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/NavLight.cpp | 178 +++++++++++++++++++++++++-------------------------- 1 file changed, 89 insertions(+), 89 deletions(-) (limited to 'Stars45/NavLight.cpp') 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); + } } - + -- cgit v1.1