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