[Change] Renaming a few stuff to comply with convention.
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f533c94456
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887f330a36
@ -18,15 +18,15 @@ void Frame::RemoveChild(Frame* f) {
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}
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void Frame::Init(Frame* parent, const char* label, unsigned int flags) {
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sBody = 0;
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m_parent = parent;
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m_flags = flags;
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m_radius = 0;
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m_pos = vector3d(0.0f);
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m_vel = vector3d(0.0);
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m_angVel = vector3d(0.0);
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m_orient = matrix4x4d::Identity();
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m_dSpaceID = dHashSpaceCreate(0);
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m_sBody = 0;
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m_parent = parent;
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m_flags = flags;
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m_radius = 0;
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m_pos = vector3d(0.0f);
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m_vel = vector3d(0.0);
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m_angVel = vector3d(0.0);
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m_orient = matrix4x4d::Identity();
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m_dSpaceID = dHashSpaceCreate(0);
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if(m_parent) {
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m_parent->m_children.push_back(this);
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}
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@ -42,7 +42,7 @@ public:
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/* If parent is null then frame position is absolute. */
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Frame* m_parent;
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std::list<Frame*> m_children;
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StarSystem::SBody* sBody; /* Points to SBodies in L3D::current_system. */
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StarSystem::SBody* m_sBody; /* Points to SBodies in L3D::current_system. */
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enum { TEMP_VIEWING=1 };
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24
src/l3d.h
24
src/l3d.h
@ -68,35 +68,35 @@ public:
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enum MapView { MAP_NOMAP, MAP_SECTOR, MAP_SYSTEM };
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static void SetCamType(enum CamType);
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static void SetMapView(enum MapView);
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static enum CamType GetCamType(void) { return cam_type; }
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static enum MapView GetMapView(void) { return map_view; }
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static enum CamType GetCamType(void) { return camType; }
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static enum MapView GetMapView(void) { return mapView; }
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static void SetView(View* v);
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static View* GetView(void) { return current_view; }
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static View* GetView(void) { return currentView; }
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static StarSystem* GetSelectedSystem(void);
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static systemloc_t playerLoc;
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static Player* player;
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static SectorView* sector_view;
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static SystemInfoView* system_info_view;
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static WorldView* world_view;
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static SectorView* sectorView;
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static SystemInfoView* systemInfoView;
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static WorldView* worldView;
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static ObjectViewerView* objectViewerView;
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static SpaceStationView* spaceStationView;
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static InfoView* infoView;
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static ShipCpanel* cpan;
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static GLUquadric* gluQuadric;
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static StarSystem* current_system;
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static StarSystem* currentSystem;
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private:
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static void InitOpenGL(void);
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static void HandleEvents(void);
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static View* current_view;
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static SystemView* system_view;
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static View* currentView;
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static SystemView* systemView;
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static double gameTime;
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static StarSystem* selected_system;
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static enum CamType cam_type;
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static enum MapView map_view;
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static StarSystem* selectedSystem;
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static enum CamType camType;
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static enum MapView mapView;
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static float timeAccel;
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static float frameTime;
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static int scrWidth, scrHeight;
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74
src/main.cpp
74
src/main.cpp
@ -30,20 +30,20 @@ sigc::signal<void, int, int, int> L3D::onMouseButtonDown;
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char L3D::keyState[SDLK_LAST];
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char L3D::mouseButton[5];
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int L3D::mouseMotion[2];
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enum L3D::CamType L3D::cam_type;
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enum L3D::MapView L3D::map_view;
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enum L3D::CamType L3D::camType;
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enum L3D::MapView L3D::mapView;
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Player* L3D::player;
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View* L3D::current_view;
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WorldView* L3D::world_view;
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View* L3D::currentView;
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WorldView* L3D::worldView;
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ObjectViewerView* L3D::objectViewerView;
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SpaceStationView* L3D::spaceStationView;
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InfoView* L3D::infoView;
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SectorView* L3D::sector_view;
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SystemView* L3D::system_view;
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SystemInfoView* L3D::system_info_view;
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SectorView* L3D::sectorView;
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SystemView* L3D::systemView;
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SystemInfoView* L3D::systemInfoView;
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ShipCpanel* L3D::cpan;
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StarSystem* L3D::selected_system;
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StarSystem* L3D::current_system;
