void FltDlg::OnLaunch(AWEvent* event) { if (!filter_list || !hangar_list || !ship) return; int squad = filter_list->GetSelectedIndex(); Hangar* hangar = ship->GetHangar(); // selected squadron: if (squad < hangar->NumSquadrons()) { for (int i = 0; i < hangar_list->NumItems(); i++) { if (hangar_list->IsSelected(i)) { int nslot = hangar_list->GetItemData(i); hangar->Launch(squad, nslot); NetUtil::SendShipLaunch(ship, squad, nslot); } } } // selected pending filter: else if (squad == hangar->NumSquadrons()) { for (int item = 0; item < hangar_list->NumItems(); item++) { if (hangar_list->IsSelected(item)) { int squadron = hangar_list->GetItemData(item, 3); int slot = hangar_list->GetItemData(item, 4); if (squadron >= 0 && slot >= 0) { hangar->Launch(squadron, slot); NetUtil::SendShipLaunch(ship, squadron, slot); } } } } }
void FltDlg::OnStandDown(AWEvent* event) { if (!filter_list || !hangar_list || !ship) return; int seln = filter_list->GetSelectedIndex(); Hangar* hangar = ship->GetHangar(); // selected squadron: if (seln < hangar->NumSquadrons()) { for (int i = 0; i < hangar_list->NumItems(); i++) { if (hangar_list->IsSelected(i)) { int nslot = hangar_list->GetItemData(i); hangar->StandDown(seln, nslot); } } } // selected pending filter: else if (seln == hangar->NumSquadrons()) { for (int item = 0; item < hangar_list->NumItems(); item++) { if (hangar_list->IsSelected(item)) { int squadron = hangar_list->GetItemData(item, 3); int slot = hangar_list->GetItemData(item, 4); if (squadron >= 0 && slot >= 0) hangar->StandDown(squadron, slot); } } } }
void FltDlg::OnRecall(AWEvent* event) { if (!filter_list || !hangar_list || !ship) return; int seln = filter_list->GetSelectedIndex(); Hangar* hangar = ship->GetHangar(); // selected squadron: or selected active filter: if (seln < hangar->NumSquadrons() || seln == hangar->NumSquadrons()+1) { for (int i = 0; i < hangar_list->NumItems(); i++) { if (hangar_list->IsSelected(i)) { int nsquad = seln; int nslot = hangar_list->GetItemData(i); if (seln > hangar->NumSquadrons()) { nsquad = hangar_list->GetItemData(i, 1); nslot = hangar_list->GetItemData(i, 2); } const HangarSlot* slot = hangar->GetSlot(nsquad, nslot); Ship* recall = hangar->GetShip(slot); if (recall) { RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(recall, ship, RadioMessage::RTB); RadioTraffic::Transmit(msg); } } } } }
void FltDlg::OnAlert(AWEvent* event) { if (!filter_list || !hangar_list || !ship) return; int squad = filter_list->GetSelectedIndex(); Hangar* hangar = ship->GetHangar(); Sim* sim = Sim::GetSim(); const char* call = sim->FindAvailCallsign(ship->GetIFF()); Element* elem = sim->CreateElement(call, ship->GetIFF()); FlightDeck* deck = 0; int queue = 1000; const int* load = 0; elem->SetSquadron(hangar->SquadronName(squad)); elem->SetCarrier(ship); for (int i = 0; i < ship->NumFlightDecks(); i++) { FlightDeck* d = ship->GetFlightDeck(i); if (d && d->IsLaunchDeck()) { int dq = hangar->PreflightQueue(d); if (dq < queue) { queue = dq; deck = d; } } } int nalert = 0; int slots[4]; for (int i = 0; i < 4; i++) slots[i] = -1; for (int i = 0; i < hangar_list->NumItems(); i++) { if (hangar_list->IsSelected(i)) { int nslot = hangar_list->GetItemData(i); slots[nalert] = nslot; if (!load) { const HangarSlot* hangar_slot = hangar->GetSlot(squad, nslot); if (hangar_slot) { load = hangar->GetLoadout(hangar_slot); elem->SetLoadout((int*) load); } } hangar->GotoAlert(squad, nslot, deck, elem); hangar_list->SetSelected(i, false); nalert++; if (nalert >= 4) break; } } NetUtil::SendElemCreate(elem, squad, slots, true); }
