From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Stars45/Hangar.cpp | 933 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 933 insertions(+) create mode 100644 Stars45/Hangar.cpp (limited to 'Stars45/Hangar.cpp') diff --git a/Stars45/Hangar.cpp b/Stars45/Hangar.cpp new file mode 100644 index 0000000..f1e8019 --- /dev/null +++ b/Stars45/Hangar.cpp @@ -0,0 +1,933 @@ +/* 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(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(name, "Hangar(%s)", ship->Name()); + else + sprintf(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; + + 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(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(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