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/QuantumFlash.cpp | 228 +++++++++++++++++++++++------------------------ 1 file changed, 114 insertions(+), 114 deletions(-) (limited to 'Stars45/QuantumFlash.cpp') diff --git a/Stars45/QuantumFlash.cpp b/Stars45/QuantumFlash.cpp index f47b3b5..45b5ac7 100644 --- a/Stars45/QuantumFlash.cpp +++ b/Stars45/QuantumFlash.cpp @@ -1,15 +1,15 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: QuantumFlash.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: QuantumFlash.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== - Quantum Warp Out special effect class + OVERVIEW + ======== + Quantum Warp Out special effect class */ #include "MemDebug.h" @@ -29,78 +29,78 @@ static Bitmap* quantum_flash_texture = 0; // +--------------------------------------------------------------------+ QuantumFlash::QuantumFlash() - : nverts(64), npolys(16), mtl(0), verts(0), polys(0), beams(0), - texture(quantum_flash_texture), length(8000), width(0), - shade(1.0) +: nverts(64), npolys(16), mtl(0), verts(0), polys(0), beams(0), +texture(quantum_flash_texture), length(8000), width(0), +shade(1.0) { - trans = true; - luminous = true; - - if (!texture || texture->Width() < 1) { - DataLoader* loader = DataLoader::GetLoader(); - loader->SetDataPath("Explosions/"); - loader->LoadTexture("quantum.pcx", quantum_flash_texture, Bitmap::BMP_TRANSLUCENT); - loader->SetDataPath(0); - texture = quantum_flash_texture; - } - - loc = Vec3(0.0f, 0.0f, 1000.0f); - - mtl = new(__FILE__,__LINE__) Material; - verts = new(__FILE__,__LINE__) VertexSet(nverts); - polys = new(__FILE__,__LINE__) Poly[npolys]; - beams = new(__FILE__,__LINE__) Matrix[npolys]; - - mtl->Kd = Color::White; - mtl->tex_diffuse = texture; - mtl->tex_emissive = texture; - mtl->blend = Video::BLEND_ADDITIVE; - mtl->luminous = true; - - verts->nverts = nverts; - - for (int i = 0; i < npolys; i++) { - verts->loc[4*i+0] = Point( width, 0, 1000); - verts->loc[4*i+1] = Point( width, -length, 1000); - verts->loc[4*i+2] = Point(-width, -length, 1000); - verts->loc[4*i+3] = Point(-width, 0, 1000); - - for (int n = 0; n < 4; n++) { - verts->diffuse[4*i+n] = D3DCOLOR_RGBA(255,255,255,255); - verts->specular[4*i+n] = D3DCOLOR_RGBA( 0, 0, 0,255); - verts->tu[4*i+n] = (n < 2) ? 0.0f : 1.0f; - verts->tv[4*i+n] = (n > 0 && n < 3) ? 1.0f : 0.0f; - } - - beams[i].Roll( Random(-2*PI, 2*PI)); - beams[i].Pitch(Random(-2*PI, 2*PI)); - beams[i].Yaw( Random(-2*PI, 2*PI)); - - polys[i].nverts = 4; - polys[i].visible = 1; - polys[i].sortval = 0; - polys[i].vertex_set = verts; - polys[i].material = mtl; - - polys[i].verts[0] = 4*i+0; - polys[i].verts[1] = 4*i+1; - polys[i].verts[2] = 4*i+2; - polys[i].verts[3] = 4*i+3; - } - - radius = (float) length; - length = 0; - strcpy(name, "QuantumFlash"); + trans = true; + luminous = true; + + if (!texture || texture->Width() < 1) { + DataLoader* loader = DataLoader::GetLoader(); + loader->SetDataPath("Explosions/"); + loader->LoadTexture("quantum.pcx", quantum_flash_texture, Bitmap::BMP_TRANSLUCENT); + loader->SetDataPath(0); + texture = quantum_flash_texture; + } + + loc = Vec3(0.0f, 0.0f, 1000.0f); + + mtl = new(__FILE__,__LINE__) Material; + verts = new(__FILE__,__LINE__) VertexSet(nverts); + polys = new(__FILE__,__LINE__) Poly[npolys]; + beams = new(__FILE__,__LINE__) Matrix[npolys]; + + mtl->Kd = Color::White; + mtl->tex_diffuse = texture; + mtl->tex_emissive = texture; + mtl->blend = Video::BLEND_ADDITIVE; + mtl->luminous = true; + + verts->nverts = nverts; + + for (int i = 0; i < npolys; i++) { + verts->loc[4*i+0] = Point( width, 0, 1000); + verts->loc[4*i+1] = Point( width, -length, 1000); + verts->loc[4*i+2] = Point(-width, -length, 1000); + verts->loc[4*i+3] = Point(-width, 0, 1000); + + for (int n = 0; n < 4; n++) { + verts->diffuse[4*i+n] = D3DCOLOR_RGBA(255,255,255,255); + verts->specular[4*i+n] = D3DCOLOR_RGBA( 0, 0, 0,255); + verts->tu[4*i+n] = (n < 2) ? 