From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/FlightDeck.cpp | 2396 ++++++++++++++++++++++++------------------------ 1 file changed, 1210 insertions(+), 1186 deletions(-) (limited to 'Stars45/FlightDeck.cpp') diff --git a/Stars45/FlightDeck.cpp b/Stars45/FlightDeck.cpp index 89afaf1..36053a7 100644 --- a/Stars45/FlightDeck.cpp +++ b/Stars45/FlightDeck.cpp @@ -1,1186 +1,1210 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: FlightDeck.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Everything needed to launch and recover space craft... -*/ - -#include "MemDebug.h" -#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 "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 = Game::GetText("sys.flight-deck"); - abrv = Game::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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) - 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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 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(__FILE__,__LINE__) 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 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(); -} +/* 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: FlightDeck.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Everything needed to launch and recover space craft... +*/ + +#include "MemDebug.h" +#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 "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 = Game::GetText("sys.flight-deck"); + abrv = Game::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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) + 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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 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(__FILE__,__LINE__) 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 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(); +} -- cgit v1.1