summaryrefslogtreecommitdiffhomepage
path: root/StarsEx/Hangar.cpp
diff options
context:
space:
mode:
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/Hangar.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
downloadstarshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/Hangar.cpp')
-rw-r--r--StarsEx/Hangar.cpp932
1 files changed, 932 insertions, 0 deletions
diff --git a/StarsEx/Hangar.cpp b/StarsEx/Hangar.cpp
new file mode 100644
index 0000000..7e7f7d8
--- /dev/null
+++ b/StarsEx/Hangar.cpp
@@ -0,0 +1,932 @@
+/* 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 store and maintain space craft
+
+ See Also: FlightDeck
+*/
+
+#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 "ContentBundle.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 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 ContentBundle::GetInstance()->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 ContentBundle::GetInstance()->GetText("hangar.UNAVAIL");
+ case MAINT: return ContentBundle::GetInstance()->GetText("hangar.MAINT");
+ case STORAGE: return ContentBundle::GetInstance()->GetText("hangar.STORAGE");
+ case PREP: return ContentBundle::GetInstance()->GetText("hangar.PREP");
+ case ALERT: return ContentBundle::GetInstance()->GetText("hangar.ALERT");
+ case QUEUED: {
+ Text state = ContentBundle::GetInstance()->GetText("hangar.QUEUED");
+ char seq[8];
+ sprintf_s(seq, " %d", s->deck->Sequence(s->slot));
+ return state + seq;
+ }
+ case LOCKED: return ContentBundle::GetInstance()->GetText("hangar.LOCKED");
+ case LAUNCH: return ContentBundle::GetInstance()->GetText("hangar.LAUNCH");
+ case ACTIVE: return ContentBundle::GetInstance()->GetText("hangar.ACTIVE");
+ case APPROACH: return ContentBundle::GetInstance()->GetText("hangar.APPROACH");
+ case RECOVERY: return ContentBundle::GetInstance()->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);
+ }
+ }
+ }
+}