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StarSystem* L3D::selectedSystem;
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StarSystem* L3D::currentSystem;
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MTRand L3D::rng;
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double L3D::gameTime;
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float L3D::frameTime;
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@ -125,23 +125,23 @@ void L3D::Quit(void) {
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}
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void L3D::SetCamType(enum CamType c) {
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cam_type = c;
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map_view = MAP_NOMAP;
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SetView(world_view);
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camType = c;
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mapView = MAP_NOMAP;
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SetView(worldView);
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}
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void L3D::SetMapView(enum MapView v) {
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map_view = v;
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mapView = v;
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if(v == MAP_SECTOR)
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SetView(sector_view);
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SetView(sectorView);
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else
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SetView(system_view);
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SetView(systemView);
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}
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void L3D::SetView(View* v) {
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if(current_view) current_view->HideAll();
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current_view = v;
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current_view->ShowAll();
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if(currentView) currentView->HideAll();
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currentView = v;
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currentView->ShowAll();
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}
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void L3D::HandleEvents(void) {
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@ -207,7 +207,7 @@ void L3D::MainLoop(void) {
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Frame* stationFrame = new Frame(pframe, "Station frame..");
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stationFrame->SetRadius(5000);
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stationFrame->sBody = 0;
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stationFrame->m_sBody = 0;
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stationFrame->SetPosition(vector3d(0, 0, zpos));
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stationFrame->SetAngVelocity(vector3d(0,0,0.5));
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@ -235,15 +235,15 @@ void L3D::MainLoop(void) {
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cpan = new ShipCpanel();
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cpan->ShowAll();
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sector_view = new SectorView();
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system_view = new SystemView();
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system_info_view = new SystemInfoView();
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world_view = new WorldView();
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sectorView = new SectorView();
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systemView = new SystemView();
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systemInfoView = new SystemInfoView();
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worldView = new WorldView();
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objectViewerView = new ObjectViewerView();
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spaceStationView = new SpaceStationView();
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infoView = new InfoView();
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SetView(world_view);
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SetView(worldView);
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player->SetDockedWith(station);
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Uint32 last_stats = SDL_GetTicks();
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@ -256,7 +256,7 @@ void L3D::MainLoop(void) {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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current_view->Draw3D();
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currentView->Draw3D();
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/*
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* TODO: HandleEvents at the moment must be after view->Draw3D and before
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* Gui::Draw so that labels drawn to screen can have mouse events correctly
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@ -296,7 +296,7 @@ void L3D::MainLoop(void) {
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Space::TimeStep(step);
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gameTime += step;
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}
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current_view->Update();
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currentView->Update();
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if(SDL_GetTicks() - last_stats > 1000) {
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snprintf(fps_readout, sizeof(fps_readout), "%d fps", frame_stat);
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@ -308,29 +308,29 @@ void L3D::MainLoop(void) {
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StarSystem* L3D::GetSelectedSystem(void) {
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int sector_x, sector_y, system_idx;
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L3D::sector_view->GetSelectedSystem(§or_x, §or_y, &system_idx);
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L3D::sectorView->GetSelectedSystem(§or_x, §or_y, &system_idx);
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if(system_idx == -1) {
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selected_system = 0;
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selectedSystem = 0;
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return NULL;
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}
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if(selected_system) {
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if(!selected_system->IsSystem(sector_x, sector_y, system_idx)) {
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delete selected_system;
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selected_system = 0;
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if(selectedSystem) {
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if(!selectedSystem->IsSystem(sector_x, sector_y, system_idx)) {
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delete selectedSystem;
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selectedSystem = 0;
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}
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}
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if(!selected_system) {
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selected_system = new StarSystem(sector_x, sector_y, system_idx);
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if(!selectedSystem) {
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selectedSystem = new StarSystem(sector_x, sector_y, system_idx);
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}
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return selected_system;
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return selectedSystem;
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}
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void L3D::HyperspaceTo(StarSystem* dest) {
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int sec_x, sec_y, sys_idx;
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dest->GetPos(&sec_x, &sec_y, &sys_idx);
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if(current_system) delete current_system;
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current_system = new StarSystem(sec_x, sec_y, sys_idx);
