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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/Hangar.h
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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diff --git a/StarsEx/Hangar.h b/StarsEx/Hangar.h
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+/* 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
+*/
+
+#ifndef Hangar_h
+#define Hangar_h
+
+#include "Types.h"
+#include "Geometry.h"
+#include "SimObject.h"
+#include "Text.h"
+
+// +--------------------------------------------------------------------+
+
+class Ship;
+class ShipDesign;
+class FlightDeck;
+class FlightDeckSlot;
+class Element;
+class HangarSlot;
+class InboundSlot;
+class CombatGroup;
+
+// +--------------------------------------------------------------------+
+
+class Hangar : public SimObserver
+{
+public:
+ Hangar();
+ Hangar(const Hangar& rhs);
+ virtual ~Hangar();
+
+ enum HANGAR_STATE { UNAVAIL = -2,
+ MAINT = -1,
+ STORAGE = 0,
+ PREP,
+ ALERT,
+ QUEUED,
+ LOCKED,
+ LAUNCH,
+ ACTIVE,
+ APPROACH,
+ RECOVERY
+ };
+
+ enum CONSTANTS { MAX_SQUADRONS=10 };
+
+ virtual void ExecFrame(double seconds);
+ void SetShip(Ship* s) { ship = s; }
+
+ virtual bool CreateSquadron(Text squadron, CombatGroup* g,
+ const ShipDesign* design, int count, int iff=-1,
+ int* def_load=0, int maint_count=0, int dead_count=0);
+
+ // used only by net client to expedite creation of already active ships:
+ virtual bool GotoActiveFlight(int squadron, int slot, Element* elem, int* loadout);
+
+ virtual bool GotoAlert(int squadron, int slot, FlightDeck* d, Element* elem=0, int* loadout=0, bool pkg=false, bool expedite=false);
+ virtual bool Ready(int squadron, int slot, FlightDeck* d);
+ virtual bool Launch(int squadron, int slot);
+ virtual bool StandDown(int squadron, int slot);
+ virtual bool CanStow(Ship* s);
+ virtual bool Stow(Ship* s);
+ virtual bool FindSlot(Ship* s, int& squadron, int& slot, int state=UNAVAIL);
+ virtual bool FindSquadronAndSlot(Ship* s, int& squadron, int& slot);
+ virtual bool FindAvailSlot(const ShipDesign* s, int& squadron, int& slot);
+ virtual bool FinishPrep(HangarSlot* slot);
+ virtual void SetAllIFF(int iff);
+
+ virtual bool Update(SimObject* obj);
+ virtual const char* GetObserverName() const;
+
+ // accessors:
+ int NumSquadrons() const { return nsquadrons; }
+ Text SquadronName(int n) const;
+ int SquadronSize(int n) const;
+ int SquadronIFF(int n) const;
+ const ShipDesign* SquadronDesign(int n) const;
+
+ int NumShipsReady(int squadron) const;
+ int NumShipsMaint(int squadron) const;
+ int NumShipsDead(int squadron) const;
+ int NumSlotsEmpty() const;
+
+ int GetActiveElements(List<Element>& active_list);
+
+ const HangarSlot* GetSlot(int squadron, int index) const;
+ Ship* GetShip(const HangarSlot* s) const;
+ const ShipDesign* GetDesign(const HangarSlot* s) const;
+ FlightDeck* GetFlightDeck(const HangarSlot* s) const;
+ int GetFlightDeckSlot(const HangarSlot* s) const;
+ int GetState(const HangarSlot* s) const;
+ double TimeRemaining(const HangarSlot* s) const;
+ Element* GetPackageElement(const HangarSlot* s) const;
+ const int* GetLoadout(const HangarSlot* s) const;
+ Text StatusName(const HangarSlot* s) const;
+
+ int PreflightQueue(FlightDeck* d) const;
+ DWORD GetLastPatrolLaunch() const;
+ void SetLastPatrolLaunch(DWORD t);
+
+protected:
+ Ship* ship;
+ int nsquadrons;
+ int nslots[MAX_SQUADRONS];
+ Text names[MAX_SQUADRONS];
+ HangarSlot* squadrons[MAX_SQUADRONS];
+ DWORD last_patrol_launch;
+};
+
+// +--------------------------------------------------------------------+
+
+
+#endif // Hangar_h
+