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authormilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
committermilo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2013-07-07 22:08:49 +0000
commitd17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch)
tree4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/NavLight.cpp
parent1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff)
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Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/NavLight.cpp')
-rw-r--r--Stars45/NavLight.cpp400
1 files changed, 212 insertions, 188 deletions
diff --git a/Stars45/NavLight.cpp b/Stars45/NavLight.cpp
index b1f9ae0..25ee24c 100644
--- a/Stars45/NavLight.cpp
+++ b/Stars45/NavLight.cpp
@@ -1,188 +1,212 @@
-/* Project Starshatter 5.0
- Destroyer Studios LLC
- Copyright © 1997-2007. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: NavLight.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Navigation Light System class
-*/
-
-#include "MemDebug.h"
-#include "NavLight.h"
-
-#include "Game.h"
-#include "Bitmap.h"
-#include "DataLoader.h"
-
-// +----------------------------------------------------------------------+
-
-static Bitmap* images[4];
-
-// +----------------------------------------------------------------------+
-
-NavLight::NavLight(double p, double s)
-: System(COMPUTER, 32, "Navigation Lights", 1, 0),
-period(p), nlights(0), scale(s), enable(true)
-{
- name = Game::GetText("sys.nav-light");
- abrv = Game::GetText("sys.nav-light.abrv");
-
- ZeroMemory(beacon, sizeof(beacon));
- ZeroMemory(beacon_type, sizeof(beacon_type));
- ZeroMemory(pattern, sizeof(pattern));
-}
-
-// +----------------------------------------------------------------------+
-
-NavLight::NavLight(const NavLight& c)
-: System(c), period(c.period), scale(c.scale),
-nlights(0), enable(true)
-{
- Mount(c);
- SetAbbreviation(c.Abbreviation());
- ZeroMemory(beacon, sizeof(beacon));
- ZeroMemory(beacon_type, sizeof(beacon_type));
-
- nlights = c.nlights;
-
- for (int i = 0; i < nlights; i++) {
- loc[i] = c.loc[i];
- pattern[i] = c.pattern[i];
- beacon_type[i] = c.beacon_type[i];
-
- DriveSprite* rep = new(__FILE__,__LINE__) DriveSprite(images[beacon_type[i]]);
- rep->Scale(c.scale);
-
- beacon[i] = rep;
- }
-
- offset = rand();
-}
-
-// +--------------------------------------------------------------------+
-
-NavLight::~NavLight()
-{
- for (int i = 0; i < nlights; i++)
- GRAPHIC_DESTROY(beacon[i]);
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NavLight::Initialize()
-{
- static int initialized = 0;
- if (initialized) return;
-
- DataLoader* loader = DataLoader::GetLoader();
- loader->LoadTexture("beacon1.pcx", images[0], Bitmap::BMP_TRANSLUCENT);
- loader->LoadTexture("beacon2.pcx", images[1], Bitmap::BMP_TRANSLUCENT);
- loader->LoadTexture("beacon3.pcx", images[2], Bitmap::BMP_TRANSLUCENT);
- loader->LoadTexture("beacon4.pcx", images[3], Bitmap::BMP_TRANSLUCENT);
-
- initialized = 1;
-}
-
-void
-NavLight::Close()
-{
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NavLight::ExecFrame(double seconds)
-{
- if (enable && power_on) {
- double t = (Game::GameTime()+offset) / 1000.0;
- DWORD n = (int) (fmod(t, period) * 32 / period);
- DWORD code = 1 << n;
-
- for (int i = 0; i < nlights; i++) {
- if (beacon[i]) {
- if (pattern[i] & code)
- beacon[i]->SetShade(1);
- else
- beacon[i]->SetShade(0);
- }
- }
- }
- else {
- for (int i = 0; i < nlights; i++) {
- if (beacon[i]) {
- beacon[i]->SetShade(0);
- }
- }
- }
-}
-
-void
-NavLight::Enable()
-{
- enable = true;
-}
-
-void
-NavLight::Disable()
-{
- enable = false;
-}
-
-void
-NavLight::AddBeacon(Point l, DWORD ptn, int t)
-{
- if (nlights < MAX_LIGHTS) {
- loc[nlights] = l;
- pattern[nlights] = ptn;
- beacon_type[nlights] = t;
-
- DriveSprite* rep = new(__FILE__,__LINE__) DriveSprite(images[t]);
- rep->Scale(scale);
-
- beacon[nlights] = rep;
- nlights++;
- }
-}
-
-void
-NavLight::SetPeriod(double p)
-{
- period = p;
-}
-
-void
-NavLight::SetPattern(int index, DWORD ptn)
-{
- if (index >= 0 && index < nlights)
- pattern[index] = ptn;
