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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	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<Element>& 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