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/*  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