mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
277 lines
5.4 KiB
C++
277 lines
5.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "cruise/cruise_main.h"
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#include "common/util.h"
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namespace Cruise {
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typedef char ColorP;
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#define SCREENHEIGHT 200
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#define MAXPTS 10
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#define putdot(x,y) {if ((y >= 0) && (y < SCREENHEIGHT)) dots[y][counters[y]++] = x;}
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void hline(int x1, int x2, int y, char c) {
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for (; x1 <= x2; x1++) {
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pixel(x1, y, c);
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}
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}
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void vline(int x, int y1, int y2, char c) {
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for (; y1 <= y2; y1++) {
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pixel(x, y1, c);
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}
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}
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void bsubline_1(int x1, int y1, int x2, int y2, char c) {
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int x, y, ddx, ddy, e;
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ddx = ABS(x2 - x1);
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ddy = ABS(y2 - y1) << 1;
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e = ddx - ddy;
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ddx <<= 1;
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if (x1 > x2) {
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SWAP(x1, x2);
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SWAP(y1, y2);
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}
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for (x = x1, y = y1; x <= x2; x++) {
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pixel(x, y, c);
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if (e < 0) {
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y++;
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e += ddx - ddy;
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} else {
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e -= ddy;
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}
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}
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}
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void bsubline_2(int x1, int y1, int x2, int y2, char c) {
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int x, y, ddx, ddy, e;
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ddx = ABS(x2 - x1) << 1;
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ddy = ABS(y2 - y1);
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e = ddy - ddx;
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ddy <<= 1;
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if (y1 > y2) {
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SWAP(x1, x2);
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SWAP(y1, y2);
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}
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for (y = y1, x = x1; y <= y2; y++) {
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pixel(x, y, c);
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if (e < 0) {
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x++;
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e += ddy - ddx;
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} else {
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e -= ddx;
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}
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}
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}
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void bsubline_3(int x1, int y1, int x2, int y2, char c) {
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int x, y, ddx, ddy, e;
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ddx = ABS(x1 - x2) << 1;
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ddy = ABS(y2 - y1);
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e = ddy - ddx;
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ddy <<= 1;
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if (y1 > y2) {
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SWAP(x1, x2);
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SWAP(y1, y2);
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}
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for (y = y1, x = x1; y <= y2; y++) {
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pixel(x, y, c);
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if (e < 0) {
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x--;
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e += ddy - ddx;
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} else {
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e -= ddx;
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}
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}
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}
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void bsubline_4(int x1, int y1, int x2, int y2, char c) {
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int x, y, ddx, ddy, e;
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ddy = ABS(y2 - y1) << 1;
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ddx = ABS(x1 - x2);
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e = ddx - ddy;
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ddx <<= 1;
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if (x1 > x2) {
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SWAP(x1, x2);
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SWAP(y1, y2);
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}
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for (x = x1, y = y1; x <= x2; x++) {
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pixel(x, y, c);
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if (e < 0) {
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y--;
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e += ddx - ddy;
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} else {
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e -= ddy;
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}
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}
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}
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void line(int x1, int y1, int x2, int y2, char c) {
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float k;
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if ((x1 == x2) && (y1 == y2)) {
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pixel(x1, y1, c);
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return;
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}
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if (x1 == x2) {
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vline(x1, MIN(y1, y2), MAX(y1, y2), c);
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return;
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}
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if (y1 == y2) {
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hline(MIN(x1, x2), MAX(x1, x2), y1, c);
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return;
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}
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k = (float)(y2 - y1) / (float)(x2 - x1);
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if ((k >= 0) && (k <= 1)) {
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bsubline_1(x1, y1, x2, y2, c);
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} else if (k > 1) {
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bsubline_2(x1, y1, x2, y2, c);
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} else if ((k < 0) && (k >= -1)) {
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bsubline_4(x1, y1, x2, y2, c);
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} else {
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bsubline_3(x1, y1, x2, y2, c);
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}
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}
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// Filled polygons. This probably isn't pixel-perfect compared to the original,
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// but it seems to work a bit better than the previous version.
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static void add_intersect(int *intersect, int x, byte &num) {
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if (num < MAXPTS) {
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int i;
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for (i = num; i > 0 && intersect[i - 1] > x; i--) {
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intersect[i] = intersect[i - 1];
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}
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intersect[i] = x;
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num++;
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}
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}
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void fillpoly(int16 *point_data, int lineCount, ColorP color) {
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static int intersect[SCREENHEIGHT][MAXPTS];
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static byte num_intersect[SCREENHEIGHT];
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switch (lineCount) {
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case 0: // do nothing
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return;
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case 1: // draw pixel
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pixel(point_data[0], point_data[1], color);
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return;
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case 2: // draw line
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line(point_data[0], point_data[1], point_data[2], point_data[3], color);
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return;
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default: // go on and draw polygon
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break;
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}
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// Reinit array counters
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int x1, y1, x2, y2;
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int y, i;
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for (i = 0; i < SCREENHEIGHT; i++) {
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num_intersect[i] = 0;
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}
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// Find the top/bottom of the polygon.
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int top = point_data[1];
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int bottom = point_data[1];
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for (i = 1; i < lineCount; i++) {
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if (point_data[2 * i + 1] < top)
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top = point_data[2 * i + 1];
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else if (point_data[2 * i + 1] > bottom)
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bottom = point_data[2 * i + 1];
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}
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if (top < 0)
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top = 0;
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if (bottom >= SCREENHEIGHT)
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bottom = SCREENHEIGHT - 1;
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// Calculate intersections for each scan line
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for (y = top; y <= bottom; y++) {
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x2 = point_data[2 * lineCount - 2];
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y2 = point_data[2 * lineCount - 1];
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for (i = 0; i < lineCount; i++) {
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x1 = x2;
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y1 = y2;
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x2 = point_data[2 * i];
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y2 = point_data[2 * i + 1];
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// Test if the line intersects the scan line
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if ((y < y1) != (y < y2)) {
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if (y1 == y2) {
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add_intersect(intersect[y], x1, num_intersect[y]);
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add_intersect(intersect[y], x2, num_intersect[y]);
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} else if (x1 == x2) {
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add_intersect(intersect[y], x1, num_intersect[y]);
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} else {
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add_intersect(intersect[y], x1 + ((y - y1) * (x2 - x1)) / (y2 - y1), num_intersect[y]);
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}
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}
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}
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}
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// Drawing.
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for (y = top; y <= bottom; y++) {
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for (i = 0; i < num_intersect[y]; i += 2) {
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hline(intersect[y][i], intersect[y][i + 1], y, color);
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}
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}
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}
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} // End of namespace Cruise
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