From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/Hoop.cpp | 174 +++++++++++++++++++++++++++---------------------------- 1 file changed, 87 insertions(+), 87 deletions(-) (limited to 'Stars45/Hoop.cpp') diff --git a/Stars45/Hoop.cpp b/Stars45/Hoop.cpp index 2e3be3e..17c6429 100644 --- a/Stars45/Hoop.cpp +++ b/Stars45/Hoop.cpp @@ -1,15 +1,15 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2005. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2005. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: Hoop.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: Hoop.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== - ILS Hoop (HUD display) class + OVERVIEW + ======== + ILS Hoop (HUD display) class */ #include "MemDebug.h" @@ -25,18 +25,18 @@ static Color ils_color; // +--------------------------------------------------------------------+ Hoop::Hoop() - : width(360), height(180), mtl(0) +: width(360), height(180), mtl(0) { - foreground = 1; - radius = (float) width; + foreground = 1; + radius = (float) width; - DataLoader* loader = DataLoader::GetLoader(); + DataLoader* loader = DataLoader::GetLoader(); - loader->SetDataPath("HUD/"); - loader->LoadTexture("ILS.pcx", hoop_texture, Bitmap::BMP_TRANSLUCENT); - loader->SetDataPath(0); + loader->SetDataPath("HUD/"); + loader->LoadTexture("ILS.pcx", hoop_texture, Bitmap::BMP_TRANSLUCENT); + loader->SetDataPath(0); - CreatePolys(); + CreatePolys(); } Hoop::~Hoop() @@ -46,7 +46,7 @@ Hoop::~Hoop() void Hoop::SetColor(Color c) { - ils_color = c; + ils_color = c; } // +--------------------------------------------------------------------+ @@ -54,82 +54,82 @@ void Hoop::SetColor(Color c) void Hoop::CreatePolys() { - Material* mtl = new(__FILE__,__LINE__) Material; + Material* mtl = new(__FILE__,__LINE__) Material; - mtl->tex_diffuse = hoop_texture; - mtl->blend = Material::MTL_ADDITIVE; + mtl->tex_diffuse = hoop_texture; + mtl->blend = Material::MTL_ADDITIVE; - int w = width /2; - int h = height/2; + int w = width /2; + int h = height/2; - model = new(__FILE__,__LINE__) Model; - own_model = 1; + model = new(__FILE__,__LINE__) Model; + own_model = 1; - Surface* surface = new(__FILE__,__LINE__) Surface; + Surface* surface = new(__FILE__,__LINE__) Surface; - surface->SetName("hoop"); - surface->CreateVerts(4); - surface->CreatePolys(2); + surface->SetName("hoop"); + surface->CreateVerts(4); + surface->CreatePolys(2); - VertexSet* vset = surface->GetVertexSet(); - Poly* polys = surface->GetPolys(); + VertexSet* vset = surface->GetVertexSet(); + Poly* polys = surface->GetPolys(); - ZeroMemory(polys, sizeof(Poly) * 2); + ZeroMemory(polys, sizeof(Poly) * 2); - for (int i = 0; i < 4; i++) { - int x = w; - int y = h; - float u = 0; - float v = 0; + for (int i = 0; i < 4; i++) { + int x = w; + int y = h; + float u = 0; + float v = 0; - if (i == 0 || i == 3) - x = -x; - else - u = 1; + if (i == 0 || i == 3) + x = -x; + else + u = 1; - if (i < 2) - y = -y; - else - v = 1; + if (i < 2) + y = -y; + else + v = 1; - vset->loc[i] = Vec3(x, y, 0); - vset->nrm[i] = Vec3(0, 0, 0); + vset->loc[i] = Vec3(x, y, 0); + vset->nrm[i] = Vec3(0, 0, 0); - vset->tu[i] = u; - vset->tv[i] = v; - } + vset->tu[i] = u; + vset->tv[i] = v; + } - for (int i = 0; i < 2; i++) { - Poly& poly = polys[i]; + for (int i = 0; i < 2; i++) { + Poly& poly = polys[i]; - poly.nverts = 4; - poly.vertex_set = vset; - poly.material = mtl; + poly.nverts = 4; + poly.vertex_set = vset; + poly.material = mtl; - poly.verts[0] = i ? 3 : 0; - poly.verts[1] = i ? 2 : 1; - poly.verts[2] = i ? 1 : 2; - poly.verts[3] = i ? 0 : 3; + poly.verts[0] = i ? 3 : 0; + poly.verts[1] = i ? 2 : 1; + poly.verts[2] = i ? 1 : 2; + poly.verts[3] = i ? 0 : 3; - poly.plane = Plane(vset->loc[poly.verts[0]], - vset->loc[poly.verts[2]], - vset->loc[poly.verts[1]]); + poly.plane = Plane(vset->loc[poly.verts[0]], + vset->loc[poly.verts[2]], + vset->loc[poly.verts[1]]); - surface->AddIndices(6); - } + surface->AddIndices(6); + } - // then assign them to cohesive segments: - Segment* segment = new(__FILE__,__LINE__) Segment; - segment->npolys = 2; - segment->polys = &polys[0]; - segment->material = segment->polys->material; + // then assign them to cohesive segments: + Segment* segment = new(__FILE__,__LINE__) Segment; + segment->npolys = 2; + segment->polys = &polys[0]; + segment->material = segment->polys->material; - surface->GetSegments().append(segment); + surface->GetSegments().append(segment); - model->AddSurface(surface); + model->AddSurface(surface); - SetLuminous(true); + SetLuminous(true); } // +--------------------------------------------------------------------+ @@ -137,20 +137,20 @@ Hoop::CreatePolys() void Hoop::Update() { - if (mtl) - mtl->Ke = ils_color; - - if (model && luminous) { - ListIter s_iter = model->GetSurfaces(); - while (++s_iter) { - Surface* surface = s_iter.value(); - VertexSet* vset = surface->GetVertexSet(); - - for (int i = 0; i < vset->nverts; i++) { - vset->diffuse[i] = ils_color.Value(); - } - } - - InvalidateSurfaceData(); - } + if (mtl) + mtl->Ke = ils_color; + + if (model && luminous) { + ListIter s_iter = model->GetSurfaces(); + while (++s_iter) { + Surface* surface = s_iter.value(); + VertexSet* vset = surface->GetVertexSet(); + + for (int i = 0; i < vset->nverts; i++) { + vset->diffuse[i] = ils_color.Value(); + } + } + + InvalidateSurfaceData(); + } } -- cgit v1.1