ALERROR CWeaponFireDesc::InitFromXML (SDesignLoadCtx &Ctx, CXMLElement *pDesc, const CString &sUNID, bool bDamageOnly) // InitFromXML // // Loads shot data from an element { ALERROR error; int i; m_pExtension = Ctx.pExtension; m_fVariableInitialSpeed = false; m_bFragment = false; // Load basic attributes m_sUNID = sUNID; m_Lifetime.LoadFromXML(pDesc->GetAttribute(LIFETIME_ATTRIB)); int iMaxLifetime = m_Lifetime.GetMaxValue(); m_bCanDamageSource = pDesc->GetAttributeBool(CAN_HIT_SOURCE_ATTRIB); m_bAutoTarget = pDesc->GetAttributeBool(AUTO_TARGET_ATTRIB); m_bNoFriendlyFire = pDesc->GetAttributeBool(NO_FRIENDLY_FIRE_ATTRIB); m_InitialDelay.LoadFromXML(pDesc->GetAttribute(INITIAL_DELAY_ATTRIB)); // Load missile speed CString sData; if (pDesc->FindAttribute(MISSILE_SPEED_ATTRIB, &sData)) { if (error = m_MissileSpeed.LoadFromXML(sData)) { Ctx.sError = CONSTLIT("Invalid missile speed attribute"); return ERR_FAIL; } m_fVariableInitialSpeed = !m_MissileSpeed.IsConstant(); m_rMissileSpeed = (double)m_MissileSpeed.GetAveValue() * LIGHT_SPEED / 100; } else { m_fVariableInitialSpeed = false; m_rMissileSpeed = LIGHT_SPEED; } // Load the effect to use if (error = m_pEffect.LoadEffect(Ctx, strPatternSubst("%s:e", sUNID), pDesc->GetContentElementByTag(EFFECT_TAG), pDesc->GetAttribute(EFFECT_ATTRIB))) return error; // Load stealth m_iStealth = pDesc->GetAttributeInteger(STEALTH_ATTRIB); if (m_iStealth == 0) m_iStealth = CSpaceObject::stealthNormal; // Other properties m_iSplashChance = pDesc->GetAttributeIntegerBounded(PARTICLE_SPLASH_CHANCE_ATTRIB, 0, 100, 0); m_iMissChance = pDesc->GetAttributeIntegerBounded(PARTICLE_MISS_CHANCE_ATTRIB, 0, 100, 0); // Load specific properties CString sValue = pDesc->GetAttribute(FIRE_TYPE_ATTRIB); if (strEquals(sValue, FIRE_TYPE_MISSILE) || strEquals(sValue, FIRE_TYPE_BEAM)) { m_iFireType = (strEquals(sValue, FIRE_TYPE_BEAM) ? ftBeam : ftMissile); // For backwards compatibility, if we don't have an effect, assume // a beam effect. if (m_iFireType == ftBeam && m_pEffect == NULL) { if (error = m_pEffect.CreateBeamEffect(Ctx, pDesc, strPatternSubst("%s:e", sUNID))) return error; // Backwards compatibility in case a CBeam object is loaded from // an old save file. m_iBeamType = beamLaser; m_wPrimaryColor = CG16bitImage::RGBValue(0xf1, 0x5f, 0x2a); m_wSecondaryColor = CG16bitImage::RGBValue(0xff, 0x00, 0x00); m_iIntensity = 1; } // Load the image for the missile CXMLElement *pImage = pDesc->GetContentElementByTag(IMAGE_TAG); if (pImage) if (error = m_Image.InitFromXML(Ctx, pImage)) return error; m_bDirectional = pDesc->GetAttributeBool(DIRECTIONAL_ATTRIB); if (m_bDirectional && m_pEffect) m_pEffect->SetVariants(g_RotationRange); m_iAccelerationFactor = pDesc->GetAttributeInteger(ACCELERATION_FACTOR_ATTRIB); int iMaxSpeed = pDesc->GetAttributeInteger(MAX_MISSILE_SPEED_ATTRIB); if (iMaxSpeed == 0) m_rMaxMissileSpeed = m_rMissileSpeed; else m_rMaxMissileSpeed = (Metric)iMaxSpeed * LIGHT_SPEED / 100.0; // Hit points and interaction m_iHitPoints = pDesc->GetAttributeInteger(HIT_POINTS_ATTRIB); CString sInteraction; if (pDesc->FindAttribute(INTERACTION_ATTRIB, &sInteraction)) m_iInteraction = strToInt(sInteraction, 100); else m_iInteraction = (m_iFireType == ftBeam ? 