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-rw-r--r--Stars45/NavLight.cpp178
1 files changed, 89 insertions, 89 deletions
diff --git a/Stars45/NavLight.cpp b/Stars45/NavLight.cpp
index 2a8b447..b1f9ae0 100644
--- a/Stars45/NavLight.cpp
+++ b/Stars45/NavLight.cpp
@@ -1,15 +1,15 @@
/* Project Starshatter 5.0
- Destroyer Studios LLC
- Copyright © 1997-2007. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2007. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: NavLight.cpp
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: NavLight.cpp
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Navigation Light System class
+ OVERVIEW
+ ========
+ Navigation Light System class
*/
#include "MemDebug.h"
@@ -26,50 +26,50 @@ 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)
+: 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));
+ 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)
+: 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));
+ Mount(c);
+ SetAbbreviation(c.Abbreviation());
+ ZeroMemory(beacon, sizeof(beacon));
+ ZeroMemory(beacon_type, sizeof(beacon_type));
- nlights = c.nlights;
+ 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);
+ 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;
- }
+ beacon[i] = rep;
+ }
- offset = rand();
+ offset = rand();
}
// +--------------------------------------------------------------------+
NavLight::~NavLight()
{
- for (int i = 0; i < nlights; i++)
- GRAPHIC_DESTROY(beacon[i]);
+ for (int i = 0; i < nlights; i++)
+ GRAPHIC_DESTROY(beacon[i]);
}
// +--------------------------------------------------------------------+
@@ -77,16 +77,16 @@ NavLight::~NavLight()
void
NavLight::Initialize()
{
- static int initialized = 0;
- if (initialized) return;
+ 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);
+ 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;
+ initialized = 1;
}
void
@@ -99,74 +99,74 @@ 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);
- }
- }
- }
+ 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;
+ enable = true;
}
void
NavLight::Disable()
{
- enable = false;
+ 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;
+ 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);
+ DriveSprite* rep = new(__FILE__,__LINE__) DriveSprite(images[t]);
+ rep->Scale(scale);
- beacon[nlights] = rep;
- nlights++;
- }
+ beacon[nlights] = rep;
+ nlights++;
+ }
}
void
NavLight::SetPeriod(double p)
{
- period = p;
+ period = p;
}
void
NavLight::SetPattern(int index, DWORD ptn)
{
- if (index >= 0 && index < nlights)
- pattern[index] = ptn;
+ if (index >= 0 && index < nlights)
+ pattern[index] = ptn;
}
void
NavLight::SetOffset(DWORD o)
{
- offset = o;
+ offset = o;
}
// +--------------------------------------------------------------------+
@@ -174,15 +174,15 @@ NavLight::SetOffset(DWORD 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);
- }
+ 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);
+ }
}
-
+