From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/NavLight.cpp | 400 +++++++++++++++++++++++++++------------------------ 1 file changed, 212 insertions(+), 188 deletions(-) (limited to 'Stars45/NavLight.cpp') diff --git a/Stars45/NavLight.cpp b/Stars45/NavLight.cpp index b1f9ae0..25ee24c 100644 --- a/Stars45/NavLight.cpp +++ b/Stars45/NavLight.cpp @@ -1,188 +1,212 @@ -/* 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); - } -} - - +/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + 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); + } +} + + -- cgit v1.1