0 : 100); // Load exhaust data CXMLElement *pExhaust = pDesc->GetContentElementByTag(MISSILE_EXHAUST_TAG); if (pExhaust) { m_iExhaustRate = pExhaust->GetAttributeInteger(EXHAUST_RATE_ATTRIB); m_iExhaustLifetime = pExhaust->GetAttributeInteger(EXHAUST_LIFETIME_ATTRIB); m_rExhaustDrag = pExhaust->GetAttributeInteger(EXHAUST_DRAG_ATTRIB) / 100.0; CXMLElement *pImage = pExhaust->GetContentElementByTag(IMAGE_TAG); if (error = m_ExhaustImage.InitFromXML(Ctx, pImage)) return error; } else { m_iExhaustRate = 0; m_iExhaustLifetime = 0; m_rExhaustDrag = 0.0; } } else if (strEquals(sValue, FIRE_TYPE_AREA)) { m_iFireType = ftArea; m_rMaxMissileSpeed = m_rMissileSpeed; // Load expansion speed if (pDesc->FindAttribute(EXPANSION_SPEED_ATTRIB, &sData)) { if (error = m_ExpansionSpeed.LoadFromXML(sData)) { Ctx.sError = CONSTLIT("Invalid expansionSpeed attribute"); return ERR_FAIL; } } else m_ExpansionSpeed.SetConstant(20); // Area damage density if (pDesc->FindAttribute(AREA_DAMAGE_DENSITY_ATTRIB, &sData)) { if (error = m_AreaDamageDensity.LoadFromXML(sData)) { Ctx.sError = CONSTLIT("Invalid areaDamageDensity attribute"); return ERR_FAIL; } } else m_AreaDamageDensity.SetConstant(32); // Must have effect if (m_pEffect == NULL) { Ctx.sError = CONSTLIT("Must have <Effect> for area damage."); return ERR_FAIL; } } else if (strEquals(sValue, FIRE_TYPE_PARTICLES)) { m_iFireType = ftParticles; m_rMaxMissileSpeed = m_rMissileSpeed; if (error = m_ParticleCount.LoadFromXML(pDesc->GetAttribute(PARTICLE_COUNT_ATTRIB))) { Ctx.sError = CONSTLIT("Invalid particle count."); return error; } if (error = m_ParticleEmitTime.LoadFromXML(pDesc->GetAttribute(PARTICLE_EMIT_TIME_ATTRIB))) { Ctx.sError = CONSTLIT("Invalid particle emit time."); return error; } m_iParticleSpread = pDesc->GetAttributeInteger(PARTICLE_SPREAD_ANGLE_ATTRIB); m_iParticleSpreadWidth = pDesc->GetAttributeInteger(PARTICLE_SPREAD_WIDTH_ATTRIB); } else if (strEquals(sValue, FIRE_TYPE_RADIUS)) { m_iFireType = ftRadius; m_rMaxMissileSpeed = m_rMissileSpeed; m_rMinRadius = LIGHT_SECOND * (Metric)pDesc->GetAttributeInteger(MIN_RADIUS_ATTRIB); m_rMaxRadius = LIGHT_SECOND * (Metric)pDesc->GetAttributeInteger(MAX_RADIUS_ATTRIB); // For radius, lifetime attribute is not required. We always set the lifetime // to the effect lifetime. if (m_pEffect && iMaxLifetime == 0) { int iEffectLifetime = m_pEffect->GetLifetime(); // If the effect lifetime is infinite then change it // to something more finite (this is technically an error condition) if (iEffectLifetime == -1) iEffectLifetime = 666; m_Lifetime.SetConstant(iEffectLifetime); iMaxLifetime = iEffectLifetime; } } else if (!bDamageOnly) { Ctx.sError = CONSTLIT("Invalid weapon fire type"); return ERR_FAIL; } // The effect should have the same lifetime as the shot // Note: For radius damage it is the other way around (we set iMaxLifetime based on // the effect--see above) if (m_pEffect) m_pEffect->SetLifetime(iMaxLifetime); // We initialize this with the UNID, and later resolve the reference // during OnDesignLoadComplete m_pAmmoType.LoadUNID(Ctx, pDesc->GetAttribute(AMMO_ID_ATTRIB)); // Maneuverability m_iManeuverability = pDesc->GetAttributeInteger(MANEUVERABILITY_ATTRIB); m_iManeuverRate = pDesc->GetAttributeIntegerBounded(MANEUVER_RATE_ATTRIB, 1, 180, -1); if (m_iManeuverRate == -1 && m_iManeuverability > 0) m_iManeuverRate = g_RotationAngle; else