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/Hangar.cpp | 1890 ++++++++++++++++++++++++++-------------------------- 1 file changed, 957 insertions(+), 933 deletions(-) (limited to 'Stars45/Hangar.cpp') diff --git a/Stars45/Hangar.cpp b/Stars45/Hangar.cpp index 078d7e3..9eb3998 100644 --- a/Stars45/Hangar.cpp +++ b/Stars45/Hangar.cpp @@ -1,933 +1,957 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: Hangar.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Everything needed to store and maintain space craft - - See Also: FlightDeck -*/ - -#include "MemDebug.h" -#include "Hangar.h" -#include "FlightDeck.h" -#include "Ship.h" -#include "ShipDesign.h" -#include "Sim.h" -#include "Instruction.h" -#include "Element.h" -#include "Mission.h" -#include "RadioMessage.h" -#include "Campaign.h" -#include "Combatant.h" -#include "CombatGroup.h" - -#include "Game.h" -#include "Random.h" - -// +======================================================================+ - -class HangarSlot -{ - friend class Hangar; - -public: - static const char* TYPENAME() { return "HangarSlot"; } - - HangarSlot(); - ~HangarSlot(); - int operator == (const HangarSlot& that) const { return this == &that; } - -private: - Text squadron; - CombatGroup* group; - Ship* ship; - int iff; - const ShipDesign* design; - FlightDeck* deck; - int slot; - int state; - double time; - Element* package; - bool alert_hold; - int loadout[16]; -}; - -// +--------------------------------------------------------------------+ - -HangarSlot::HangarSlot() -: ship(0), group(0), design(0), deck(0), slot(0), -state(0), time(0), package(0), alert_hold(false) -{ - for (int i = 0; i < 16; i++) - loadout[i] = -1; -} - -HangarSlot::~HangarSlot() -{ -} - -// +======================================================================+ - -Hangar::Hangar() -: ship(0), nsquadrons(0), last_patrol_launch(0) -{ - ZeroMemory(nslots, sizeof(nslots)); - ZeroMemory(squadrons, sizeof(squadrons)); -} - -// +----------------------------------------------------------------------+ - -Hangar::Hangar(const Hangar& s) -: ship(0), nsquadrons(s.nsquadrons), last_patrol_launch(s.last_patrol_launch) -{ - ZeroMemory(nslots, sizeof(nslots)); - ZeroMemory(squadrons, sizeof(squadrons)); -} - -// +--------------------------------------------------------------------+ - -Hangar::~Hangar() -{ - for (int i = 0; i < MAX_SQUADRONS; i++) - delete [] squadrons[i]; -} - -// +--------------------------------------------------------------------+ - -void -Hangar::ExecFrame(double seconds) -{ - for (int n = 0; n < nsquadrons; n++) { - if (squadrons[n] && nslots[n] > 0) { - for (int i = 0; i < nslots[n]; i++) { - HangarSlot* slot = &squadrons[n][i]; - - switch (slot->state) { - case UNAVAIL: - case STORAGE: - case APPROACH: - break; - - case ACTIVE: - if (slot->ship && slot->ship->GetFlightPhase() == Ship::APPROACH) - slot->state = APPROACH; - break; - - case MAINT: - if (slot->time > 0) { - slot->time -= seconds; - } - else { - slot->time = 0; - slot->state = STORAGE; - } - break; - - - case PREP: - if (slot->time > 0) { - slot->time -= seconds; - } - else { - slot->time = 0; - FinishPrep(slot); - } - break; - - case ALERT: - if (slot->time > 0) { - slot->time -= seconds; - } - else if (slot->deck) { - slot->time = 0; - - // if package has specific objective, launch as soon as possible: - if (!slot->alert_hold) - slot->deck->Launch(slot->slot); - - switch (slot->deck->State(slot->slot)) { - case FlightDeck::READY: slot->state = ALERT; break; - case FlightDeck::QUEUED: slot->state = QUEUED; break; - case FlightDeck::LOCKED: slot->state = LOCKED; break; - case FlightDeck::LAUNCH: slot->state = LAUNCH; break; - default: slot->state = STORAGE; break; - } - } - break; - - case QUEUED: - case LOCKED: - if (slot->deck) { - switch (slot->deck->State(slot->slot)) { - case FlightDeck::READY: slot->state = ALERT; break; - case FlightDeck::QUEUED: slot->state = QUEUED; break; - case FlightDeck::LOCKED: slot->state = LOCKED; break; - case FlightDeck::LAUNCH: slot->state = LAUNCH; break; - default: slot->state = STORAGE; break; - } - - slot->time = slot->deck->TimeRemaining(slot->slot); - } - break; - - case LAUNCH: - if (slot->deck) { - slot->time = slot->deck->TimeRemaining(slot->slot); - - if (slot->ship && slot->ship->GetFlightPhase() > Ship::LAUNCH) { - slot->state = ACTIVE; - slot->time = 0; - } - } - break; - - case RECOVERY: - break; - } - } - } - } -} - -// +--------------------------------------------------------------------+ - -bool -Hangar::FinishPrep(HangarSlot* slot) -{ - if (slot->deck->SpaceLeft(slot->design->type)) { - Sim* sim = Sim::GetSim(); - - Text ship_name = slot->squadron; - - slot->ship = sim->CreateShip(ship_name, "", - (ShipDesign*) slot->design, - ship->GetRegion()->Name(), - Point(0, 0, 0), - slot->iff, - ship->GetCommandAILevel(), - slot->loadout); - - Observe(slot->ship); - - if (slot->package) { - slot->package->SetCommander(ship->GetElement()); - slot->package->AddShip(slot->ship); - - if (slot->group) { - slot->package->SetCombatGroup(slot->group); - slot->package->SetCombatUnit(slot->group->GetNextUnit()); - } - - char name[64]; - sprintf_s(name, "%s %d", - (const char*) slot->package->Name(), - slot->ship->GetElementIndex()); - slot->ship->SetName(name); - } - - slot->slot = -1; // take first available slot - if (slot->deck->Spot(slot->ship, slot->slot)) { - slot->state = ALERT; - return true; - } - - Print("WARNING: Could not spot alert ship - carrier: '%s' ship '%s'\n", - ship->Name(), slot->ship->Name()); - } - - return false; -} - -// +--------------------------------------------------------------------+ - -bool -Hangar::Update(SimObject* obj) -{ - bool found = false; - - for (int n = 0; !found && n < nsquadrons; n++) { - if (squadrons[n] && nslots[n] > 0) { - for (int i = 0; !found && i < nslots[n]; i++) { - HangarSlot* slot = &squadrons[n][i]; - - if (slot->ship == obj) { - // was ship destroyed in combat, - // or did it just dock here? - if (slot->state != MAINT) { - slot->state = UNAVAIL; - slot->ship = 0; - slot->deck = 0; - slot->time = 0; - slot->package = 0; - } - - found = true; - } - } - } - } - - return SimObserver::Update(obj); -} - -const char* -Hangar::GetObserverName() const -{ - static char name[64]; - if (ship) - sprintf_s(name, "Hangar(%s)", ship->Name()); - else - sprintf_s(name, "Hangar"); - return name; -} - -// +--------------------------------------------------------------------+ - -bool -Hangar::CreateSquadron(Text squadron, CombatGroup* group, -const ShipDesign* design, int count, int iff, -int* def_load, int maint_count, int dead_count) -{ - if (nsquadrons < MAX_SQUADRONS && count > 0) { - HangarSlot* s = new(__FILE__,__LINE__) HangarSlot[count]; - - for (int i = 0; i < count; i++) { - s[i].squadron = squadron; - s[i].group = group; - s[i].design = design; - s[i].iff = iff; - - if (def_load) - CopyMemory(s[i].loadout, def_load, sizeof(s[i].loadout)); - } - - squadrons[nsquadrons] = s; - nslots[nsquadrons] = count; - names[nsquadrons] = squadron; - - int i = count-1; - while (dead_count-- > 0) - s[i--].state = UNAVAIL; - - while (maint_count-- > 0) { - s[i].state = MAINT; - s[i--].time = 600 + rand() / 15; - } - - nsquadrons++; - return true; - } - - return false; -} - -bool -Hangar::GotoActiveFlight(int squadron, int slot_index, Element* elem, int* loadout) -{ - if (elem && squadron < nsquadrons && slot_index < nslots[squadron]) { - HangarSlot* slot = &(squadrons[squadron][slot_index]); - - if (slot->state == STORAGE) { - slot->deck = 0; - slot->state = ACTIVE; - slot->time = 0; - slot->package = elem; - slot->alert_hold = false; - - if (loadout) - CopyMemory(slot->loadout, loadout, sizeof(slot->loadout)); - - Sim* sim = Sim::GetSim(); - - Text ship_name = slot->squadron; - - slot->ship = sim->CreateShip(ship_name, "", - (ShipDesign*) slot->design, - ship->GetRegion()->Name(), - ship->Location() + RandomPoint(), - slot->iff, - ship->GetCommandAILevel(), - slot->loadout); - - if (slot->ship) { - Observe(slot->ship); - - elem->SetCommander(ship->GetElement()); - elem->AddShip(slot->ship); - - if (slot->group) { - elem->SetCombatGroup(slot->group); - elem->SetCombatUnit(slot->group->GetNextUnit()); - } - - char name[64]; - sprintf_s(name, "%s %d", - (const char*) elem->Name(), - slot->ship->GetElementIndex()); - - slot->ship->SetName(name); - } - - return true; - } - } - - return false; -} - -bool -Hangar::GotoAlert(int squadron, int slot, FlightDeck* d, Element* elem, int* loadout, bool pkg, bool expedite) -{ - if (squadron < nsquadrons && slot < nslots[squadron]) { - HangarSlot* s = &(squadrons[squadron][slot]); - - if (s->state == STORAGE) { - s->deck = d; - s->state = PREP; - s->time = expedite ? 