/* 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. 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SUBSYSTEM: Stars.exe FILE: LandingGear.cpp AUTHOR: John DiCamillo OVERVIEW ======== LandingGear System class */ #include "MemDebug.h" #include "LandingGear.h" #include "Ship.h" #include "Sim.h" #include "AudioConfig.h" #include "DataLoader.h" #include "Physical.h" #include "Scene.h" #include "Sound.h" #include "Game.h" static Sound* gear_transit_sound = 0; // +----------------------------------------------------------------------+ LandingGear::LandingGear() : System(MISC_SYSTEM, 0, "Landing Gear", 1, 1, 1, 1), state(GEAR_UP), transit(0), ngear(0), clearance(0) { name = Game::GetText("sys.landing-gear"); abrv = Game::GetText("sys.landing-gear.abrv"); for (int i = 0; i < MAX_GEAR; i++) { models[i] = 0; gear[i] = 0; } } // +----------------------------------------------------------------------+ LandingGear::LandingGear(const LandingGear& g) : System(g), state(GEAR_UP), transit(0), ngear(g.ngear), clearance(0) { Mount(g); SetAbbreviation(g.Abbreviation()); int i; for (i = 0; i < ngear; i++) { models[i] = 0; gear[i] = new(__FILE__,__LINE__) Solid; start[i] = g.start[i]; end[i] = g.end[i]; gear[i]->UseModel(g.models[i]); if (clearance > end[i].y) clearance = end[i].y; } while (i < MAX_GEAR) { models[i] = 0; gear[i] = 0; i++; } clearance += mount_rel.y; } // +--------------------------------------------------------------------+ LandingGear::~LandingGear() { for (int i = 0; i < MAX_GEAR; i++) { delete models[i]; if (gear[i]) { Solid* g = gear[i]; if (g->GetScene()) g->GetScene()->DelGraphic(g); delete g; } } } // +--------------------------------------------------------------------+ void LandingGear::Initialize() { if (!gear_transit_sound) { DataLoader* loader = DataLoader::GetLoader(); loader->SetDataPath("Sounds/"); loader->LoadSound("GearTransit.wav", gear_transit_sound); } } // +--------------------------------------------------------------------+ void LandingGear::Close() { delete gear_transit_sound; gear_transit_sound = 0; } // +--------------------------------------------------------------------+ int LandingGear::AddGear(Model* m, const Point& s, const Point& e) { if (ngear < MAX_GEAR) { models[ngear] = m; start[ngear] = s; end[ngear] = e; ngear++; } return ngear; } // +--------------------------------------------------------------------+ void LandingGear::SetState(GEAR_STATE s) { if (state != s) { state = s; if (ship && ship == Sim::GetSim()->GetPlayerShip()) { if (state == GEAR_LOWER || state == GEAR_RAISE) { if (gear_transit_sound) { Sound* sound = gear_transit_sound->Duplicate(); sound->SetVolume(AudioConfig::EfxVolume()); sound->Play(); } } } } } // +--------------------------------------------------------------------+ void LandingGear::ExecFrame(double seconds) { System::ExecFrame(seconds); switch (state) { case GEAR_UP: transit = 0; break; case GEAR_DOWN: transit = 1; break; case GEAR_LOWER: if (transit < 1) { transit += seconds; Scene* s = 0; if (ship && ship->Rep()) s = ship->Rep()->GetScene(); if (s) { for (int i = 0; i < ngear; i++) { if (gear[i] && !gear[i]->GetScene()) { s->AddGraphic(gear[i]); } } } } else { transit = 1; state = GEAR_DOWN; } break; case GEAR_RAISE: if (transit > 0) { transit -= seconds; } else { transit = 0; state = GEAR_UP; for (int i = 0; i < ngear; i++) { if (gear[i]) { Scene* s = gear[i]->GetScene(); if (s) s->DelGraphic(gear[i]); } } } break; } } // +--------------------------------------------------------------------+ void LandingGear::Orient(const Physical* rep) { System::Orient(rep); const Matrix& orientation = rep->Cam().Orientation(); Point ship_loc = rep->Location(); for (int i = 0; i < ngear; i++) { Point gloc; if (transit < 1) gloc = start[i] + (end[i]-start[i])*transit; else gloc = end[i]; Point projector = (gloc * orientation) + ship_loc; if (gear[i]) { gear[i]->MoveTo(projector); gear[i]->SetOrientation(orientation); } } } // +--------------------------------------------------------------------+ Solid* LandingGear::GetGear(int index) { if (index >= 0 && index < ngear) { Solid* g = gear[index]; return g; } return 0; } // +--------------------------------------------------------------------+ Point LandingGear::GetGearStop(int index) { if (index >= 0 && index < ngear) { Solid* g = gear[index]; if (g) return g->Location(); } return Point(); } // +--------------------------------------------------------------------+ double LandingGear::GetTouchDown() { double down = 0; if (ship) { down = ship->Location().y; if (state != GEAR_UP) { for (int i = 0; i < ngear; i++) { if (gear[i]) { Point stop = gear[i]->Location(); if (stop.y < down) down = stop.y; } } } } return down; }