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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    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