3 : s->design->prep_time; - s->package = elem; - s->alert_hold = !pkg; - - if (loadout) - CopyMemory(s->loadout, loadout, sizeof(s->loadout)); - - if (expedite) - FinishPrep(s); - - return true; - } - } - - return false; -} - -bool -Hangar::Launch(int squadron, int slot) -{ - if (squadron < nsquadrons && slot < nslots[squadron]) { - HangarSlot* s = &(squadrons[squadron][slot]); - - if (s->state == ALERT && s->deck) - return s->deck->Launch(s->slot); - } - - return false; -} - -bool -Hangar::StandDown(int squadron, int slot) -{ - if (squadron < nsquadrons && slot < nslots[squadron]) { - HangarSlot* s = &(squadrons[squadron][slot]); - - Element* package = 0; - bool clear_slot = false; - - if (s->state == ALERT && s->deck) { - if (s->deck->Clear(s->slot)) { - if (s->ship) { - Sim* sim = Sim::GetSim(); - - if (s->package) { - package = s->package; - package->DelShip(s->ship); - } - - sim->DestroyShip(s->ship); - } - - clear_slot = true; - } - } - - else if (s->state == PREP) { - clear_slot = true; - package = s->package; - } - - if (clear_slot) { - s->state = STORAGE; - s->deck = 0; - s->slot = 0; - s->ship = 0; - s->package = 0; - - if (package) { - int npkg = 0; - for (int i = 0; i < nslots[squadron]; i++) { - if (squadrons[squadron][i].package == package) - npkg++; - } - - if (npkg == 0) { - Sim::GetSim()->DestroyElement(package); - } - } - - return true; - } - } - - return false; -} - -// +--------------------------------------------------------------------+ - -bool -Hangar::CanStow(Ship* incoming) -{ - int squadron = -1; - int slot = -1; - - if (FindSlot(incoming, squadron, slot)) - return true; - - return false; -} - -// +--------------------------------------------------------------------+ - -bool -Hangar::Stow(Ship* incoming) -{ - int squadron = -1; - int slot = -1; - - if (FindSlot(incoming, squadron, slot)) { - HangarSlot* s = &(squadrons[squadron][slot]); - s->state = MAINT; - s->design = incoming->Design(); - s->time = 2400; - s->package = 0; // XXX MEMORY LEAK? - - // extra maintenance time? - if (incoming->Integrity() < incoming->Design()->integrity) { - double damage = 100 * ((double) incoming->Design()->integrity - (double) incoming->Integrity()) / (double) incoming->Design()->integrity; - - if (damage < 10) s->time *= 1.2; - else if (damage < 25) s->time *= 2; - else if (damage < 50) s->time *= 4; - else s->time *= 10; - } - - // quicker turnaround during network play: - Sim* sim = Sim::GetSim(); - if (sim && sim->IsNetGame()) - s->time /= 40; - - return true; - } - - return false; -} - -bool -Hangar::FindSlot(Ship* test, int& squadron, int& slot, int desired_state) -{ - if (test) { - // if test is already inbound to this carrier, - // keep the inbound squadron and slot selections: - if (desired_state == UNAVAIL && test->GetInbound()) { - InboundSlot* inbound = test->GetInbound(); - FlightDeck* deck = inbound->GetDeck(); - - if (deck && deck->GetCarrier() == ship && deck->IsPowerOn()) { - squadron = inbound->Squadron(); - slot = inbound->Index(); - return true; - } - } - - int avail_squadron = -1; - int avail_slot = -1; - - for (int i = 0; i < nsquadrons; i++) { - if (squadron < 0 || squadron == i) { - for (int j = 0; j < nslots[i]; j++) { - HangarSlot* s = &(squadrons[i][j]); - if (s->ship == test) { - squadron = i; - slot = j; - return true; - } - - else if (avail_slot < 0 && s->ship == 0) { - if ((desired_state > STORAGE && s->state == STORAGE) || - (desired_state < STORAGE && s->state == UNAVAIL)) { - avail_squadron = i; - avail_slot = j; - } - } - } - } - } - - if (avail_squadron >= 0 && avail_slot >= 0) { - squadron = avail_squadron; - slot = avail_slot; - - if (desired_state > STORAGE) { - HangarSlot* s = &(squadrons[squadron][slot]); - - s->ship = test; - s->design = test->Design(); - s->state = desired_state; - s->deck = 0; - s->slot = 0; - s->package = test->GetElement(); - s->time = 0; - - Observe(s->ship); - } - - return true; - } - } - - return false; -} - -bool -Hangar::FindSquadronAndSlot(Ship* test, int& squadron, int& slot) -{ - if (test) { - for (int i = 0; i < nsquadrons; i++) { - if (squadron < 0 || squadron == i) { - for (int j = 0; j < nslots[i]; j++) { - HangarSlot* s = &(squadrons[i][j]); - if (s->ship == test) { - squadron = i; - slot = j; - return true; - } - } - } - } - } - - return false; -} - - -bool -Hangar::FindAvailSlot(const ShipDesign* design, int& squadron, int& slot) -{ - if (design) { - for (int i = 0; i < nsquadrons; i++) { - if (nslots[i] > 0 && squadrons[i]->design == design) { - for (int j = 0; j < nslots[i]; j++) { - HangarSlot* s = &(squadrons[i][j]); - - if (s->state == STORAGE) { - squadron = i; - slot = j; - return true; - } - } - } - } - } - - return false; -} - -bool -Hangar::Ready(int squadron, int slot, FlightDeck* d) -{ - if (squadron < 0 || squadron >= nsquadrons || slot < 0 || slot >= nslots[squadron] || !d) - return false; - - HangarSlot* s = &(squadrons[squadron][slot]); - - s->time = 3; // 5; - s->deck = d; - s->slot = -1; // take first available slot - - if (d->Spot(s->ship, s->slot)) { - s->state = ALERT; - s->alert_hold = false; - return true; - } - - return false; -} - -// +--------------------------------------------------------------------+ - -Text -Hangar::SquadronName(int n) const -{ - if (n >= 0 && n < nsquadrons) - return names[n]; - - return Game::GetText("Unknown"); -} - -int -Hangar::SquadronSize(int n) const -{ - if (n >= 0 && n < nsquadrons) - return nslots[n]; - - return 0; -} - -int -Hangar::SquadronIFF(int n) const -{ - if (n >= 0 && n < nsquadrons) - return squadrons[n]->iff; - - return 0; -} - -const ShipDesign* -Hangar::SquadronDesign(int n) const -{ - if (n >= 0 && n < nsquadrons && nslots[n]) - return squadrons[n]->design; - - return 0; -} - -const HangarSlot* -Hangar::GetSlot(int i, int j) const -{ - if (i >= 0 && i < nsquadrons) - if (j >= 0 && j < nslots[i]) - return squadrons[i] + j; - - return 0; -} - -// +--------------------------------------------------------------------+ - -Ship* -Hangar::GetShip(const HangarSlot* s) const -{ - if (s) return s->ship; - return 0; -} - -const ShipDesign* -Hangar::GetDesign(const HangarSlot* s) const -{ - if (s) return s->design; - return 0; -} - -FlightDeck* -Hangar::GetFlightDeck(const HangarSlot* s) const -{ - if (s) return s->deck; - return 0; -} - -int -Hangar::GetFlightDeckSlot(const HangarSlot* s) const -{ - if (s) return s->slot; - return 0; -} - -int -Hangar::GetState(const HangarSlot* s) const -{ - if (s) return s->state; - return 0; -} - -double -Hangar::TimeRemaining(const HangarSlot* s) const -{ - if (s) return s->time; - return 0; -} - -Element* -Hangar::GetPackageElement(const HangarSlot* s) const -{ - if (s) return s->package; - return 0; -} - -const int* -Hangar::GetLoadout(const HangarSlot* s) const -{ - if (s) return s->loadout; - return 0; -} - -Text -Hangar::StatusName(const HangarSlot* s) const -{ - switch (s->state) { - default: - case UNAVAIL: return Game::GetText("hangar.UNAVAIL"); - case MAINT: return Game::GetText("hangar.MAINT"); - case STORAGE: return Game::GetText("hangar.STORAGE"); - case PREP: return Game::GetText("hangar.PREP"); - case ALERT: return Game::GetText("hangar.ALERT"); - case QUEUED: { - Text state = Game::GetText("hangar.QUEUED"); - char seq[8]; - sprintf_s(seq, " %d", s->deck->Sequence(s->slot)); - return state + seq; - } - case LOCKED: return Game::GetText("hangar.LOCKED"); - case LAUNCH: return Game::GetText("hangar.LAUNCH"); - case ACTIVE: return Game::GetText("hangar.ACTIVE"); - case APPROACH: return Game::GetText("hangar.APPROACH"); - case RECOVERY: return Game::GetText("hangar.RECOVERY"); - } -} - -// +--------------------------------------------------------------------+ - -int -Hangar::PreflightQueue(FlightDeck* d) const -{ - int result = 0; - - for (int n = 0; n < nsquadrons; n++) { - if (squadrons[n] && nslots[n] > 0) { - for (int i = 0; i < nslots[n]; i++) { - HangarSlot* slot = &squadrons[n][i]; - - if (slot->deck == d) - result++; - } - } - } - - return result; -} - -// +--------------------------------------------------------------------+ - -int -Hangar::NumShipsReady(int n) const -{ - int result = 0; - - if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) { - for (int i = 0; i < nslots[n]; i++) { - HangarSlot* slot = &squadrons[n][i]; - - if (slot->state == STORAGE) - result++; - } - } - - return result; -} - -int -Hangar::NumShipsMaint(int n) const -{ - int result = 0; - - if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) { - for (int i = 0; i < nslots[n]; i++) { - HangarSlot* slot = &squadrons[n][i]; - - if (slot->state == MAINT) - result++; - } - } - - return result; -} - -int -Hangar::NumShipsDead(int n) const -{ - int result = 0; - - if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) { - for (int i = 0; i < nslots[n]; i++) { - HangarSlot* slot = &squadrons[n][i]; - - if (slot->state == UNAVAIL) - result++; - } - } - - return result; -} - -int -Hangar::NumSlotsEmpty() const -{ - int result = 0; - - for (int n = 0; n < nsquadrons; n++) { - if (squadrons[n] && nslots[n] > 0) { - for (int i = 0; i < nslots[n]; i++) { - HangarSlot* slot = &squadrons[n][i]; - - if (slot->state == UNAVAIL) - result++; - } - } - } - - return result; -} - -int -Hangar::GetActiveElements(List& active_list) -{ - active_list.clear(); - - for (int n = 0; n < nsquadrons; n++) { - if (squadrons[n] && nslots[n] > 0) { - for (int i = 0; i < nslots[n]; i++) { - HangarSlot* slot = &squadrons[n][i]; - - if (slot->package != 0 && !active_list.contains(slot->package)) - active_list.append(slot->package); - } - } - } - - return active_list.size(); -} - -// +--------------------------------------------------------------------+ - -DWORD -Hangar::GetLastPatrolLaunch() const -{ - return last_patrol_launch; -} - -void -Hangar::SetLastPatrolLaunch(DWORD t) -{ - last_patrol_launch = t; -} - -// +--------------------------------------------------------------------+ - -void -Hangar::SetAllIFF(int iff) -{ - for (int n = 0; n < nsquadrons; n++) { - if (squadrons[n] && nslots[n] > 0) { - for (int i = 0; i < nslots[n]; i++) { - HangarSlot* slot = &squadrons[n][i]; - - if (slot->ship) - slot->ship->SetIFF(iff); - } - } - } -} +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: Hangar.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Everything needed to store and maintain space craft + + See Also: FlightDeck +*/ + +#include "MemDebug.h" +#include "Hangar.h" +#include "FlightDeck.h" +#include "Ship.h" +#include "ShipDesign.h" +#include "Sim.h" +#include "Instruction.h" +#include "Element.h" +#include "Mission.h" +#include "RadioMessage.h" +#include "Campaign.h" +#include "Combatant.h" +#include "CombatGroup.h" + +#include "Game.h" +#include "Random.h" + +// +======================================================================+ + +class HangarSlot +{ + friend class Hangar; + +public: + static const char* TYPENAME() { return "HangarSlot"; } + + HangarSlot(); + ~HangarSlot(); + int operator == (const HangarSlot& that) const { return this == &that; } + +private: + Text squadron; + CombatGroup* group; + Ship* ship; + int iff; + const ShipDesign* design; + FlightDeck* deck; + int slot; + int state; + double time; + Element* package; + bool alert_hold; + int loadout[16]; +}; + +// +--------------------------------------------------------------------+ + +HangarSlot::HangarSlot() + : ship(0), group(0), design(0), deck(0), slot(0), + state(0), time(0), package(0), alert_hold(false) +{ + for (int i = 0; i < 16; i++) + loadout[i] = -1; +} + +HangarSlot::~HangarSlot() +{ +} + +// +======================================================================+ + +Hangar::Hangar() + : ship(0), nsquadrons(0), last_patrol_launch(0) +{ + ZeroMemory(nslots, sizeof(nslots)); + ZeroMemory(squadrons, sizeof(squadrons)); +} + +// +----------------------------------------------------------------------+ + +Hangar::Hangar(const Hangar& s) + : ship(0), nsquadrons(s.nsquadrons), last_patrol_launch(s.last_patrol_launch) +{ + ZeroMemory(nslots, sizeof(nslots)); + ZeroMemory(squadrons, sizeof(squadrons)); +} + +// +--------------------------------------------------------------------+ + +Hangar::~Hangar() +{ + for (int i = 0; i < MAX_SQUADRONS; i++) + delete [] squadrons[i]; +} + +// +--------------------------------------------------------------------+ + +void +Hangar::ExecFrame(double seconds) +{ + for (int n = 0; n < nsquadrons; n++) { + if (squadrons[n] && nslots[n] > 0) { + for (int i = 0; i < nslots[n]; i++) { + HangarSlot* slot = &squadrons[n][i]; + + switch (slot->state) { + case UNAVAIL: + case STORAGE: + case APPROACH: + break; + + case ACTIVE: + if (slot->ship && slot->ship->GetFlightPhase() == Ship::APPROACH) + slot->state = APPROACH; + break; + + case MAINT: + if (slot->time > 0) { + slot->time -= seconds; + } + else { + slot->time = 0; + slot->state = STORAGE; + } + break; + + + case PREP: + if (slot->time > 0) { + slot->time -= seconds; + } + else { + slot->time = 0; + FinishPrep(slot); + } + break; + + case ALERT: + if (slot->time > 0) { + slot->time -= seconds; + } + else if (slot->deck) { + slot->time = 0; + + // if package has specific objective, launch as soon as possible: + if (!slot->alert_hold) + slot->deck->Launch(slot->slot); + + switch (slot->deck->State(slot->slot)) { + case FlightDeck::READY: slot->state = ALERT; break; + case FlightDeck::QUEUED: slot->state = QUEUED; break; + case FlightDeck::LOCKED: slot->state = LOCKED; break; + case FlightDeck::LAUNCH: slot->state = LAUNCH; break; + default: slot->state = STORAGE; break; + } + } + break; + + case QUEUED: + case LOCKED: + if (slot->deck) { + switch (slot->deck->State(slot->slot)) { + case FlightDeck::READY: slot->state = ALERT; break; + case FlightDeck::QUEUED: slot->state = QUEUED; break; + case FlightDeck::LOCKED: slot->state = LOCKED; break; + case FlightDeck::LAUNCH: slot->state = LAUNCH; break; + default: slot->state = STORAGE; break; + } + + slot->time = slot->deck->TimeRemaining(slot->slot); + } + break; + + case LAUNCH: + if (slot->deck) { + slot->time = slot->deck->TimeRemaining(slot->slot); + + if (slot->ship && slot->ship->GetFlightPhase() > Ship::LAUNCH) { + slot->state = ACTIVE; + slot->time = 0; + } + } + break; + + case RECOVERY: + break; + } + } + } + } +} + +// +--------------------------------------------------------------------+ + +bool +Hangar::FinishPrep(HangarSlot* slot) +{ + if (slot->deck->SpaceLeft(slot->design->type)) { + Sim* sim = Sim::GetSim(); + + Text ship_name = slot->squadron; + + slot->ship = sim->CreateShip(ship_name, "", + (ShipDesign*) slot->design, + ship->GetRegion()->Name(), + Point(0, 0, 0), + slot->iff, + ship->GetCommandAILevel(), + slot->loadout); + + Observe(slot->ship); + + if (slot->package) { + slot->package->SetCommander(ship->GetElement()); + slot->package->AddShip(slot->ship); + + if (slot->group) { + slot->package->SetCombatGroup(slot->group); + slot->package->SetCombatUnit(slot->group->GetNextUnit()); + } + + char name[64]; + sprintf_s(name, "%s %d", + (const char*) slot->package->Name(), + slot->ship->GetElementIndex()); + slot->ship->SetName(name); + } + + slot->slot = -1; // take first available slot + if (slot->deck->Spot(slot->ship, slot->slot)) { + slot->state = ALERT; + return true; + } + + Print("WARNING: Could not spot alert ship - carrier: '%s' ship '%s'\n", + ship->Name(), slot->ship->Name()); + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +Hangar::Update(SimObject* obj) +{ + bool found = false; + + for (int n = 0; !found && n < nsquadrons; n++) { + if (squadrons[n] && nslots[n] > 0) { + for (int i = 0; !found && i < nslots[n]; i++) { + HangarSlot* slot = &squadrons[n][i]; + + if (slot->ship == obj) { + // was ship destroyed in combat, + // or did it just dock here? + if (slot->state != MAINT) { + slot->state = UNAVAIL; + slot->ship = 0; + slot->deck = 0; + slot->time = 0; + slot->package = 0; + } + + found = true; + } + } + } + } + + return SimObserver::Update(obj); +} + +const char* +Hangar::GetObserverName() const +{ + static char name[64]; + if (ship) + sprintf_s(name, "Hangar(%s)", ship->Name()); + else + sprintf_s(name, "Hangar"); + return name; +} + +// +--------------------------------------------------------------------+ + +bool +Hangar::CreateSquadron(Text squadron, CombatGroup* group, +const ShipDesign* design, int count, int iff, +int* def_load, int maint_count, int dead_count) +{ + if (nsquadrons < MAX_SQUADRONS && count > 0) { + HangarSlot* s = new(__FILE__,__LINE__) HangarSlot[count]; + + for (int i = 0; i < count; i++) { + s[i].squadron = squadron; + s[i].group = group; + s[i].design = design; + s[i].iff = iff; + + if (def_load) + CopyMemory(s[i].loadout, def_load, sizeof(s[i].loadout)); + } + + squadrons[nsquadrons] = s; + nslots[nsquadrons] = count; + names[nsquadrons] = squadron; + + int i = count-1; + while (dead_count-- > 0) + s[i--].state = UNAVAIL; + + while (maint_count-- > 0) { + s[i].state = MAINT; + s[i--].time = 600 + rand() / 15; + } + + nsquadrons++; + return true; + } + + return false; +} + +bool +Hangar::GotoActiveFlight(int squadron, int slot_index, Element* elem, int* loadout) +{ + if (elem && squadron < nsquadrons && slot_index < nslots[squadron]) { + HangarSlot* slot = &(squadrons[squadron][slot_index]); + + if (slot->state == STORAGE) { + slot->deck = 0; + slot->state = ACTIVE; + slot->time = 0; + slot->package = elem; + slot->alert_hold = false; + + if (loadout) + CopyMemory(slot->loadout, loadout, sizeof(slot->loadout)); + + Sim* sim = Sim::GetSim(); + + Text ship_name = slot->squadron; + + slot->ship = sim->CreateShip(ship_name, "", + (ShipDesign*) slot->design, + ship->GetRegion()->Name(), + ship->Location() + RandomPoint(), + slot->iff, + ship->GetCommandAILevel(), + slot->loadout); + + if (slot->ship) { + Observe(slot->ship); + + elem->SetCommander(ship->GetElement()); + elem->AddShip(slot->ship); + + if (slot->group) { + elem->SetCombatGroup(slot->group); + elem->SetCombatUnit(slot->group->GetNextUnit()); + } + + char name[64]; + sprintf_s(name, "%s %d", + (const char*) elem->Name(), + slot->ship->GetElementIndex()); + + slot->ship->SetName(name); + } + + return true; + } + } + + return false; +} + +bool +Hangar::GotoAlert(int squadron, int slot, FlightDeck* d, Element* elem, int* loadout, bool pkg, bool expedite) +{ + if (squadron < nsquadrons && slot < nslots[squadron]) { + HangarSlot* s = &(squadrons[squadron][slot]); + + if (s->state == STORAGE) { + s->deck = d; + s->state = PREP; + s->time = expedite ? 