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-rw-r--r--nGenEx/Graphic.h204
1 files changed, 102 insertions, 102 deletions
diff --git a/nGenEx/Graphic.h b/nGenEx/Graphic.h
index 1416bf5..237ed29 100644
--- a/nGenEx/Graphic.h
+++ b/nGenEx/Graphic.h
@@ -1,15 +1,15 @@
/* Project nGenEx
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
- SUBSYSTEM: nGenEx.lib
- FILE: Graphic.h
- AUTHOR: John DiCamillo
+ SUBSYSTEM: nGenEx.lib
+ FILE: Graphic.h
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Abstract 3D Graphic Object
+ OVERVIEW
+ ========
+ Abstract 3D Graphic Object
*/
#ifndef Graphic_h
@@ -35,102 +35,102 @@ 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);
+ 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];
+ 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];
};
// +--------------------------------------------------------------------+