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/* 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.h
AUTHOR: John DiCamillo
OVERVIEW
========
Everything needed to launch and recover space craft
See Also: Hangar
*/
#ifndef FlightDeck_h
#define FlightDeck_h
#include "Types.h"
#include "Geometry.h"
#include "System.h"
#include "SimObject.h"
#include "Text.h"
// +----------------------------------------------------------------------+
class Hoop;
class Light;
class Ship;
class ShipDesign;
class FlightDeck;
class FlightDeckSlot;
class InboundSlot;
// +======================================================================+
class InboundSlot : public SimObserver
{
public:
static const char* TYPENAME() { return "InboundSlot"; }
InboundSlot() : ship(0), deck(0), squadron(0), slot(0), cleared(0), final(0), approach(0) { }
InboundSlot(Ship* s, FlightDeck* d, int squad, int index);
int operator < (const InboundSlot& that) const;
int operator <= (const InboundSlot& that) const;
int operator == (const InboundSlot& that) const;
// SimObserver:
virtual bool Update(SimObject* obj);
virtual const char* GetObserverName() const;
Ship* GetShip() { return ship; }
FlightDeck* GetDeck() { return deck; }
int Squadron() { return squadron; }
int Index() { return slot; }
int Cleared() { return cleared; }
int Final() { return final; }
int Approach() { return approach; }
Point Offset() { return offset; }
double Distance();
void SetApproach(int a) { approach = a; }
void SetOffset(const Point& p) { offset = p; }
void SetFinal(int f) { final = f; }
void Clear(bool clear=true);
private:
Ship* ship;
FlightDeck* deck;
int squadron;
int slot;
int cleared;
int final;
int approach;
Point offset;
};
// +----------------------------------------------------------------------+
class FlightDeck : public System, public SimObserver
{
public:
static const char* TYPENAME() { return "FlightDeck"; }
FlightDeck();
FlightDeck(const FlightDeck& rhs);
virtual ~FlightDeck();
enum FLIGHT_DECK_MODE { FLIGHT_DECK_LAUNCH, FLIGHT_DECK_RECOVERY };
enum FLIGHT_SLOT_STATE { CLEAR, READY, QUEUED, LOCKED, LAUNCH, DOCKING };
enum CONSTANTS { NUM_APPROACH_PTS = 8 };
static void Initialize();
static void Close();
virtual void ExecFrame(double seconds);
void SetCarrier(Ship* s) { ship = carrier = s; }
void SetIndex(int n) { index = n; }
virtual int SpaceLeft(int type) const;
virtual bool Spot(Ship* s, int& index);
virtual bool Clear(int index);
virtual bool Launch(int index);
virtual bool LaunchShip(Ship* s);
virtual bool Recover(Ship* s);
virtual bool Dock(Ship* s);
virtual int Inbound(InboundSlot*& s);
virtual void GrantClearance();
virtual void AddSlot(const Point& loc, DWORD filter=0xf);
virtual bool IsLaunchDeck() const { return subtype == FLIGHT_DECK_LAUNCH; }
virtual void SetLaunchDeck() { subtype = FLIGHT_DECK_LAUNCH; }
virtual bool IsRecoveryDeck() const { return subtype == FLIGHT_DECK_RECOVERY; }
virtual void SetRecoveryDeck() { subtype = FLIGHT_DECK_RECOVERY; }
Point BoundingBox() const { return box; }
Point ApproachPoint(int i) const { return approach_point[i]; }
Point RunwayPoint(int i) const { return runway_point[i]; }
Point StartPoint() const { return start_point; }
Point EndPoint() const { return end_point; }
Point CamLoc() const { return cam_loc; }
double Azimuth() const { return azimuth; }
virtual void SetBoundingBox(Point dimensions) { box = dimensions; }
virtual void SetApproachPoint(int i, Point loc);
virtual void SetRunwayPoint(int i, Point loc);
virtual void SetStartPoint(Point loc);
virtual void SetEndPoint(Point loc);
virtual void SetCamLoc(Point loc);
virtual void SetCycleTime(double time);
virtual void SetAzimuth(double az) { azimuth = az; }
virtual void SetLight(double l);
virtual void Orient(const Physical* rep);
// SimObserver:
virtual bool Update(SimObject* obj);
virtual const char* GetObserverName() const;
// accessors:
int NumSlots() const { return num_slots; }
double TimeRemaining(int index) const;
int State(int index) const;
int Sequence(int index) const;
const Ship* GetCarrier() const { return carrier; }
int GetIndex() const { return index; }
Ship* GetShip(int index) const;
int NumHoops() const { return num_hoops; }
Hoop* GetHoops() const { return hoops; }
Light* GetLight() { return light; }
List<InboundSlot>& GetRecoveryQueue() { return recovery_queue; }
void PrintQueue();
bool OverThreshold(Ship* s) const;
bool ContainsPoint(const Point& p) const;
protected:
Ship* carrier;
int index;
int num_slots;
FlightDeckSlot* slots;
Point box;
Point start_rel;
Point end_rel;
Point cam_rel;
Point approach_rel[NUM_APPROACH_PTS];
Point runway_rel[2];
Point start_point;
Point end_point;
Point cam_loc;
Point approach_point[NUM_APPROACH_PTS];
Point runway_point[2];
double azimuth;
double cycle_time;
int num_approach_pts;
int num_catsounds;
int num_hoops;
Hoop* hoops;
Light* light;
List<InboundSlot> recovery_queue;
};
// +----------------------------------------------------------------------+
#endif // FlightDeck_h
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