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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

/*
 * This code is based on original Sfinx source code
 * Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
 */

#ifndef CGE2_GENERAL_H
#define CGE2_GENERAL_H

#include "common/file.h"
#include "common/rect.h"
#include "cge2/fileio.h"
#include "cge2/cge2.h"

namespace CGE2 {

#define SCR_WID_ 320

struct Dac {
	uint8 _r;
	uint8 _g;
	uint8 _b;
};

// From CGETYPE.H:
class V3D {
public:
	double _x, _y, _z;
	V3D(void) { }
	V3D(double x, double y, double z = 0) : _x(x), _y(y), _z(z) { }
	V3D(const V3D &p) : _x(p._x), _y(p._y), _z(p._z) { }
	V3D operator+(const V3D &p) const { return V3D(_x + p._x, _y + p._y, _z + p._z); }
	V3D operator-(const V3D &p) const { return V3D(_x - p._x, _y - p._y, _z - p._z); }
	V3D operator*(long n) const { return V3D(_x * n, _y * n, _z * n); }
	V3D operator/ (long n) const { return V3D(_x / n, _y / n, _z / n); }
	bool operator==(V3D &p) const { return _x == p._x && _y == p._y && _z == p._z; }
	bool operator!=(V3D &p) const { return _x != p._x || _y != p._y || _z != p._z; }
	V3D& operator+=(const V3D &x) { return *this = *this + x; }
	V3D& operator-=(const V3D &x) { return *this = *this - x; }
};

class V2D : public Common::Point {
	CGE2Engine *_vm;
public:
	V2D& operator=(const V3D &p3) {
		double m = _vm->_eye->_z / (p3._z - _vm->_eye->_z);
		x = round((_vm->_eye->_x + (_vm->_eye->_x - p3._x) * m));
		y = round((_vm->_eye->_y + (_vm->_eye->_y - p3._y) * m));
		return *this;
	}
	V2D(CGE2Engine *vm) : _vm(vm) { }
	V2D(CGE2Engine *vm, const V3D &p3) : _vm(vm) { *this = p3; }
	V2D(CGE2Engine *vm, int x, int y) : _vm(vm), Common::Point(x, y) { }
	bool operator<(const V2D &p) const { return (x <  p.x) && (y <  p.y); }
	bool operator<=(const V2D &p) const { return (x <= p.x) && (y <= p.y); }
	bool operator>(const V2D &p) const { return (x >  p.x) && (y >  p.y); }
	bool operator>=(const V2D &p) const { return (x >= p.x) && (y >= p.y); }
	V2D operator+(const V2D &p) const { return V2D(_vm, x + p.x, y + p.y); }
	V2D operator-(const V2D &p) const { return V2D(_vm, x - p.x, y - p.y); }
	uint16 area(void) { return x * y; }
	bool limited(const V2D &p) {
		return (uint16(x) < uint16(p.x)) && (uint16(y) < uint16(p.y));
	}
	V2D scale(int z) {
		double m = _vm->_eye->_z / (_vm->_eye->_z - z);
		return V2D(_vm, trunc(m * x), trunc(m * y));
	}
	static double trunc(double d) { return (d > 0) ? floor(d) : ceil(d); }
	static double round(double number) { return number < 0.0 ? ceil(number - 0.5) : floor(number + 0.5); }
};

} // End of namespace CGE2

#endif // CGE2_GENERAL_H