3 : s->design->prep_time; + s->package = elem; + s->alert_hold = !pkg; + + if (loadout) + CopyMemory(s->loadout, loadout, sizeof(s->loadout)); + + if (expedite) + FinishPrep(s); + + return true; + } + } + + return false; +} + +bool +Hangar::Launch(int squadron, int slot) +{ + if (squadron < nsquadrons && slot < nslots[squadron]) { + HangarSlot* s = &(squadrons[squadron][slot]); + + if (s->state == ALERT && s->deck) + return s->deck->Launch(s->slot); + } + + return false; +} + +bool +Hangar::StandDown(int squadron, int slot) +{ + if (squadron < nsquadrons && slot < nslots[squadron]) { + HangarSlot* s = &(squadrons[squadron][slot]); + + Element* package = 0; + bool clear_slot = false; + + if (s->state == ALERT && s->deck) { + if (s->deck->Clear(s->slot)) { + if (s->ship) { + Sim* sim = Sim::GetSim(); + + if (s->package) { + package = s->package; + package->DelShip(s->ship); + } + + sim->DestroyShip(s->ship); + } + + clear_slot = true; + } + } + + else if (s->state == PREP) { + clear_slot = true; + package = s->package; + } + + if (clear_slot) { + s->state = STORAGE; + s->deck = 0; + s->slot = 0; + s->ship = 0; + s->package = 0; + + if (package) { + int npkg = 0; + for (int i = 0; i < nslots[squadron]; i++) { + if (squadrons[squadron][i].package == package) + npkg++; + } + + if (npkg == 0) { + Sim::GetSim()->DestroyElement(package); + } + } + + return true; + } + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +Hangar::CanStow(Ship* incoming) +{ + int squadron = -1; + int slot = -1; + + if (FindSlot(incoming, squadron, slot)) + return true; + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +Hangar::Stow(Ship* incoming) +{ + int squadron = -1; + int slot = -1; + + if (FindSlot(incoming, squadron, slot)) { + HangarSlot* s = &(squadrons[squadron][slot]); + s->state = MAINT; + s->design = incoming->Design(); + s->time = 2400; + s->package = 0; // XXX MEMORY LEAK? + + // extra maintenance time? + if (incoming->Integrity() < incoming->Design()->integrity) { + double damage = 100 * ((double) incoming->Design()->integrity - (double) incoming->Integrity()) / (double) incoming->Design()->integrity; + + if (damage < 10) s->time *= 1.2; + else if (damage < 25) s->time *= 2; + else if (damage < 50) s->time *= 4; + else s->time *= 10; + } + + // quicker turnaround during network play: + Sim* sim = Sim::GetSim(); + if (sim && sim->IsNetGame()) + s->time /= 40; + + return true; + } + + return false; +} + +bool +Hangar::FindSlot(Ship* test, int& squadron, int& slot, int desired_state) +{ + if (test) { + // if test is already inbound to this carrier, + // keep the inbound squadron and slot selections: + if (desired_state == UNAVAIL && test->GetInbound()) { + InboundSlot* inbound = test->GetInbound(); + FlightDeck* deck = inbound->GetDeck(); + + if (deck && deck->GetCarrier() == ship && deck->IsPowerOn()) { + squadron = inbound->Squadron(); + slot = inbound->Index(); + return true; + } + } + + int avail_squadron = -1; + int avail_slot = -1; + + for (int i = 0; i < nsquadrons; i++) { + if (squadron < 0 || squadron == i) { + for (int j = 0; j < nslots[i]; j++) { + HangarSlot* s = &(squadrons[i][j]); + if (s->ship == test) { + squadron = i; + slot = j; + return true; + } + + else if (avail_slot < 0 && s->ship == 0) { + if ((desired_state > STORAGE && s->state == STORAGE) || + (desired_state < STORAGE && s->state == UNAVAIL)) { + avail_squadron = i; + avail_slot = j; + } + } + } + } + } + + if (avail_squadron >= 0 && avail_slot >= 0) { + squadron = avail_squadron; + slot = avail_slot; + + if (desired_state > STORAGE) { + HangarSlot* s = &(squadrons[squadron][slot]); + + s->ship = test; + s->design = test->Design(); + s->state = desired_state; + s->deck = 0; + s->slot = 0; + s->package = test->GetElement(); + s->time = 0; + + Observe(s->ship); + } + + return true; + } + } + + return false; +} + +bool +Hangar::FindSquadronAndSlot(Ship* test, int& squadron, int& slot) +{ + if (test) { + for (int i = 0; i < nsquadrons; i++) { + if (squadron < 0 || squadron == i) { + for (int j = 0; j < nslots[i]; j++) { + HangarSlot* s = &(squadrons[i][j]); + if (s->ship == test) { + squadron = i; + slot = j; + return true; + } + } + } + } + } + + return false; +} + + +bool +Hangar::FindAvailSlot(const ShipDesign* design, int& squadron, int& slot) +{ + if (design) { + for (int i = 0; i < nsquadrons; i++) { + if (nslots[i] > 0 && squadrons[i]->design == design) { + for (int j = 0; j < nslots[i]; j++) { + HangarSlot* s = &(squadrons[i][j]); + + if (s->state == STORAGE) { + squadron = i; + slot = j; + return true; + } + } + } + } + } + + return false; +} + +bool +Hangar::Ready(int