Пример #1
0
void GenerateWeaponEffectChart (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	//	Compute the list of weapons to show, making sure we filter to weapons
	//	and missiles only.

	CItemTypeTable Selection;
	if (!Selection.Filter(pCmdLine->GetAttribute(CRITERIA_ATTRIB))
			|| (Selection.IsAll() && !Selection.Filter(CONSTLIT("wm"))))
		{
		printf("No entries match criteria.\n");
		return;
		}

	Selection.Sort();

	//	Ship to use

	DWORD dwPlatformUNID;
	if (!pCmdLine->FindAttributeInteger(SHIP_UNID_ATTRIB, (int *)&dwPlatformUNID))
		dwPlatformUNID = WEAPON_PLATFORM_UNID;

	//	Compute some metrics

	int iFramesPerItem = 10;
	int cxFrameHorzMargin = 10;
	int cxMaxDistPerTick = (int)(STD_SECONDS_PER_UPDATE * (LIGHT_SECOND / g_KlicksPerPixel));
	int cyFrame = 64;
	int cxFrame = (2 * cxFrameHorzMargin) + (iFramesPerItem * cxMaxDistPerTick);

	int iHitEffectFramesPerItem = 5;
	int cxHitEffect = 128;
	int cyHitEffect = 128;
	
	int cyRowTitle = 20;
	int cyRow = cyRowTitle + Max(ITEM_ICON_HEIGHT, cyFrame * iFramesPerItem);
	int cxRow = ITEM_ICON_WIDTH + cxFrame;

	int iColumns = Max(1, mathSqrt(Selection.GetCount()));
	int iRows = (Selection.GetCount() + (iColumns - 1)) / iColumns;

	int cxImage = cxRow * iColumns;
	int cyImage = cyRow * iRows;

	//	Initialize the output

	COutputChart Output;
	Output.SetContentSize(cxImage, cyImage);
	Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output")));

	//	Initialize fonts

	Output.SetStyleFont(STYLE_TITLE, pCmdLine->GetAttribute(CONSTLIT("font")));
	Output.SetStyleColor(STYLE_TITLE, CG32bitPixel(0xFF, 0xFF, 0xFF));

	//	Prepare the universe

	CSystem *pSystem;
	if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR)
		{
		printf("ERROR: Unable to create empty star system.\n");
		return;
		}

	//	Create a target in the center of the system

	CSpaceObject *pStation;
	CStationType *pTargetType = Universe.FindStationType(TARGET_UNID);
	if (pTargetType == NULL 
			|| pSystem->CreateStation(pTargetType, NULL, CVector(), &pStation) != NOERROR)
		{
		printf("ERROR: Unable to create station.\n");
		return;
		}

	//	Create the weapon platform some distance away

	CSovereign *pPlatformSovereign = Universe.FindSovereign(PLAYER_SOVEREIGN_UNID);
	CShip *pPlatform;
	if (pPlatformSovereign == NULL
				|| pSystem->CreateShip(dwPlatformUNID,
					NULL,
					NULL,
					pPlatformSovereign,
					CVector(-5.0 * LIGHT_SECOND, 0.),
					CVector(),
					0,
					NULL,
					NULL,
					&pPlatform) != NOERROR)
		{
		printf("ERROR: Unable to create weapons platform.\n");
		return;
		}

	//	Set the attacker to hold

	IShipController *pController = pPlatform->GetController();
	if (pController == NULL)
		{
		printf("ERROR: No controller for ship.\n");
		return;
		}

	pController->AddOrder(IShipController::orderHold, NULL, IShipController::SData());
	pPlatform->SetControllerEnabled(false);

	//	Install the largest possible reactor on the ship

	CItemType *pReactorType = Universe.FindItemType(REACTOR_UNID);
	if (pReactorType)
		{
		CItem ReactorItem(pReactorType, 1);

