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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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 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