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if(currentSystem) delete currentSystem;
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currentSystem = new StarSystem(sec_x, sec_y, sys_idx);
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Space::Clear();
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Space::BuildSystem();
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@ -179,7 +179,7 @@ void Player::DrawHUD(const Frame* cam_frame) {
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&_pos.x, &_pos.y, &_pos.z)) {
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b->SetProjectedPos(_pos);
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b->SetOnscreen(true);
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if(L3D::world_view->GetShowLabels()) Gui::Screen::RenderLabel(b->GetLabel(), _pos.x, _pos.y);
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if(L3D::worldView->GetShowLabels()) Gui::Screen::RenderLabel(b->GetLabel(), _pos.x, _pos.y);
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} else
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b->SetOnscreen(false);
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}
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@ -41,7 +41,7 @@ SectorView::~SectorView(void) {
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}
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void SectorView::OnClickSystemInfo(void) {
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L3D::SetView(L3D::system_info_view);
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L3D::SetView(L3D::systemInfoView);
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}
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bool SectorView::GetSelectedSystem(int* sector_x, int* sector_y, int* system_idx) {
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@ -195,12 +195,12 @@ void Ship::SetWheelState(bool down) {
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void Ship::SetNavTarget(Body* const target) {
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m_navTarget = target;
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L3D::world_view->UpdateCommsOptions();
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L3D::worldView->UpdateCommsOptions();
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}
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void Ship::SetCombatTarget(Body* const target) {
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m_combatTarget = target;
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L3D::world_view->UpdateCommsOptions();
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L3D::worldView->UpdateCommsOptions();
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}
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bool Ship::IsFiringLasers(void) {
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@ -42,10 +42,10 @@ void Space::Clear(void) {
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}
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void Space::MoveOrbitingObjectFrames(Frame* f) {
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if(f->sBody) {
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if(f->m_sBody) {
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/* Not too efficient. */
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vector3d pos = f->sBody->orbit.CartesianPosAtTime(L3D::GetGameTime());
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vector3d pos2 = f->sBody->orbit.CartesianPosAtTime(L3D::GetGameTime()+1.0);
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vector3d pos = f->m_sBody->orbit.CartesianPosAtTime(L3D::GetGameTime());
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vector3d pos2 = f->m_sBody->orbit.CartesianPosAtTime(L3D::GetGameTime()+1.0);
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vector3d vel = pos2 - pos;
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f->SetPosition(pos);
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f->SetVelocity(vel);
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@ -74,7 +74,7 @@ static Frame* MakeFrameFor(StarSystem::SBody* sbody, Body* b, Frame* f) {
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case StarSystem::SUPERTYPE_GAS_GIANT:
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case StarSystem::SUPERTYPE_ROCKY_PLANET:
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orbFrame = new Frame(f, sbody->name.c_str());
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orbFrame->sBody = sbody;
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orbFrame->m_sBody = sbody;
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orbFrame->SetRadius(10*sbody->GetRadius());
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assert(sbody->GetRotationPeriod() != 0);
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@ -87,7 +87,7 @@ static Frame* MakeFrameFor(StarSystem::SBody* sbody, Body* b, Frame* f) {
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case StarSystem::SUPERTYPE_STAR:
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default:
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orbFrame = new Frame(f, sbody->name.c_str());
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orbFrame->sBody = sbody;
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orbFrame->m_sBody = sbody;
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orbFrame->SetRadius(1.2*sbody->GetRadius());
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b->SetFrame(orbFrame);
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return orbFrame;
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@ -121,7 +121,7 @@ just_make_child:
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}
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void Space::BuildSystem(void) {
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GenBody(L3D::current_system->rootBody, rootFrame);
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GenBody(L3D::currentSystem->rootBody, rootFrame);
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MoveOrbitingObjectFrames(rootFrame);
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}
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@ -33,7 +33,7 @@ SpaceStationView::SpaceStationView(void) : View() {
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void SpaceStationView::OnClickRequestLaunch(void) {
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L3D::player->SetDockedWith(0);
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L3D::SetView(L3D::world_view);
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L3D::SetView(L3D::worldView);
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}
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void SpaceStationView::Draw3D(void) {
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@ -78,7 +78,9 @@ public:
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};
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struct SBody {
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class SBody {
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public:
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friend class StarSystem;
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~SBody(void);
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void EliminateBadChildren(void); /* :D */
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void PickPlanetType(SBody*, fixed distToPrimary, MTRand& drand, bool genMoons);
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@ -117,6 +119,9 @@ public:
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BodySuperType supertype;
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BodyType type;
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private:
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};
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SBody* rootBody;
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@ -166,7 +166,7 @@ void SystemView::Draw3D(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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int sector_x, sector_y, system_idx;
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L3D::sector_view->GetSelectedSystem(§or_x, §or_y, &system_idx);
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L3D::sectorView->GetSelectedSystem(§or_x, §or_y, &system_idx);
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if(m_system) {
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if(!m_system->IsSystem(sector_x, sector_y, system_idx)) {
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delete m_system;
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