		CItemListManipulator ItemList(pPlatform->GetItemList());
		ItemList.AddItem(ReactorItem);
		pPlatform->OnComponentChanged(comCargo);
		pPlatform->ItemsModified();
		pPlatform->InvalidateItemListAddRemove();

		pPlatform->InstallItemAsDevice(ItemList);
		}

	//	Set the POV

	Universe.SetPOV(pStation);
	pSystem->SetPOVLRS(pStation);

	//	Prepare system

	Universe.UpdateExtended();
	Universe.GarbageCollectLibraryBitmaps();
	Universe.StartGame(true);

	//	Output each weapon

	int xOrigin;
	int yOrigin;
	CG32bitImage &Image = Output.GetOutputImage(&xOrigin, &yOrigin);
	const CG16bitFont &TitleFont = Output.GetStyleFont(STYLE_TITLE);
	CG32bitPixel rgbTitleColor = Output.GetStyleColor(STYLE_TITLE);

	for (i = 0; i < Selection.GetCount(); i++)
		{
		CItemType *pType = Selection.GetItemType(i);

		//	Compute the metrics of this row

		int xRow = xOrigin + (i % iColumns) * cxRow;
		int yRow = yOrigin + (i / iColumns) * cyRow;

		//	Paint the weapon title

		Image.Fill(xRow, yRow, cxRow, cyRow, CG32bitPixel(0x40, 0x40, 0x40));
		TitleFont.DrawText(Image, xRow + 8, yRow, rgbTitleColor, pType->GetNounPhrase());

		//	Paint the frames

		PaintWeaponFrames(Image, pType, pPlatform, iFramesPerItem, 
				xRow + ITEM_ICON_WIDTH + cxFrameHorzMargin,
				yRow + cyRowTitle, 
				cxMaxDistPerTick,
				cyFrame);
		}

	//	Done

	Output.Output();
	}
Пример #2
0
void GenerateTopologyMap (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i, j;

	STopologyMapCtx Ctx;

	//	Initialize the output

	COutputChart Output;
	Output.SetStyleFont(STYLE_NAME, pCmdLine->GetAttribute(CONSTLIT("font")));
	Output.SetStyleColor(STYLE_NAME, CG32bitPixel(0xFF, 0xFF, 0xFF));

	Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output")));

	//	Get the topology node

	CTopologyNode *pFirstNode = Universe.GetFirstTopologyNode();
	if (pFirstNode == NULL)
		{
		printf("ERROR: Unable to find topology node.\n");
		return;
		}

	//	Get the system map for the node

	Ctx.pMap = pFirstNode->GetDisplayPos();
	if (Ctx.pMap == NULL)
		{
		printf("ERROR: No system map for node %s.\n", pFirstNode->GetID().GetASCIIZPointer());
		return;
		}

	//	Create a background image

	CG32bitImage *pImage = Ctx.pMap->CreateBackgroundImage();

	//	Create the output

	Output.SetContentSize((pImage ? pImage->GetWidth() : 1024), (pImage ? pImage->GetHeight() : 1024));
	CG32bitImage &Dest = Output.GetOutputImage();

	//	Blt

	if (pImage)
		Dest.Blt(0, 0, pImage->GetWidth(), pImage->GetHeight(), *pImage, 0, 0);

	//	Done with background image

	delete pImage;
	pImage = NULL;

	//	Compute the size of the map (in pixels)

	Ctx.cxMap = Dest.GetWidth();
	Ctx.cyMap = Dest.GetHeight();
	Ctx.xCenter = Ctx.cxMap / 2;
	Ctx.yCenter = Ctx.cyMap / 2;

	//	Loop over all nodes and clear marks on the ones that we need to draw

	for (i = 0; i < Universe.GetTopologyNodeCount(); i++)
		{
		CTopologyNode *pNode = Universe.GetTopologyNode(i);
			
		int xPos, yPos;
		pNode->SetMarked(pNode->GetDisplayPos(&xPos, &yPos) != Ctx.pMap 
				|| pNode->IsEndGame());
		}

