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engines/ultima/ultima8/world/camera_process.cpp
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396
engines/ultima/ultima8/world/camera_process.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/ultima8/world/camera_process.h"
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#include "ultima/ultima8/world/world.h"
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#include "ultima/ultima8/world/current_map.h"
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#include "ultima/ultima8/world/coord_utils.h"
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#include "ultima/ultima8/world/actors/actor.h"
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#include "ultima/ultima8/kernel/kernel.h"
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#include "ultima/ultima8/ultima8.h"
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#include "ultima/ultima8/world/get_object.h"
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namespace Ultima {
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namespace Ultima8 {
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DEFINE_RUNTIME_CLASSTYPE_CODE(CameraProcess)
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//
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// Statics
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//
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CameraProcess *CameraProcess::_camera = nullptr;
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int32 CameraProcess::_earthquake = 0;
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int32 CameraProcess::_eqX = 0;
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int32 CameraProcess::_eqY = 0;
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CameraProcess::CameraProcess() : Process(), _s(),
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_e(), _time(0), _elapsed(0),
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_itemNum(0), _lastFrameNum(0) {
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}
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CameraProcess::~CameraProcess() {
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if (_camera == this)
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_camera = nullptr;
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}
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uint16 CameraProcess::SetCameraProcess(CameraProcess *cam) {
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if (!cam) cam = new CameraProcess(0);
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if (_camera) _camera->terminate();
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_camera = cam;
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return Kernel::get_instance()->addProcess(_camera);
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}
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void CameraProcess::ResetCameraProcess() {
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if (_camera) _camera->terminate();
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_camera = nullptr;
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}
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void CameraProcess::moveToLocation(int32 x, int32 y, int32 z) {
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moveToLocation(Point3(x, y, z));
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}
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void CameraProcess::moveToLocation(const Point3 &p) {
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if (_itemNum) {
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Item *item = getItem(_itemNum);
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if (item)
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item->clearExtFlag(Item::EXT_CAMERA);
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_itemNum = 0;
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}
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_s.x = _s.y = _s.z = _time = _elapsed = _lastFrameNum = 0;
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_eqX = _eqY = _earthquake = 0;
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_e = p;
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_s = GetCameraLocation();
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}
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Point3 CameraProcess::GetCameraLocation() {
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if (_camera) {
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return _camera->GetLerped(256, true);
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}
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World *world = World::get_instance();
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CurrentMap *map = world->getCurrentMap();
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int map_num = map->getNum();
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Actor *av = getControlledActor();
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Point3 pt;
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if (!av || av->getMapNum() != map_num) {
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pt.x = 8192;
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pt.y = 8192;
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pt.z = 64;
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} else {
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pt = av->getLocation();
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}
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if (_earthquake) {
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pt.x += 2 * _eqX + 4 * _eqY;
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pt.y += -2 * _eqX + 4 * _eqY;
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}
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return pt;
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}
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//
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// Constructors
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//
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// Track item, do nothing
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CameraProcess::CameraProcess(uint16 _itemnum) :
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_e(), _time(0), _elapsed(0), _itemNum(_itemnum), _lastFrameNum(0) {
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_s = GetCameraLocation();
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if (_itemNum) {
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Item *item = getItem(_itemNum);
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if (item) {
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item->setExtFlag(Item::EXT_CAMERA);
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_e = item->getLocation();
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_e.z += 20; //!!constant
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}
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} else {
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// No item
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_itemNum = 0;
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_e = _s;
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}
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}
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// Stay over point
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CameraProcess::CameraProcess(const Point3 &p) :
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_e(p), _time(0), _elapsed(0), _itemNum(0), _lastFrameNum(0) {
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_s = GetCameraLocation();
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}
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// Scroll
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CameraProcess::CameraProcess(const Point3 &p, int32 time) :
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_e(p), _time(time), _elapsed(0), _itemNum(0), _lastFrameNum(0) {
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_s = GetCameraLocation();
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debug(10, "Scrolling from (%d, %d,%d) to (%d, %d, %d) in %d frames",
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_s.x, _s.y, _s.z, _e.x, _e.y, _e.z, _time);
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}
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void CameraProcess::terminate() {
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if (_itemNum) {
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Item *item = getItem(_itemNum);
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if (item)
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item->clearExtFlag(Item::EXT_CAMERA);
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_itemNum = 0;
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}
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Process::terminate();
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}
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void CameraProcess::run() {
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if (_earthquake) {
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Common::RandomSource &rs = Ultima8Engine::get_instance()->getRandomSource();
