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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    SUBSYSTEM:    Stars.exe
    FILE:         Asteroid.cpp
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Asteroid Sprite animation class
*/

#include "MemDebug.h"
#include "Asteroid.h"
#include "Shot.h"
#include "Explosion.h"
#include "Sim.h"

#include "Solid.h"
#include "Bitmap.h"
#include "DataLoader.h"
#include "Game.h"

// +--------------------------------------------------------------------+

static Point   asteroid_velocity = Point(0,0,0);
static Model*  asteroid_model[32];

// +--------------------------------------------------------------------+

Asteroid::Asteroid(int t, const Vec3& pos, double m)
   : Debris(asteroid_model[t%6], pos, asteroid_velocity, m) 
{
   life = -1;
}

// +--------------------------------------------------------------------+

void
Asteroid::Initialize()
{
   ZeroMemory(asteroid_model, sizeof(asteroid_model));

   DataLoader* loader = DataLoader::GetLoader();
   Text old_path = loader->GetDataPath();
   loader->SetDataPath("Galaxy/Asteroids/");

   int n = 0;

   Model* a = new(__FILE__,__LINE__) Model;
   if (a) {
      a->Load("a1.mag", 100);
      asteroid_model[n++] = a;
   }

   a = new(__FILE__,__LINE__) Model;
   if (a) {
      a->Load("a2.mag", 50);
      asteroid_model[n++] = a;
   }

   a = new(__FILE__,__LINE__) Model;
   if (a) {
      a->Load("a1.mag",  8);
      asteroid_model[n++] = a;
   }

   a = new(__FILE__,__LINE__) Model;
   if (a) {
      a->Load("a2.mag", 10);
      asteroid_model[n++] = a;
   }

   a = new(__FILE__,__LINE__) Model;
   if (a) {
      a->Load("a3.mag", 30);
      asteroid_model[n++] = a;
   }

   a = new(__FILE__,__LINE__) Model;
   if (a) {
      a->Load("a4.mag", 20);
      asteroid_model[n++] = a;
   }

   List<Text> mod_asteroids;
   loader->SetDataPath("Mods/Galaxy/Asteroids/");
   loader->ListFiles("*.mag", mod_asteroids);

   ListIter<Text> iter = mod_asteroids;
   while (++iter && n < 32) {
      a = new(__FILE__,__LINE__) Model;
      if (a) {
         a->Load(*iter.value(), 50);
         asteroid_model[n++] = a;
      }
   }

   loader->SetDataPath(old_path);
}

void
Asteroid::Close()
{
   for (int i = 0; i < 32; i++)
      delete asteroid_model[i];

   ZeroMemory(asteroid_model, sizeof(asteroid_model));
}

// +--------------------------------------------------------------------+