	//	Paint the nodes

	for (i = 0; i < Universe.GetTopologyNodeCount(); i++)
		{
		CTopologyNode *pNode = Universe.GetTopologyNode(i);
		if (!pNode->IsMarked())
			{
			int xPos, yPos;
			pNode->GetDisplayPos(&xPos, &yPos);

			//	Convert to view coordinates

			int x = Ctx.xCenter + xPos;
			int y = Ctx.yCenter - yPos;

			//	Draw gate connections

			for (j = 0; j < pNode->GetStargateCount(); j++)
				{
				CTopologyNode *pDestNode = pNode->GetStargateDest(j);
				if (pDestNode && !pDestNode->IsMarked())
					{
					int xPos, yPos;
					pDestNode->GetDisplayPos(&xPos, &yPos);

					int xDest = Ctx.xCenter + xPos;
					int yDest = Ctx.yCenter - yPos;

					Dest.DrawLine(x, y, xDest, yDest, STARGATE_LINE_WIDTH, STARGATE_LINE_COLOR);
					}
				}

			//	Draw star system

			DrawNode(Ctx, Output, pNode, x, y);

			pNode->SetMarked();
			}
		}

	//	Done

	Output.Output();
	}
Пример #3
0
void GenerateTopologyMap (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	//	Some parameters

	int iScale = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("scale"), 100, -1, -1);

	//	We need to create all systems so that the global object table is 
	//	initialized.

	for (i = 0; i < Universe.GetTopologyNodeCount(); i++)
		{
		CTopologyNode *pNode = Universe.GetTopologyNode(i);

		//	Do not try to create end game nodes

		if (pNode->IsEndGame())
			continue;

		//	Node is known

		pNode->SetKnown();

		//	Create this system

		CSystem *pNewSystem;
		CString sError;
		if (Universe.CreateStarSystem(pNode, &pNewSystem, &sError) != NOERROR)
			{
			printf("ERROR: creating system %s: %s\n", (LPSTR)pNode->GetSystemName(), (LPSTR)sError);
			continue;
			}

		//	Delete the system

		Universe.FlushStarSystem(pNode);
		}

	//	Initialize the output

	COutputChart Output;
	Output.SetStyleFont(STYLE_NAME, pCmdLine->GetAttribute(CONSTLIT("font")));
	Output.SetStyleColor(STYLE_NAME, CG32bitPixel(0xFF, 0xFF, 0xFF));

	Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output")));

	//	Get the topology node

	CTopologyNode *pFirstNode = Universe.GetFirstTopologyNode();
	if (pFirstNode == NULL)
		{
		printf("ERROR: Unable to find topology node.\n");
		return;
		}

	//	Get the system map for the node

	CSystemMap *pMap = pFirstNode->GetDisplayPos();
	if (pMap == NULL)
		{
		printf("ERROR: No system map for node %s.\n", pFirstNode->GetID().GetASCIIZPointer());
		return;
		}

	//	If we didn't set a scale, use the map's initial scale

	if (iScale == -1)
		pMap->GetScale(&iScale);

	//	Initialize painting structures

	CSystemMapThumbnails Thumbs;
	Thumbs.Init(Universe.GetGlobalObjects());

	CGalacticMapPainter Painter(Universe, pMap, Thumbs);
	int cxMap = Painter.GetWidth() * iScale / 100;
	int cyMap = Painter.GetHeight() * iScale / 100;

	//	Compute the size of the map

	RECT rcView;
	rcView.left = 0;
	rcView.top = 0;
	rcView.right = cxMap;
	rcView.bottom = cyMap;

	//	Create the output

	Output.SetContentSize(cxMap, cyMap);
	CG32bitImage &Dest = Output.GetOutputImage();

	//	Paint

    Painter.SetViewport(rcView);
    Painter.SetScale(iScale);
    Painter.SetPos(0, 0);
	Painter.Paint(Dest);

	//	Done

	Output.Output();
	}