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diff --git a/Stars45/NavLight.cpp b/Stars45/NavLight.cpp
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+/* 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);
+ }
+}
+
+