if (m_iManeuverability == 0 && m_iManeuverRate > 0) m_iManeuverability = 1; // Load continuous and passthrough m_iContinuous = pDesc->GetAttributeInteger(BEAM_CONTINUOUS_ATTRIB); if (pDesc->FindAttributeInteger(PASSTHROUGH_ATTRIB, &m_iPassthrough)) { // In previous versions passthrough was a boolean value, so for backwards // compatibility we treat 0 as 50%. // // Note: We don't do this for ftArea because we need a way to specify // passthrough=0 (since ftArea defaults to non-zero passthrough). Also, // ftArea has no backwards compatibility issues (passthrough is only // supported for 1.1 and above). if (m_iPassthrough == 0 && m_iFireType != ftArea) m_iPassthrough = 50; } else { // If this is an area weapon, we set passthrough to a default value // (for backwards compatibility) if (m_iFireType == ftArea) m_iPassthrough = 80; else m_iPassthrough = 0; } // Load damage if (error = m_Damage.LoadFromXML(Ctx, pDesc->GetAttribute(DAMAGE_ATTRIB))) { Ctx.sError = strPatternSubst(CONSTLIT("Invalid damage specification: %s"), pDesc->GetAttribute(DAMAGE_ATTRIB)); return error; } // Fragments m_pFirstFragment = NULL; SFragmentDesc *pLastFragment = NULL; int iFragCount = 0; for (i = 0; i < pDesc->GetContentElementCount(); i++) { CXMLElement *pFragDesc = pDesc->GetContentElement(i); if (!strEquals(FRAGMENT_TAG, pFragDesc->GetTag())) continue; // Create a new fragmentation descriptor SFragmentDesc *pNewDesc = new SFragmentDesc; pNewDesc->pNext = NULL; if (pLastFragment) pLastFragment->pNext = pNewDesc; else m_pFirstFragment = pNewDesc; pLastFragment = pNewDesc; // Load fragment data pNewDesc->pDesc = new CWeaponFireDesc; CString sFragUNID = strPatternSubst("%s/f%d", sUNID, iFragCount++); if (error = pNewDesc->pDesc->InitFromXML(Ctx, pFragDesc, sFragUNID)) return error; pNewDesc->pDesc->m_bFragment = true; // Set the fragment count CString sCount = pFragDesc->GetAttribute(COUNT_ATTRIB); if (sCount.IsBlank()) sCount = pDesc->GetAttribute(FRAGMENT_COUNT_ATTRIB); pNewDesc->Count.LoadFromXML(sCount); // Set MIRV flag pNewDesc->bMIRV = (pFragDesc->GetAttributeBool(MULTI_TARGET_ATTRIB) || pDesc->GetAttributeBool(FRAGMENT_TARGET_ATTRIB)); } // If we have fragments, then set proximity appropriately // NOTE: We set the fail safe value even if we don't set the proximity // blast because we might set m_bProximityBlast later if there // is an OnFragment event. m_bProximityBlast = (iFragCount != 0); m_iProximityFailsafe = pDesc->GetAttributeInteger(FAILSAFE_ATTRIB); // Compute max effective range if (m_iFireType == ftArea) m_rMaxEffectiveRange = (m_ExpansionSpeed.GetAveValue() * LIGHT_SECOND / 100.0) * Ticks2Seconds(iMaxLifetime) * 0.75; else { Metric rEffectiveLifetime; if (m_iManeuverability > 0) rEffectiveLifetime = Ticks2Seconds(iMaxLifetime) * 0.75; else rEffectiveLifetime = Min(Ticks2Seconds(iMaxLifetime), 100.0); Metric rSpeed = (m_rMissileSpeed + m_rMaxMissileSpeed) / 2; m_rMaxEffectiveRange = rSpeed * rEffectiveLifetime; // If we have fragments, add to the effective range if (m_pFirstFragment) m_rMaxEffectiveRange += m_pFirstFragment->pDesc->m_rMaxEffectiveRange; } // Effects if (error = m_pHitEffect.LoadEffect(Ctx, strPatternSubst("%s:h", sUNID), pDesc->GetContentElementByTag(HIT_EFFECT_TAG), pDesc->GetAttribute(HIT_EFFECT_ATTRIB))) return error; if (error = m_pFireEffect.LoadEffect(Ctx, strPatternSubst("%s:f", sUNID), pDesc->GetContentElementByTag(FIRE_EFFECT_TAG), pDesc->GetAttribute(FIRE_EFFECT_ATTRIB))) return error; // Vapor trail if (!pDesc->FindAttributeInteger(VAPOR_TRAIL_WIDTH_ATTRIB, &m_iVaporTrailWidth)) m_iVaporTrailWidth = 100 * pDesc->GetAttributeInteger(VAPOR_TRAIL_ATTRIB); if (m_iVaporTrailWidth) { m_wVaporTrailColor = LoadRGBColor(pDesc->GetAttribute(VAPOR_TRAIL_COLOR_ATTRIB)); m_iVaporTrailLength = pDesc->GetAttributeInteger(VAPOR_TRAIL_LENGTH_ATTRIB); if (m_iVaporTrailLength <= 0) m_iVaporTrailLength = 64; if (!pDesc->FindAttributeInteger(VAPOR_TRAIL_WIDTH_INC_ATTRIB, &m_iVaporTrailWidthInc)) m_iVaporTrailWidthInc = 25; } else m_iVaporTrailLength = 0; // Sound DWORD dwSoundID = LoadUNID(Ctx, pDesc->GetAttribute(SOUND_ATTRIB)); if (dwSoundID) m_iFireSound = g_pUniverse->FindSound(dwSoundID); else m_iFireSound = -1; // Events CXMLElement *pEventsDesc = pDesc->GetContentElementByTag(EVENTS_TAG); if (pEventsDesc) { if (error = m_Events.InitFromXML(Ctx, pEventsDesc)) return error; } // Check to see if this element has an enhanced sub-element. If so, then we // recurse. CXMLElement *pEnhanced = pDesc->GetContentElementByTag(ENHANCED_TAG); if (pEnhanced) { m_pEnhanced = new CWeaponFireDesc(*this); if (error = m_pEnhanced->OverrideDesc(Ctx, pEnhanced)) return error; } else m_pEnhanced = NULL; return NOERROR; }
bool IDockScreenDisplay::GetDisplayOptions (SInitCtx &Ctx, SDisplayOptions *retOptions, CString *retsError) // GetDisplayOptions // // Initializes the display options structure, which is used by list and // selector displays. { DEBUG_TRY // Initialize background image options CString sBackgroundID; if (Ctx.pDesc->FindAttribute(BACKGROUND_ID_ATTRIB, &sBackgroundID)) { // If the attribute exists, but is empty (or equals "none") then // we don't have a background if (sBackgroundID.IsBlank() || strEquals(sBackgroundID, CONSTLIT("none"))) retOptions->BackgroundDesc.iType = backgroundNone; else if (strEquals(sBackgroundID, TYPE_HERO)) { retOptions->BackgroundDesc.iType = backgroundObjHeroImage; retOptions->BackgroundDesc.pObj = Ctx.pLocation; } // If the ID is "object" then we should ask the object else if (strEquals(sBackgroundID, TYPE_OBJECT)) { retOptions->BackgroundDesc.pObj = Ctx.pLocation; if (Ctx.pLocation->IsPlayer()) retOptions->BackgroundDesc.iType = backgroundObjSchematicImage; else retOptions->BackgroundDesc.iType = backgroundObjHeroImage; } else if (strEquals(sBackgroundID, TYPE_SCHEMATIC)) { retOptions->BackgroundDesc.iType = backgroundObjSchematicImage; retOptions->BackgroundDesc.pObj = Ctx.pLocation; } // If the ID is "player" then we should ask the player ship else if (strEquals(sBackgroundID, DATA_FROM_PLAYER)) { CSpaceObject *pPlayer = g_pUniverse->GetPlayerShip(); if (pPlayer) { retOptions->BackgroundDesc.iType = backgroundObjSchematicImage; retOptions->BackgroundDesc.pObj = pPlayer; } } // Otherwise, we expect an integer else { retOptions->BackgroundDesc.iType = backgroundImage; retOptions->BackgroundDesc.dwImageID = strToInt(sBackgroundID, 0); } } // Initialize control rect. If we have a background, then initialize to // backwards compatible position. Otherwise, we take up the full range. if (retOptions->BackgroundDesc.iType != backgroundDefault) { retOptions->rcControl.left = 4; retOptions->rcControl.top = 12; retOptions->rcControl.right = 548; retOptions->rcControl.bottom = 396; } else { retOptions->rcControl.left = 0; retOptions->rcControl.top = 23; retOptions->rcControl.right = 600; retOptions->rcControl.bottom = 502; } // Get the type if (Ctx.pDisplayDesc && Ctx.pDisplayDesc->FindAttribute(TYPE_ATTRIB, &retOptions->sType)) NULL; else retOptions->sType = Ctx.pDesc->GetAttribute(TYPE_ATTRIB); // There are a couple of different ways to get options (for backwards // compatibility). CXMLElement *pOptions; if ((pOptions = Ctx.pDesc->GetContentElementByTag(LIST_OPTIONS_TAG)) == NULL && (pOptions = Ctx.pDesc->GetContentElementByTag(LIST_TAG)) == NULL && (pOptions = Ctx.pDisplayDesc) == NULL) return true; retOptions->pOptions = pOptions; // Read from the element retOptions->sDataFrom = pOptions->GetAttribute(DATA_FROM_ATTRIB); if (!pOptions->FindAttribute(CRITERIA_ATTRIB, &retOptions->sItemCriteria)) retOptions->sItemCriteria = pOptions->GetAttribute(LIST_ATTRIB); retOptions->sInitialItemCode = pOptions->GetAttribute(INITIAL_ITEM_ATTRIB); retOptions->sRowHeightCode = pOptions->GetAttribute(ROW_HEIGHT_ATTRIB); // Init code CXMLElement *pInitCode = pOptions->GetContentElementByTag(ON_DISPLAY_INIT_TAG); if (pInitCode == NULL) pInitCode = pOptions; retOptions->sCode = pInitCode->GetContentText(0); // List options retOptions->bNoArmorSpeedDisplay = pOptions->GetAttributeBool(NO_ARMOR_SPEED_DISPLAY_ATTRIB); retOptions->bActualItems = pOptions->GetAttributeBool(DISPLAY_ACTUAL_ATTRIB); retOptions->cxIcon = pOptions->GetAttributeIntegerBounded(ICON_WIDTH_ATTRIB, 0, -1, ICON_WIDTH); retOptions->cyIcon = pOptions->GetAttributeIntegerBounded(ICON_HEIGHT_ATTRIB, 0, -1, ICON_HEIGHT); retOptions->rIconScale = pOptions->GetAttributeDoubleBounded(ICON_SCALE_ATTRIB, 0.0, -1.0, 1.0); // Selector options retOptions->bNoEmptySlots = pOptions->GetAttributeBool(NO_EMPTY_SLOTS_ATTRIB); retOptions->sSlotNameCode = pOptions->GetAttribute(SLOT_NAME_ATTRIB); // See if we have control position if (pOptions->FindAttributeInteger(POS_X_ATTRIB, (int *)&retOptions->rcControl.left)) { retOptions->rcControl.top = pOptions->GetAttributeIntegerBounded(POS_Y_ATTRIB, 0, -1); retOptions->rcControl.right = retOptions->rcControl.left + pOptions->GetAttributeIntegerBounded(WIDTH_ATTRIB, 0, -1); retOptions->rcControl.bottom = retOptions->rcControl.top + pOptions->GetAttributeIntegerBounded(HEIGHT_ATTRIB, 0, -1); } return true; DEBUG_CATCH }
static void ParseCommandLine (char *pszCmdLine, SCommandLineOptions *retOptions) // ParseCommandLine // // Parses the command line // // /debug Use debug ship and starting system // /windowed Run in windowed mode (as opposed to full screen) // /nosound No music or sound // /nolog Do not output Debug.log // /useTDB Use Transcendence.tdb instead of .xml // /debugVideo Output debug info on video system // /debugNonExclusive No exclusive mode in DirectX // /debugManualBlt Do not use DirectX to blt to screen buffer { ALERROR error; // Initialize defaults (in case of error parsing, we still end up // with valid values). memset(retOptions, 0, sizeof(SCommandLineOptions)); // Parse char *argv[2]; argv[0] = "Transcendence"; argv[1] = pszCmdLine; CXMLElement *pCmdLine; if ((error = CreateXMLElementFromCommandLine(2, argv, &pCmdLine))) return; // If