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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/Graphic.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/Graphic.h')
-rw-r--r-- | StarsEx/Graphic.h | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/StarsEx/Graphic.h b/StarsEx/Graphic.h new file mode 100644 index 0000000..fac4f59 --- /dev/null +++ b/StarsEx/Graphic.h @@ -0,0 +1,138 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, 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 + ======== + Abstract 3D Graphic Object +*/ + +#ifndef Graphic_h +#define Graphic_h + +#include "Geometry.h" +#include "Color.h" +#include "List.h" + +// +--------------------------------------------------------------------+ + +#define GRAPHIC_DESTROY(x) if (x) { x->Destroy(); x = 0; } //-V571 + +// +--------------------------------------------------------------------+ + +class Projector; +class Light; +class Scene; +class Video; + +// +--------------------------------------------------------------------+ + +class Graphic +{ +public: + static const char* TYPENAME() { return "Graphic"; } + + enum TYPE { OTHER, SOLID, SPRITE, BOLT, QUAD }; + + enum RENDER_FLAGS { + RENDER_SOLID = 0x0001, + RENDER_ALPHA = 0x0002, + RENDER_ADDITIVE = 0x0004, + RENDER_FIRST_LIGHT = 0x1000, + RENDER_ADD_LIGHT = 0x2000 + }; + + Graphic(); + virtual ~Graphic(); + + int operator == (const Graphic& g) const { return id == g.id; } + int operator < (const Graphic& g) const; + int operator <= (const Graphic& g) const; + + // operations + virtual void Render(Video* video, DWORD flags) { } + virtual void Update() { } + virtual void SetOrientation(const Matrix& o) { } + + virtual int CollidesWith(Graphic& o); + + // accessors / mutators + int Identity() const { return id; } + const char* Name() const { return name; } + bool IsVisible() const { return visible; } + void SetVisible(bool v) { visible = v; } + float Radius() const { return radius; } + + Point Location() const { return loc; } + virtual void MoveTo(const Point& p) { loc = p; } + virtual void TranslateBy(const Point& ref) { loc = loc - ref; } + + virtual float Depth() const { return depth; } + virtual void SetDepth(float d) { depth = d; } + static int Nearer(Graphic* a, Graphic* b); + static int Farther(Graphic* a, Graphic* b); + + virtual int IsInfinite() const { return infinite; } + virtual void SetInfinite(bool b); + virtual int IsForeground() const { return foreground; } + virtual void SetForeground(bool f){ foreground = f; } + virtual int IsBackground() const { return background; } + virtual void SetBackground(bool b){ background = b; } + + virtual int Hidden() const { return hidden; } + virtual int Life() const { return life; } + virtual void Destroy(); + virtual void Hide() { hidden = true; } + virtual void Show() { hidden = false; } + virtual bool Luminous() const { return luminous;} + virtual void SetLuminous(bool l) { luminous = l; } + virtual bool Translucent() const { return trans; } + virtual bool CastsShadow() const { return shadow; } + virtual void SetShadow(bool s) { shadow = s; } + + virtual bool IsSolid() const { return false; } + virtual bool IsSprite() const { return false; } + virtual bool IsBolt() const { return false; } + virtual bool IsQuad() const { return false; } + + virtual void ProjectScreenRect(Projector* p); + const Rect& ScreenRect() const { return screen_rect; } + virtual Scene* GetScene() const { return scene; } + virtual void SetScene(Scene*s) { scene = s; } + + virtual int CheckRayIntersection(Point pt, Point vpn, double len, Point& ipt, + bool treat_translucent_polys_as_solid=true); + + virtual bool CheckVisibility(Projector& projector); + +protected: + static int id_key; + + int id; + Point loc; + float depth; + float radius; + int life; + + bool visible; + bool infinite; + bool foreground; + bool background; + bool hidden; + bool trans; + bool shadow; + bool luminous; + + Rect screen_rect; + Scene* scene; + char name[32]; +}; + +// +--------------------------------------------------------------------+ + +#endif // Graphic_h + |