1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
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
|