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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
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