-}
-
-void
-NavLight::SetOffset(DWORD o)
-{
- offset = o;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-NavLight::Orient(const Physical* rep)
-{
- System::Orient(rep);
-
- const Matrix& orientation = rep->Cam().Orientation();
- Point ship_loc = rep->Location();
-
- for (int i = 0; i < nlights; i++) {
- Point projector = (loc[i] * orientation) + ship_loc;
- if (beacon[i]) beacon[i]->MoveTo(projector);
- }
-}
-
-
+/* 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: NavLight.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Navigation Light System class
+*/
+
+#include "MemDebug.h"
+#include "NavLight.h"
+
+#include "Game.h"
+#include "Bitmap.h"
+#include "DataLoader.h"
+
+// +----------------------------------------------------------------------+
+
+static Bitmap* images[4];
+
+// +----------------------------------------------------------------------+
+
+NavLight::NavLight(double p, double s)
+: System(COMPUTER, 32, "Navigation Lights", 1, 0),
+period(p), nlights(0), scale(s), enable(true)
+{
+ name = Game::GetText("sys.nav-light");
+ abrv = Game::GetText("sys.nav-light.abrv");
+
+ ZeroMemory(beacon, sizeof(beacon));
+ ZeroMemory(beacon_type, sizeof(beacon_type));
+ ZeroMemory(pattern, sizeof(pattern));
+}
+
+// +----------------------------------------------------------------------+
+
+NavLight::NavLight(const NavLight& c)
+: System(c), period(c.period), scale(c.scale),
+nlights(0), enable(true)
+{
+ Mount(c);
+ SetAbbreviation(c.Abbreviation());
+ ZeroMemory(beacon, sizeof(beacon));
+ ZeroMemory(beacon_type, sizeof(beacon_type));
+
+ nlights = c.nlights;
+
+ for (int i = 0; i < nlights; i++) {
+ loc[i] = c.loc[i];
+ pattern[i] = c.pattern[i];
+ beacon_type[i] = c.beacon_type[i];
+
+ DriveSprite* rep = new(__FILE__,__LINE__) DriveSprite(images[beacon_type[i]]);
+ rep->Scale(c.scale);
+
+ beacon[i] = rep;
+ }
+
+ offset = rand();
+}
+
+// +--------------------------------------------------------------------+
+
+NavLight::~NavLight()
+{
+ for (int i = 0; i < nlights; i++)
+ GRAPHIC_DESTROY(beacon[i]);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NavLight::Initialize()
+{
+ static int initialized = 0;
+ if (initialized) return;
+
+ DataLoader* loader = DataLoader::GetLoader();
+ loader->LoadTexture("beacon1.pcx", images[0], Bitmap::BMP_TRANSLUCENT);
+ loader->LoadTexture("beacon2.pcx", images[1], Bitmap::BMP_TRANSLUCENT);
+ loader->LoadTexture("beacon3.pcx", images[2], Bitmap::BMP_TRANSLUCENT);
+ loader->LoadTexture("beacon4.pcx", images[3], Bitmap::BMP_TRANSLUCENT);
+
+ initialized = 1;
+}
+
+void
+NavLight::Close()
+{
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NavLight::ExecFrame(double seconds)
+{
+ if (enable && power_on) {
+ double t = (Game::GameTime()+offset) / 1000.0;
+ DWORD n = (int) (fmod(t, period) * 32 / period);
+ DWORD code = 1 << n;
+
+ for (int i = 0; i < nlights; i++) {
+ if (beacon[i]) {
+ if (pattern[i] & code)
+ beacon[i]->SetShade(1);
+ else
+ beacon[i]->SetShade(0);
+ }
+ }
+ }
+ else {
+ for (int i = 0; i < nlights; i++) {
+ if (beacon[i]) {
+ beacon[i]->SetShade(0);
+ }
+ }
+ }
+}
+
+void
+NavLight::Enable()
+{
+ enable = true;
+}
+
+void
+NavLight::Disable()
+{
+ enable = false;
+}
+
+void
+NavLight::AddBeacon(Point l, DWORD ptn, int t)
+{
+ if (nlights < MAX_LIGHTS) {
+ loc[nlights] = l;
+ pattern[nlights] = ptn;
+ beacon_type[nlights] = t;
+
+ DriveSprite* rep = new(__FILE__,__LINE__) DriveSprite(images[t]);
+ rep->Scale(scale);
+
+ beacon[nlights] = rep;
+ nlights++;
+ }
+}
+
+void
+NavLight::SetPeriod(double p)
+{
+ period = p;
+}
+
+void
+NavLight::SetPattern(int index, DWORD ptn)
+{
+ if (index >= 0 && index < nlights)
+ pattern[index] = ptn;
+}
+
+void
+NavLight::SetOffset(DWORD o)
+{
+ offset = o;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NavLight::Orient(const Physical* rep)
+{
+ System::Orient(rep);
+
+ const Matrix& orientation = rep->Cam().Orientation();
+ Point ship_loc = rep->Location();
+
+ for (int i = 0; i < nlights; i++) {
+ Point projector = (loc[i] * orientation) + ship_loc;
+ if (beacon[i]) beacon[i]->MoveTo(projector);
+ }
+}
+
+