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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Navigation Light System class
*/
#include "NavLight.h"
#include "Clock.h"
#include "Bitmap.h"
#include "DataLoader.h"
#include "ContentBundle.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 = ContentBundle::GetInstance()->GetText("sys.nav-light");
abrv = ContentBundle::GetInstance()->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 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 = (Clock::GetInstance()->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 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);
}
}
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