/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. SUBSYSTEM: nGenEx.lib FILE: Graphic.h 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