0.0f : 1.0f; + verts->tv[4*i+n] = (n > 0 && n < 3) ? 1.0f : 0.0f; + } + + beams[i].Roll( Random(-2*PI, 2*PI)); + beams[i].Pitch(Random(-2*PI, 2*PI)); + beams[i].Yaw( Random(-2*PI, 2*PI)); + + polys[i].nverts = 4; + polys[i].visible = 1; + polys[i].sortval = 0; + polys[i].vertex_set = verts; + polys[i].material = mtl; + + polys[i].verts[0] = 4*i+0; + polys[i].verts[1] = 4*i+1; + polys[i].verts[2] = 4*i+2; + polys[i].verts[3] = 4*i+3; + } + + radius = (float) length; + length = 0; + strcpy(name, "QuantumFlash"); } // +--------------------------------------------------------------------+ QuantumFlash::~QuantumFlash() { - delete mtl; - delete verts; - delete [] polys; - delete [] beams; + delete mtl; + delete verts; + delete [] polys; + delete [] beams; } // +--------------------------------------------------------------------+ @@ -108,15 +108,15 @@ QuantumFlash::~QuantumFlash() void QuantumFlash::Render(Video* video, DWORD flags) { - if (hidden || !visible || !video || ((flags & RENDER_ADDITIVE) == 0)) - return; + if (hidden || !visible || !video || ((flags & RENDER_ADDITIVE) == 0)) + return; - const Camera* cam = video->GetCamera(); + const Camera* cam = video->GetCamera(); - if (cam) { - UpdateVerts(cam->Pos()); - video->DrawPolys(npolys, polys); - } + if (cam) { + UpdateVerts(cam->Pos()); + video->DrawPolys(npolys, polys); + } } // +--------------------------------------------------------------------+ @@ -124,36 +124,36 @@ QuantumFlash::Render(Video* video, DWORD flags) void QuantumFlash::UpdateVerts(const Point& cam_pos) { - if (length < radius) { - length += radius/80; - width += 1; - } - - for (int i = 0; i < npolys; i++) { - Matrix& m = beams[i]; - - m.Yaw(0.05); - Point vpn = Point(m(2,0), m(2,1), m(2,2)); - - Point head = loc; - Point tail = loc - vpn * length; - Point vtail = tail - head; - Point vcam = cam_pos - loc; - Point vtmp = vcam.cross(vtail); - vtmp.Normalize(); - Point vlat = vtmp * -width; - - verts->loc[4*i+0] = head + vlat; - verts->loc[4*i+1] = tail + vlat * 8; - verts->loc[4*i+2] = tail - vlat * 8; - verts->loc[4*i+3] = head - vlat; - - DWORD color = D3DCOLOR_RGBA((BYTE) (255*shade), (BYTE) (255*shade), (BYTE) (255*shade), 255); - - for (int n = 0; n < 4; n++) { - verts->diffuse[4*i+n] = color; - } - } + if (length < radius) { + length += radius/80; + width += 1; + } + + for (int i = 0; i < npolys; i++) { + Matrix& m = beams[i]; + + m.Yaw(0.05); + Point vpn = Point(m(2,0), m(2,1), m(2,2)); + + Point head = loc; + Point tail = loc - vpn * length; + Point vtail = tail - head; + Point vcam = cam_pos - loc; + Point vtmp = vcam.cross(vtail); + vtmp.Normalize(); + Point vlat = vtmp * -width; + + verts->loc[4*i+0] = head + vlat; + verts->loc[4*i+1] = tail + vlat * 8; + verts->loc[4*i+2] = tail - vlat * 8; + verts->loc[4*i+3] = head - vlat; + + DWORD color = D3DCOLOR_RGBA((BYTE) (255*shade), (BYTE) (255*shade), (BYTE) (255*shade), 255); + + for (int n = 0; n < 4; n++) { + verts->diffuse[4*i+n] = color; + } + } } // +--------------------------------------------------------------------+ @@ -161,15 +161,15 @@ QuantumFlash::UpdateVerts(const Point& cam_pos) void QuantumFlash::SetOrientation(const Matrix& o) { - orientation = o; + orientation = o; } void QuantumFlash::SetShade(double s) { - if (s < 0) s = 0; - else if (s > 1) s = 1; + if (s < 0) s = 0; + else if (s > 1) s = 1; - shade = s; + shade = s; } -- cgit v1.1