot)
+ slot->time = last_slot->time + cycle_time;
+
+ else if (lock_slot)
+ slot->time = lock_slot->time;
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+FlightDeck::Recover(Ship* s)
+{
+ if (s && subtype == FLIGHT_DECK_RECOVERY) {
+ if (OverThreshold(s)) {
+ if (s->GetFlightPhase() < Ship::RECOVERY) {
+ s->SetFlightPhase(Ship::RECOVERY);
+ s->SetCarrier(carrier, this); // let ship know which flight deck it's in (needed for dock cam)
+ }
+
+ // are we there yet?
+ if (s->GetFlightPhase() >= Ship::ACTIVE && s->GetFlightPhase() < Ship::DOCKING) {
+ if (slots[0].ship == 0) { // only need to ask this on approach
+ double dock_distance = (s->Location() - MountLocation()).length();
+
+ if (s->IsAirborne()) {
+ double altitude = s->Location().y - MountLocation().y;
+ if (dock_distance < Radius()*3 && altitude < s->Radius())
+ Dock(s);
+ }
+ else {
+ if (dock_distance < s->Radius())
+ Dock(s);
+ }
+ }
+ }
+
+ return true;
+ }
+ else {
+ if (s->GetFlightPhase() == Ship::RECOVERY)
+ s->SetFlightPhase(Ship::ACTIVE);
+ }
+ }
+
+ return false;
+}
+
+bool
+FlightDeck::Dock(Ship* s)
+{
+ if (s && subtype == FLIGHT_DECK_RECOVERY && slots[0].time <= 0) {
+ int index = 0;
+ if (Spot(s, index)) {
+ s->SetFlightPhase(Ship::DOCKING);
+ s->SetCarrier(carrier, this);
+
+ // hard landings?
+ if (Ship::GetLandingModel() == 0) {
+ double base_damage = s->Design()->integrity;
+
+ // did player do something stupid?
+ if (s->GetGear() && !s->IsGearDown()) {
+ Print("FlightDeck::Dock(%s) Belly landing!\n", s->Name());
+ s->InflictDamage(0.5 * base_damage);
+ }
+
+ double docking_deflection = fabs(carrier->Cam().vup().y - s->Cam().vup().y);
+
+ if (docking_deflection > 0.35) {
+ Print("Landing upside down? y = %.3f\n", docking_deflection);
+ s->InflictDamage(0.8 * base_damage);
+ }
+
+ // did incoming ship exceed safe landing parameters?
+ if (s->IsAirborne()) {
+ if (s->Velocity().y < -20) {
+ Print("FlightDeck::Dock(%s) Slammed it!\n", s->Name());
+ s->InflictDamage(0.1 * base_damage);
+ }
+ }
+
+ // did incoming ship exceed safe docking speed?
+ else {
+ Point delta_v = s->Velocity() - carrier->Velocity();
+ double excess = (delta_v.length() - 100);
+
+ if (excess > 0)
+ s->InflictDamage(excess);
+ }
+ }
+
+ if (s->IsAirborne()) {
+ if (s == Sim::GetSim()->GetPlayerShip() && tire_sound) {
+ Sound* sound = tire_sound->Duplicate();
+ sound->Play();
+ }
+ }
+
+ if (s->GetDrive())
+ s->GetDrive()->PowerOff();
+
+ slots[index].state = DOCKING;
+ slots[index].time = 5;
+
+ if (s->IsAirborne())
+ slots[index].time = 7.5;
+ return true;
+ }
+ }
+
+ return false;
+}
+
+int
+FlightDeck::Inbound(InboundSlot*& s)
+{
+ if (s && s->GetShip()) {
+ Ship* inbound = s->GetShip();
+
+ if (recovery_queue.contains(s)) {
+ InboundSlot* orig = s;
+ s = recovery_queue.find(s);
+ delete orig;
+ }
+ else {
+ recovery_queue.append(s);
+ Observe(s->GetShip());
+ }
+
+ inbound->SetInbound(s);
+
+ // find the best initial approach point for this ship:
+ double current_distance = 1e9;
+ for (int i = 0; i < num_approach_pts; i++) {
+ double distance = Point(inbound->Location() - approach_point[i]).length();
+ if (distance < current_distance) {
+ current_distance = distance;
+ s->SetApproach(i);
+ }
+ }
+
+ Point offset(rand()-16000, rand()-16000, rand()-16000);
+ offset.Normalize();
+ offset *= 200;
+
+ s->SetOffset(offset);
+
+ // *** DEBUG ***
+ // PrintQueue();
+
+ // if the new guy is first in line, and the deck is almost ready,
+ // go ahead and clear him for approach now
+ recovery_queue.sort();