we're in debug mode then there are various game changes if (pCmdLine->GetAttributeBool(CONSTLIT("debug"))) { retOptions->bDebugMode = true; retOptions->bDebugGame = true; } // Turn debug log off if (pCmdLine->GetAttributeBool(CONSTLIT("nolog"))) retOptions->bNoDebugLog = true; // No sound if (pCmdLine->GetAttributeBool(CONSTLIT("nosound"))) retOptions->bNoSound = true; // Debug video problems if (pCmdLine->GetAttributeBool(CONSTLIT("debugVideo"))) retOptions->bDebugVideo = true; if (pCmdLine->GetAttributeBool(CONSTLIT("debugNonExclusive"))) retOptions->bDebugNonExclusive = true; if (pCmdLine->GetAttributeBool(CONSTLIT("debugManualBlt"))) retOptions->bDebugManualBlt = true; if (pCmdLine->GetAttributeBool(CONSTLIT("dx"))) retOptions->bDirectX = true; if (pCmdLine->GetAttributeBool(CONSTLIT("windowed"))) retOptions->bWindowedMode = true; if (pCmdLine->GetAttributeBool(CONSTLIT("useTDB"))) retOptions->bUseTDB = true; delete pCmdLine; }
void CDockingPorts::InitPortsFromXML (CSpaceObject *pOwner, CXMLElement *pElement) // InitPortsFromXML // // InitPortsFromXML { int i; // See if we've got a special element with docking port geometry CXMLElement *pDockingPorts = pElement->GetContentElementByTag(DOCKING_PORTS_TAG); if (pDockingPorts) { // Initialize max dist // NOTE: pOwner can be NULL because sometimes we init ports from a ship class // (without an object). int iDefaultDist = Max(DEFAULT_DOCK_DISTANCE_LS, (pOwner ? 8 + (int)((pOwner->GetBoundsRadius() / LIGHT_SECOND) + 0.5) : 0)); m_iMaxDist = pDockingPorts->GetAttributeIntegerBounded(MAX_DIST_ATTRIB, 1, -1, iDefaultDist); // If we have sub-elements then these are port definitions. m_iPortCount = pDockingPorts->GetContentElementCount(); if (m_iPortCount > 0) { m_pPort = new SDockingPort[m_iPortCount]; for (i = 0; i < m_iPortCount; i++) { CXMLElement *pPort = pDockingPorts->GetContentElement(i); CVector vDockPos((pPort->GetAttributeInteger(X_ATTRIB) * g_KlicksPerPixel), (pPort->GetAttributeInteger(Y_ATTRIB) * g_KlicksPerPixel)); m_pPort[i].vPos = vDockPos; if (pPort->FindAttributeInteger(ROTATION_ATTRIB, &m_pPort[i].iRotation)) m_pPort[i].iRotation = (m_pPort[i].iRotation % 360); else m_pPort[i].iRotation = (VectorToPolar(vDockPos) + 180) % 360; if (pPort->GetAttributeBool(BRING_TO_FRONT_ATTRIB)) m_pPort[i].iLayer = plBringToFront; else if (pPort->GetAttributeBool(SEND_TO_BACK_ATTRIB)) m_pPort[i].iLayer = plSendToBack; } } // Otherwise, we expect a port count and radius else if ((m_iPortCount = pDockingPorts->GetAttributeIntegerBounded(PORT_COUNT_ATTRIB, 0, -1, 0)) > 0) { int iRadius = pDockingPorts->GetAttributeIntegerBounded(PORT_RADIUS_ATTRIB, 0, -1, DEFAULT_PORT_POS_RADIUS); int iAngle = 360 / m_iPortCount; // We need the image scale to adjust coordinates int iScale = (pOwner ? pOwner->GetImage().GetImageViewportSize() : 512); // Initialize ports m_pPort = new SDockingPort[m_iPortCount]; for (i = 0; i < m_iPortCount; i++) { C3DConversion::CalcCoord(iScale, i * iAngle, iRadius, 0, &m_pPort[i].vPos); m_pPort[i].iRotation = ((i * iAngle) + 180) % 360; } } // Otherwise, no ports else { m_iPortCount = 0; m_pPort = NULL; } } // Otherwise, initialize ports based on a count else InitPorts(pOwner, pElement->GetAttributeInteger(DOCKING_PORTS_ATTRIB), 64 * g_KlicksPerPixel); }