void FltDlg::SetShip(Ship* s) { if (ship != s) { ship = s; delete flight_planner; flight_planner = 0; if (filter_list) { filter_list->ClearItems(); if (ship) { int nsquadrons = 0; int nslots = 0; Hangar* hangar = ship->GetHangar(); if (hangar) { nsquadrons = hangar->NumSquadrons(); for (int i = 0; i < nsquadrons; i++) { char filter[64]; sprintf_s(filter, "%s %s", hangar->SquadronDesign(i)->abrv, hangar->SquadronName(i).data()); filter_list->AddItem(filter); } filter_list->AddItem(Game::GetText("FltDlg.PENDING")); filter_list->AddItem(Game::GetText("FltDlg.ACTIVE")); } flight_planner = new(__FILE__,__LINE__) FlightPlanner(ship); } OnFilter(0); } } }
void NetGameClient::DoShipLaunch(NetMsg* msg) { if (!msg) return; NetShipLaunch ship_launch; ship_launch.Unpack(msg->Data()); Sim* sim = Sim::GetSim(); int squadron = ship_launch.GetSquadron(); int slot = ship_launch.GetSlot(); Ship* carrier = FindShipByObjID(ship_launch.GetObjID()); if (carrier) { Hangar* hangar = carrier->GetHangar(); if (hangar) { hangar->Launch(squadron, slot); } } }
void NetGameClient::DoElemCreate(NetMsg* msg) { if (!msg) return; NetElemCreate elem_create; elem_create.Unpack(msg->Data()); const char* elem_name = elem_create.GetName().data(); ::Print("NetGameClient::DoElemCreate name: %s iff: %d type %s\n", elem_name, elem_create.GetIFF(), Mission::RoleName(elem_create.GetType())); Sim* sim = Sim::GetSim(); Element* elem = sim->FindElement(elem_name); if (elem) { ::Print(" element '%' already exists - ignored\n", elem_name); return; } elem = sim->CreateElement(elem_name, elem_create.GetIFF(), elem_create.GetType()); int* load = elem_create.GetLoadout(); int* slots = elem_create.GetSlots(); int squadron = elem_create.GetSquadron(); int code = elem_create.GetObjCode(); Text target = elem_create.GetObjective(); bool alert = elem_create.GetAlert(); bool active = elem_create.GetInFlight(); elem->SetIntelLevel(elem_create.GetIntel()); elem->SetLoadout(load); if (code > Instruction::RTB || target.length() > 0) { Instruction* obj = new(__FILE__,__LINE__) Instruction(code, target); elem->AddObjective(obj); } Ship* carrier = sim->FindShip(elem_create.GetCarrier()); if (carrier) { elem->SetCarrier(carrier); Hangar* hangar = carrier->GetHangar(); if (hangar) { Text squadron_name = hangar->SquadronName(squadron); elem->SetSquadron(squadron_name); if (active) { for (int i = 0; i < 4; i++) { int slot = slots[i]; if (slot > -1) { hangar->GotoActiveFlight(squadron, slot, elem, load); } } } else { FlightDeck* deck = 0; int queue = 1000; for (int i = 0; i < carrier->NumFlightDecks(); i++) { FlightDeck* d = carrier->GetFlightDeck(i); if (d && d->IsLaunchDeck()) { int dq = hangar->PreflightQueue(d); if (dq < queue) { queue = dq; deck = d; } } } for (int i = 0; i < 4; i++) { int slot = slots[i]; if (slot > -1) { hangar->GotoAlert(squadron, slot, deck, elem, load, !alert); } } } } } }
void FltDlg::OnPackage(AWEvent* event) { if (!filter_list || !hangar_list || !ship) return; int code = Mission::PATROL; switch (mission_type) { case 0: code = Mission::PATROL; break; case 1: code = Mission::INTERCEPT; break; case 2: code = Mission::ASSAULT; break; case 3: code = Mission::STRIKE; break; case 4: code = Mission::ESCORT; break; case 5: code = Mission::INTEL; break; } int squad = filter_list->GetSelectedIndex(); Hangar* hangar = ship->GetHangar(); Sim* sim = Sim::GetSim(); const char* call = sim->FindAvailCallsign(ship->GetIFF()); Element* elem = sim->CreateElement(call, ship->GetIFF(), code); Element* tgt = 0; FlightDeck* deck = 0; int queue = 1000; int* load = 0; elem->SetSquadron(hangar->SquadronName(squad)); elem->SetCarrier(ship); if (objective_list) { int index = objective_list->GetListIndex(); Text target = objective_list->GetItemText(index); Instruction* objective = new(__FILE__,__LINE__) Instruction(code, target.data()); elem->AddObjective(objective); tgt = sim->FindElement(target.data()); } if (loadout_list && design) { int index = loadout_list->GetListIndex(); Text loadname = loadout_list->GetItemText(index); ListIter<ShipLoad> sl = (List<ShipLoad>&) design->loadouts; while (++sl && !load) { if (sl->name == loadname) { load = sl->load; elem->SetLoadout(load); } } } for (int i = 0; i < ship->NumFlightDecks(); i++) { FlightDeck* d = ship->GetFlightDeck(i); if (d && d->IsLaunchDeck()) { int dq = hangar->PreflightQueue(d); if (dq < queue) { queue = dq; deck = d; } } } int npackage = 0; int slots[6]; for (int i = 0; i < 6; i++) slots[i] = -1; for (int i = 0; i < hangar_list->NumItems(); i++) { if (hangar_list->IsSelected(i)) { int nslot = hangar_list->GetItemData(i); hangar->GotoAlert(squad, nslot, deck, elem, load, true); slots[npackage] = nslot; hangar_list->SetSelected(i, false); npackage++; if (npackage >= 6) break; } } NetUtil::SendElemCreate(elem, squad, slots, false); if (flight_planner) { switch (mission_type) { case 0: default: flight_planner->CreatePatrolRoute(elem, patrol_pattern++); break; case 1: case 2: case 3: if (tgt) flight_planner->CreateStrikeRoute(elem, tgt); else flight_planner->CreatePatrolRoute(elem, patrol_pattern++); break; case 4: if (tgt) flight_planner->CreateEscortRoute(elem, tgt); else flight_planner->CreatePatrolRoute(elem, patrol_pattern++); break; } if (patrol_pattern < 0 || patrol_pattern > 3) patrol_pattern = 0; } }
void FltDlg::OnFilter(AWEvent* event) { if (!filter_list || !hangar_list) return; int seln = filter_list->GetSelectedIndex(); hangar_list->ClearItems(); if (!ship) return; Hangar* hangar = ship->GetHangar(); // selected squadron: if (seln < hangar->NumSquadrons()) { int nslots = hangar->SquadronSize(seln); for (int i = 0; i < nslots; i++) { char txt[32]; sprintf_s(txt, " %2d ", i+1); const HangarSlot* s = hangar->GetSlot(seln, i); hangar_list->AddItemWithData(txt, i); hangar_list->SetItemText(i, 1, "--"); hangar_list->SetItemText(i, 2, hangar->StatusName(s)); FormatTime(txt, hangar->TimeRemaining(s)); hangar_list->SetItemText(i, 4, txt); } } // selected pending filter: else if (seln == hangar->NumSquadrons()) { int item = 0; for (int f = 0; f < ship->NumFlightDecks(); f++) { FlightDeck* deck = ship->GetFlightDeck(f); if (deck->IsLaunchDeck()) { for (int i = 0; i < deck->NumSlots(); i++) { int state = deck->State(i); int seq = deck->Sequence(i); double time = deck->TimeRemaining(i); Ship* deckship = deck->GetShip(i); int squadron = -1; int slot = -1; char txt[32]; sprintf_s(txt, "%d-%d ", f+1, i+1); hangar_list->AddItemWithData(txt, item); // use data for sort if (deckship) { hangar_list->SetItemText(item, 1, deckship->Name()); const HangarSlot* s = 0; for (int a = 0; !s && a < hangar->NumSquadrons(); a++) { for (int b = 0; !s && b < hangar->SquadronSize(a); b++) { const HangarSlot* test = hangar->GetSlot(a, b); if (hangar->GetShip(test) == deckship) { s = test; squadron = a; slot = b; } } } if (s) { hangar_list->SetItemText(item, 2, hangar->StatusName(s)); if (hangar->GetPackageElement(s)) hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type())); } } else { hangar_list->SetItemText(item, 1, "--"); hangar_list->SetItemText(item, 2, Game::GetText("FltDlg.Open")); } FormatTime(txt, time); hangar_list->SetItemText(item, 4, txt); hangar_list->SetItemData(item, 1, f); hangar_list->SetItemData(item, 2, i); hangar_list->SetItemData(item, 3, squadron); hangar_list->SetItemData(item, 