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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:         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