squadron, int slot, FlightDeck* d) +{ + if (squadron < 0 || squadron >= nsquadrons || slot < 0 || slot >= nslots[squadron] || !d) + return false; + + HangarSlot* s = &(squadrons[squadron][slot]); + + s->time = 3; // 5; + s->deck = d; + s->slot = -1; // take first available slot + + if (d->Spot(s->ship, s->slot)) { + s->state = ALERT; + s->alert_hold = false; + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +Text +Hangar::SquadronName(int n) const +{ + if (n >= 0 && n < nsquadrons) + return names[n]; + + return Game::GetText("Unknown"); +} + +int +Hangar::SquadronSize(int n) const +{ + if (n >= 0 && n < nsquadrons) + return nslots[n]; + + return 0; +} + +int +Hangar::SquadronIFF(int n) const +{ + if (n >= 0 && n < nsquadrons) + return squadrons[n]->iff; + + return 0; +} + +const ShipDesign* +Hangar::SquadronDesign(int n) const +{ + if (n >= 0 && n < nsquadrons && nslots[n]) + return squadrons[n]->design; + + return 0; +} + +const HangarSlot* +Hangar::GetSlot(int i, int j) const +{ + if (i >= 0 && i < nsquadrons) + if (j >= 0 && j < nslots[i]) + return squadrons[i] + j; + + return 0; +} + +// +--------------------------------------------------------------------+ + +Ship* +Hangar::GetShip(const HangarSlot* s) const +{ + if (s) return s->ship; + return 0; +} + +const ShipDesign* +Hangar::GetDesign(const HangarSlot* s) const +{ + if (s) return s->design; + return 0; +} + +FlightDeck* +Hangar::GetFlightDeck(const HangarSlot* s) const +{ + if (s) return s->deck; + return 0; +} + +int +Hangar::GetFlightDeckSlot(const HangarSlot* s) const +{ + if (s) return s->slot; + return 0; +} + +int +Hangar::GetState(const HangarSlot* s) const +{ + if (s) return s->state; + return 0; +} + +double +Hangar::TimeRemaining(const HangarSlot* s) const +{ + if (s) return s->time; + return 0; +} + +Element* +Hangar::GetPackageElement(const HangarSlot* s) const +{ + if (s) return s->package; + return 0; +} + +const int* +Hangar::GetLoadout(const HangarSlot* s) const +{ + if (s) return s->loadout; + return 0; +} + +Text +Hangar::StatusName(const HangarSlot* s) const +{ + switch (s->state) { + default: + case UNAVAIL: return Game::GetText("hangar.UNAVAIL"); + case MAINT: return Game::GetText("hangar.MAINT"); + case STORAGE: return Game::GetText("hangar.STORAGE"); + case PREP: return Game::GetText("hangar.PREP"); + case ALERT: return Game::GetText("hangar.ALERT"); + case QUEUED: { + Text state = Game::GetText("hangar.QUEUED"); + char seq[8]; + sprintf_s(seq, " %d", s->deck->Sequence(s->slot)); + return state + seq; + } + case LOCKED: return Game::GetText("hangar.LOCKED"); + case LAUNCH: return Game::GetText("hangar.LAUNCH"); + case ACTIVE: return Game::GetText("hangar.ACTIVE"); + case APPROACH: return Game::GetText("hangar.APPROACH"); + case RECOVERY: return Game::GetText("hangar.RECOVERY"); + } +} + +// +--------------------------------------------------------------------+ + +int +Hangar::PreflightQueue(FlightDeck* d) const +{ + int result = 0; + + for (int n = 0; n < nsquadrons; n++) { + if (squadrons[n] && nslots[n] > 0) { + for (int i = 0; i < nslots[n]; i++) { + HangarSlot* slot = &squadrons[n][i]; + + if (slot->deck == d) + result++; + } + } + } + + return result; +} + +// +--------------------------------------------------------------------+ + +int +Hangar::NumShipsReady(int n) const +{ + int result = 0; + + if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) { + for (int i = 0; i < nslots[n]; i++) { + HangarSlot* slot = &squadrons[n][i]; + + if (slot->state == STORAGE) + result++; + } + } + + return result; +} + +int +Hangar::NumShipsMaint(int n) const +{ + int result = 0; + + if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) { + for (int i = 0; i < nslots[n]; i++) { + HangarSlot* slot = &squadrons[n][i]; + + if (slot->state == MAINT) + result++; + } + } + + return result; +} + +int +Hangar::NumShipsDead(int n) const +{ + int result = 0; + + if (n >= 0 && n < nsquadrons && squadrons[n] && nslots[n] > 0) { + for (int i = 0; i < nslots[n]; i++) { + HangarSlot* slot = &squadrons[n][i]; + + if (slot->state == UNAVAIL) + result++; + } + } + + return result; +} + +int +Hangar::NumSlotsEmpty() const +{ + int result = 0; + + for (int n = 0; n < nsquadrons; n++) { + if (squadrons[n] && nslots[n] > 0) { + for (int i = 0; i < nslots[n]; i++) { + HangarSlot* slot = &squadrons[n][i]; + + if (slot->state == UNAVAIL) + result++; + } + } + } + + return result; +} + +int +Hangar::GetActiveElements(List& 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); + } + } + } +} -- cgit v1.1