+ if (recovery_queue[0] == s && !s->Cleared() && slots[0].time <= 3)
+ s->Clear();
+
+ return recovery_queue.index(s) + 1;
+ }
+
+ return 0;
+}
+
+void
+FlightDeck::GrantClearance()
+{
+ if (recovery_queue.size() > 0) {
+ if (recovery_queue[0]->Cleared() && recovery_queue[0]->Distance() > 45e3) {
+ recovery_queue[0]->Clear(false);
+ }
+
+ if (!recovery_queue[0]->Cleared()) {
+ recovery_queue.sort();
+
+ if (recovery_queue[0]->Distance() < 35e3) {
+ recovery_queue[0]->Clear();
+
+ Ship* dst = recovery_queue[0]->GetShip();
+
+ RadioMessage* clearance = new RadioMessage(dst, carrier, RadioMessage::CALL_CLEARANCE);
+ clearance->SetInfo(Text("for final approach to ") + Name());
+ RadioTraffic::Transmit(clearance);
+ }
+ }
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+void
+FlightDeck::PrintQueue()
+{
+ Print("\nRecovery Queue for %s\n", Name());
+ if (recovery_queue.size() < 1) {
+ Print(" (empty)\n\n");
+ return;
+ }
+
+ for (int i = 0; i < recovery_queue.size(); i++) {
+ InboundSlot* s = recovery_queue.at(i);
+
+ if (!s) {
+ Print(" %2d. null\n", i);
+ }
+ else if (!s->GetShip()) {
+ Print(" %2d. ship is null\n", i);
+ }
+ else {
+ double d = Point(s->GetShip()->Location() - MountLocation()).length();
+ Print(" %2d. %c %-20s %8d km\n", i, s->Cleared()?'*':' ', s->GetShip()->Name(), (int) (d/1000));
+ }
+ }
+
+ Print("\n");
+}
+
+// +----------------------------------------------------------------------+
+
+Ship*
+FlightDeck::GetShip(int index) const
+{
+ if (index >= 0 && index < num_slots)
+ return slots[index].ship;
+
+ return 0;
+}
+
+double
+FlightDeck::TimeRemaining(int index) const
+{
+ if (index >= 0 && index < num_slots)
+ return slots[index].time;
+
+ return 0;
+}
+
+
+int
+FlightDeck::State(int index) const
+{
+ if (index >= 0 && index < num_slots)
+ return slots[index].state;
+
+ return 0;
+}
+
+int
+FlightDeck::Sequence(int index) const
+{
+ if (index >= 0 && index < num_slots)
+ return slots[index].sequence;
+
+ return 0;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+FlightDeck::Update(SimObject* obj)
+{
+ if (obj->Type() == SimObject::SIM_SHIP) {
+ Ship* s = (Ship*) obj;
+
+ ListIter<InboundSlot> iter = recovery_queue;
+ while (++iter) {
+ InboundSlot* recovery_slot = iter.value();
+
+ if (recovery_slot->GetShip() == s || recovery_slot->GetShip() == 0) {
+ delete iter.removeItem();
+ }
+ }
+
+ for (int i = 0; i < num_slots; i++) {
+ FlightDeckSlot* slot = &slots[i];
+
+ if (slot->ship == s) {
+ slot->ship = 0;
+ slot->state = 0;
+ slot->sequence = 0;
+ slot->time = 0;
+ break;
+ }
+ }
+ }
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+FlightDeck::GetObserverName() const
+{
+ return Name();
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+FlightDeck::OverThreshold(Ship* s) const
+{
+ if (carrier->IsAirborne()) {
+ if (s->AltitudeAGL() > s->Radius() * 4)
+ return false;
+
+ const Point& sloc = s->Location();
+
+ // is ship between the markers?
+ double distance = 1e9;
+
+ Point d0 = runway_point[0] - sloc;
+ Point d1 = runway_point[1] - sloc;
+ double d = d0 * d1;
+ bool between = (d0 * d1) < 0;
+
+ if (between) {
+ // distance from point to line:
+ Point src = runway_point[0];
+ Point dir = runway_point[1] - src;
+ Point w = (sloc - src).cross(dir);
+
+ distance = w.length() / dir.length();
+ }
+
+ return distance < Radius();
+ }
+
+ else {
+ return (s->Location() - MountLocation()).length() < (s->Radius() + Radius());
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+FlightDeck::ContainsPoint(const Point& p) const
+{
+ return (p - MountLocation()).length() < Radius();
+}