4, slot); item++; } } } } // selected active filter: else if (seln == hangar->NumSquadrons()+1) { int item = 0; for (int i = 0; i < hangar->NumSquadrons(); i++) { int nslots = hangar->SquadronSize(i); for (int j = 0; j < nslots; j++) { const HangarSlot* s = hangar->GetSlot(i,j); if (hangar->GetState(s) >= Hangar::ACTIVE) { char txt[32]; sprintf_s(txt, " %2d ", item+1); hangar_list->AddItemWithData(txt, item); // use data for sort if (hangar->GetShip(s)) hangar_list->SetItemText(item, 1, hangar->GetShip(s)->Name()); hangar_list->SetItemText(item, 2, hangar->StatusName(s)); if (hangar->GetPackageElement(s)) hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type())); FormatTime(txt, hangar->TimeRemaining(s)); hangar_list->SetItemText(item, 4, txt); hangar_list->SetItemData(item, 1, i); hangar_list->SetItemData(item, 2, j); item++; } } } } }
void FltDlg::UpdateSelection() { if (!filter_list || !hangar_list || !ship) return; design = 0; bool package = false; bool alert = false; bool launch = false; bool stand = false; bool recall = false; Hangar* hangar = ship->GetHangar(); int seln = filter_list->GetSelectedIndex(); char txt[32]; int item; // selected squadron: if (seln < hangar->NumSquadrons()) { int nslots = hangar->SquadronSize(seln); for (item = 0; item < hangar_list->NumItems(); item++) { int i = hangar_list->GetItemData(item); const HangarSlot* s = hangar->GetSlot(seln, i); if (hangar->GetState(s) == Hangar::UNAVAIL) hangar_list->SetItemColor(item, Color::DarkGray); else if (hangar->GetState(s) == Hangar::MAINT) hangar_list->SetItemColor(item, Color::Gray); else hangar_list->SetItemColor(item, Color::White); if (hangar->GetState(s) > Hangar::STORAGE) { if (hangar->GetShip(s)) hangar_list->SetItemText(item, 1, hangar->GetShip(s)->Name()); else if (hangar->GetPackageElement(s)) hangar_list->SetItemText(item, 1, hangar->GetPackageElement(s)->Name()); else hangar_list->SetItemText(item, 1, hangar->SquadronName(seln)); if (hangar->GetPackageElement(s)) hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type())); else hangar_list->SetItemText(item, 3, "--"); } else { hangar_list->SetItemText(item, 1, "--"); hangar_list->SetItemText(item, 3, "--"); } hangar_list->SetItemText(item, 2, hangar->StatusName(s)); if (hangar->GetState(s) >= Hangar::ACTIVE) { FormatTime(txt, hangar->GetShip(s)->MissionClock() / 1000); hangar_list->SetItemText(item, 4, txt); } else if (hangar->GetState(s) == Hangar::MAINT || hangar->GetState(s) > Hangar::STORAGE) { FormatTime(txt, hangar->TimeRemaining(s)); hangar_list->SetItemText(item, 4, txt); } else { hangar_list->SetItemText(item, 4, ""); } if (hangar_list->IsSelected(item)) { if (!design) design = hangar->GetDesign(s); switch (hangar->GetState(s)) { case Hangar::STORAGE: alert = true; break; case Hangar::ALERT: launch = true; stand = true; break; case Hangar::QUEUED: stand = true; break; case Hangar::ACTIVE: recall = true; break; } } } } // selected pending filter: else if (seln == hangar->NumSquadrons()) { for (item = 0; item < hangar_list->NumItems(); item++) { int f = hangar_list->GetItemData(item, 1); int i = hangar_list->GetItemData(item, 2); int squadron = -1; int slot = -1; const HangarSlot* s = 0; FlightDeck* deck = ship->GetFlightDeck(f); if (deck->IsLaunchDeck()) { int state = deck->State(i); int seq = deck->Sequence(i); double time = deck->TimeRemaining(i); Ship* deckship = deck->GetShip(i); if (deckship) { hangar_list->SetItemText(item, 1, deckship->Name()); for (int a = 0; !s && a < hangar->NumSquadrons(); a++) { for (int b = 0; !s && b < hangar->SquadronSize(a); b++) { const HangarSlot* test = hangar->GetSlot(a,b); if (hangar->GetShip(test) == deckship) { s = test; squadron = a; slot = b; } } } if (s) { hangar_list->SetItemText(item, 2, hangar->StatusName(s)); if (hangar->GetPackageElement(s)) hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type())); } } else { hangar_list->SetItemText(item, 1, "--"); hangar_list->SetItemText(item, 2, Game::GetText("FltDlg.Open")); } FormatTime(txt, time); hangar_list->SetItemText(item, 4, txt); hangar_list->SetItemData(item, 3, squadron); hangar_list->SetItemData(item, 4, slot); if (hangar_list->IsSelected(item) && s) { if (!design) design = hangar->GetDesign(s); switch (hangar->GetState(s)) { case Hangar::ALERT: launch = true; stand = true; break; case Hangar::QUEUED: stand = true; break; } } } } } // selected active filter: else if (seln == hangar->NumSquadrons()+1) { int last_index = -1; for (item = 0; item < hangar_list->NumItems(); item++) { int squadron = hangar_list->GetItemData(item, 1); int slot = hangar_list->GetItemData(item, 2); int nslots = hangar->SquadronSize(squadron); if (slot >= 0 && slot < nslots) { const HangarSlot* s = hangar->GetSlot(squadron, slot); if (hangar->GetState(s) > Hangar::STORAGE) { if (hangar->GetShip(s)) hangar_list->SetItemText(item, 1, hangar->GetShip(s)->Name()); else if (hangar->GetPackageElement(s)) hangar_list->SetItemText(item, 1, hangar->GetPackageElement(s)->Name()); else hangar_list->SetItemText(item, 1, hangar->SquadronName(squadron)); if (hangar->GetPackageElement(s)) hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type())); else hangar_list->SetItemText(item, 3, "--"); hangar_list->SetItemText(item, 2, hangar->StatusName(s)); FormatTime(txt, hangar->GetShip(s)->MissionClock() / 1000); hangar_list->SetItemText(item, 4, txt); if (last_index < (int) hangar_list->GetItemData(item)) last_index = (int) hangar_list->GetItemData(item); } else { hangar_list->RemoveItem(item); item--; } } else { hangar_list->RemoveItem(item); item--; } } for (int i = 0; i < hangar->NumSquadrons(); i++) { int nslots = hangar->SquadronSize(i); for (int j = 0; j < nslots; j++) { const HangarSlot* s = hangar->GetSlot(i, j); if (hangar->GetState(s) >= Hangar::ACTIVE) { bool found = false; for (int n = 0; !found && n < hangar_list->NumItems(); n++) { if (hangar_list->GetItemData(n, 1) == (DWORD) i && hangar_list->GetItemData(n, 2) == (DWORD) j) found = true; } if (!found) { last_index++; char txt[32]; sprintf_s(txt, "%2d ", last_index+1); hangar_list->AddItemWithData(txt, last_index); // use data for sort if (hangar->GetShip(s)) hangar_list->SetItemText(item, 1, hangar->GetShip(s)->Name()); hangar_list->SetItemText(item, 2, hangar->StatusName(s)); if (hangar->GetPackageElement(s)) hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type())); FormatTime(txt, hangar->GetShip(s)->MissionClock() / 1000); hangar_list->SetItemText(item, 4, txt); hangar_list->SetItemData(item, 1, i); hangar_list->SetItemData(item, 2, j); item++; } } } } if (hangar_list->GetSelCount() > 0) recall = true; } if (package_btn) { bool pkg_ok = alert && mission_type > -1; if (pkg_ok && mission_type > 0) { pkg_ok = objective_list && objective_list->GetSelCount() > 0; if (pkg_ok) { int obj_index = objective_list->GetSelection(); DWORD obj_data = objective_list->GetItemData(obj_index, 2); if (obj_data > 1e9) pkg_ok = false; } } package_btn->SetEnabled(pkg_ok); } if (alert_btn) { alert_btn->SetEnabled(alert); for (int i = 0; i < 6; i++) if (mission_btn[i]) mission_btn[i]->SetEnabled(alert); } if (launch_btn) launch_btn->SetEnabled(launch); if (stand_btn) stand_btn->SetEnabled(stand); if (recall_btn) recall_btn->SetEnabled(recall); }