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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, 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
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