From b829170121d3657369904ec62d8065606777a9ce Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 18:54:04 +0200 Subject: Removed doxygen generated docs They can be rebuild anytime and are considered a build artifact/binary. --- Doc/doxygen/html/_nav_light_8cpp_source.html | 305 --------------------------- 1 file changed, 305 deletions(-) delete mode 100644 Doc/doxygen/html/_nav_light_8cpp_source.html (limited to 'Doc/doxygen/html/_nav_light_8cpp_source.html') diff --git a/Doc/doxygen/html/_nav_light_8cpp_source.html b/Doc/doxygen/html/_nav_light_8cpp_source.html deleted file mode 100644 index b04e7ff..0000000 --- a/Doc/doxygen/html/_nav_light_8cpp_source.html +++ /dev/null @@ -1,305 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/NavLight.cpp Source File - - - - - - - - - - - - - -
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Starshatter_Open -
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Open source Starshatter engine
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NavLight.cpp
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-Go to the documentation of this file.
1 /* Project Starshatter 5.0
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2  Destroyer Studios LLC
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3  Copyright © 1997-2007. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: NavLight.cpp
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7  AUTHOR: John DiCamillo
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8 
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9 
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10  OVERVIEW
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11  ========
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12  Navigation Light System class
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13 */
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14 
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15 #include "MemDebug.h"
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16 #include "NavLight.h"
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17 
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18 #include "Game.h"
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19 #include "Bitmap.h"
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20 #include "DataLoader.h"
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21 
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22 // +----------------------------------------------------------------------+
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23 
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24 static Bitmap* images[4];
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25 
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26 // +----------------------------------------------------------------------+
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27 
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28 NavLight::NavLight(double p, double s)
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29 : System(COMPUTER, 32, "Navigation Lights", 1, 0),
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30 period(p), nlights(0), scale(s), enable(true)
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31 {
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32  name = Game::GetText("sys.nav-light");
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33  abrv = Game::GetText("sys.nav-light.abrv");
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34 
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35  ZeroMemory(beacon, sizeof(beacon));
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36  ZeroMemory(beacon_type, sizeof(beacon_type));
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37  ZeroMemory(pattern, sizeof(pattern));
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38 }
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39 
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40 // +----------------------------------------------------------------------+
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41 
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43 : System(c), period(c.period), scale(c.scale),
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44 nlights(0), enable(true)
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45 {
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46  Mount(c);
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48  ZeroMemory(beacon, sizeof(beacon));
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49  ZeroMemory(beacon_type, sizeof(beacon_type));
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50 
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51  nlights = c.nlights;
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52 
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53  for (int i = 0; i < nlights; i++) {
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54  loc[i] = c.loc[i];
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55  pattern[i] = c.pattern[i];
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56  beacon_type[i] = c.beacon_type[i];
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57 
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58  DriveSprite* rep = new(__FILE__,__LINE__) DriveSprite(images[beacon_type[i]]);
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59  rep->Scale(c.scale);
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60 
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61  beacon[i] = rep;
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62  }
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63 
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64  offset = rand();
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65 }
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66 
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67 // +--------------------------------------------------------------------+
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68 
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70 {
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71  for (int i = 0; i < nlights; i++)
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73 }
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74 
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75 // +--------------------------------------------------------------------+
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76 
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77 void
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79 {
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80  static int initialized = 0;
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81  if (initialized) return;
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82 
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84  loader->LoadTexture("beacon1.pcx", images[0], Bitmap::BMP_TRANSLUCENT);
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85  loader->LoadTexture("beacon2.pcx", images[1], Bitmap::BMP_TRANSLUCENT);
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86  loader->LoadTexture("beacon3.pcx", images[2], Bitmap::BMP_TRANSLUCENT);
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87  loader->LoadTexture("beacon4.pcx", images[3], Bitmap::BMP_TRANSLUCENT);
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88 
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89  initialized = 1;
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90 }
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91 
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92 void
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94 {
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95 }
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96 
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97 // +--------------------------------------------------------------------+
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98 
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99 void
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100 NavLight::ExecFrame(double seconds)
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101 {
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102  if (enable && power_on) {
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103  double t = (Game::GameTime()+offset) / 1000.0;
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104  DWORD n = (int) (fmod(t, period) * 32 / period);
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105  DWORD code = 1 << n;
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106 
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107  for (int i = 0; i < nlights; i++) {
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108  if (beacon[i]) {
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109  if (pattern[i] & code)
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110  beacon[i]->SetShade(1);
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111  else
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112  beacon[i]->SetShade(0);
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113  }
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114  }
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115  }
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116  else {
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117  for (int i = 0; i < nlights; i++) {
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118  if (beacon[i]) {
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119  beacon[i]->SetShade(0);
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120  }
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121  }
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122  }
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123 }
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124 
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125 void
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127 {
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128  enable = true;
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129 }
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130 
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131 void
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133 {
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134  enable = false;
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135 }
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136 
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137 void
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138 NavLight::AddBeacon(Point l, DWORD ptn, int t)
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139 {
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140  if (nlights < MAX_LIGHTS) {
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141  loc[nlights] = l;
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142  pattern[nlights] = ptn;
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143  beacon_type[nlights] = t;
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144 
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145  DriveSprite* rep = new(__FILE__,__LINE__) DriveSprite(images[t]);
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146  rep->Scale(scale);
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147 
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148  beacon[nlights] = rep;
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149  nlights++;
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150  }
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151 }
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152 
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153 void
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155 {
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156  period = p;
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157 }
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158 
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159 void
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160 NavLight::SetPattern(int index, DWORD ptn)
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161 {
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162  if (index >= 0 && index < nlights)
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163  pattern[index] = ptn;
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164 }
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165 
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166 void
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168 {
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169  offset = o;
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170 }
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171 
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172 // +--------------------------------------------------------------------+
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173 
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174 void
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176 {
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177  System::Orient(rep);
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178 
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179  const Matrix& orientation = rep->Cam().Orientation();
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180  Point ship_loc = rep->Location();
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181 
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182  for (int i = 0; i < nlights; i++) {
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183  Point projector = (loc[i] * orientation) + ship_loc;
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184  if (beacon[i]) beacon[i]->MoveTo(projector);
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185  }
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186 }
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187 
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188 
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