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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"
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 {
double trunc(double d) { return (d > 0) ? floor(d) : ceil(d); }
double round(double number) { return number < 0.0 ? ceil(number - 0.5) : floor(number + 0.5); }
public:
V2D& operator = (const V3D& p3) {
double m = Eye.Z / (p3.Z - Eye.Z);
x = round((Eye.X + (Eye.X - p3.X) * m));
y = round((Eye.Y + (Eye.Y - p3.Y) * m));
return *this;
}
V2D(void) { }
V2D(const V3D& p3) { *this = p3; }
V2D(int x, int y) : Common::Point(x, y) { }
static V3D Eye;
static void SetEye(const V3D &e) { Eye = e; }
static void SetEye(const V2D& e2, int z = -SCR_WID_) {
Eye.X = e2.x; Eye.Y = e2.y; Eye.Z = z;
}
static void SetEye(const char *s) {
char *tempStr;
strcpy(tempStr, s);
Eye.X = atoi(EncryptedStream::token(tempStr));
Eye.Y = atoi(EncryptedStream::token(tempStr));
Eye.Z = atoi(EncryptedStream::token(tempStr));
}
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(x + p.x, y + p.y); }
V2D operator - (const V2D& p) const { return V2D(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 = Eye.Z / (Eye.Z - z);
return V2D(trunc(m * x), trunc(m * y));
}
};
} // End of namespace CGE2
#endif // CGE2_GENERAL_H
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