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_eqX = rs.getRandomNumberRngSigned(-_earthquake, _earthquake);
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_eqY = rs.getRandomNumberRngSigned(-_earthquake, _earthquake);
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} else {
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_eqX = 0;
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_eqY = 0;
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}
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if (_time && _elapsed > _time) {
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_result = 0; // do we need this
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CameraProcess::SetCameraProcess(nullptr); // This will terminate us
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return;
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}
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_elapsed++;
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}
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void CameraProcess::itemMoved() {
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if (!_itemNum)
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return;
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Item *item = getItem(_itemNum);
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// We only update for now if lerping has been disabled
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if (!item || !item->hasExtFlags(Item::EXT_LERP_NOPREV))
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return;
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Point3 pt = item->getLocation();
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int32 maxdist = MAX(MAX(abs(_e.x - pt.z), abs(_e.y - pt.y)), abs(_e.z - pt.z));
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if (GAME_IS_U8 || (GAME_IS_CRUSADER && maxdist > 0x40)) {
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_s.x = _e.x = pt.x;
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_s.y = _e.y = pt.y;
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_e.z = pt.z;
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_s.z = _e.z += 20;
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World::get_instance()->getCurrentMap()->updateFastArea(_s, _e);
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}
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}
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Point3 CameraProcess::GetLerped(int32 factor, bool noupdate) {
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Point3 pt;
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if (_time == 0) {
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if (!noupdate) {
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bool inBetween = true;
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if (_lastFrameNum != _elapsed) {
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// No lerping if we missed a frame
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if ((_elapsed - _lastFrameNum) > 1) factor = 256;
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_lastFrameNum = _elapsed;
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inBetween = false;
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}
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if (!inBetween) {
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_s = _e;
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if (_itemNum) {
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Item *item = getItem(_itemNum);
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// Got it
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if (item) {
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item->setExtFlag(Item::EXT_CAMERA);
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_s = _e;
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_e = item->getLocation();
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_e.z += 20; //!!constant
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}
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}
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// Update the fast area
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World::get_instance()->getCurrentMap()->updateFastArea(_s, _e);
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}
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}
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if (factor == 256) {
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pt = _e;
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} else if (factor == 0) {
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pt = _s;
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} else {
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// This way while possibly slower is more accurate
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pt.x = ((_s.x * (256 - factor) + _e.x * factor) >> 8);
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pt.y = ((_s.y * (256 - factor) + _e.y * factor) >> 8);
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pt.z = ((_s.z * (256 - factor) + _e.z * factor) >> 8);
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}
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} else {
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// Do a quadratic interpolation here of velocity (maybe), but not yet
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int32 sfactor = _elapsed;
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int32 efactor = _elapsed + 1;
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if (sfactor > _time) sfactor = _time;
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if (efactor > _time) efactor = _time;
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Point3 ls;
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ls.x = ((_s.x * (_time - sfactor) + _e.x * sfactor) / _time);
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ls.y = ((_s.y * (_time - sfactor) + _e.y * sfactor) / _time);
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ls.z = ((_s.z * (_time - sfactor) + _e.z * sfactor) / _time);
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Point3 le;
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le.x = ((_s.x * (_time - efactor) + _e.x * efactor) / _time);
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le.y = ((_s.y * (_time - efactor) + _e.y * efactor) / _time);
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le.z = ((_s.z * (_time - efactor) + _e.z * efactor) / _time);
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// Update the fast area
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if (!noupdate)
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World::get_instance()->getCurrentMap()->updateFastArea(ls, le);
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// This way while possibly slower is more accurate
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pt.x = ((ls.x * (256 - factor) + le.x * factor) >> 8);
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pt.y = ((ls.y * (256 - factor) + le.y * factor) >> 8);
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pt.z = ((ls.z * (256 - factor) + le.z * factor) >> 8);
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}
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if (_earthquake) {
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pt.x += 2 * _eqX + 4 * _eqY;
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pt.y += -2 * _eqX + 4 * _eqY;
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}
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return pt;
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}
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uint16 CameraProcess::findRoof(int32 factor) {
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int32 earthquake_old = _earthquake;
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_earthquake = 0;
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Point3 pt = GetLerped(factor);
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_earthquake = earthquake_old;
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// Camera box based on 2x2x2 footpad to avoid floor detected as roof
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Box target(pt.x, pt.y, pt.z, 64, 64, 16);
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PositionInfo info = World::get_instance()->getCurrentMap()->getPositionInfo(target, target, 0, kMainActorId);
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return info.roof ? info.roof->getObjId() : 0;
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}
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void CameraProcess::saveData(Common::WriteStream *ws) {
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Process::saveData(ws);
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ws->writeUint32LE(static_cast<uint32>(_s.x));
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ws->writeUint32LE(static_cast<uint32>(_s.y));
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ws->writeUint32LE(static_cast<uint32>(_s.z));
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ws->writeUint32LE(static_cast<uint32>(_e.x));
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ws->writeUint32LE(static_cast<uint32>(_e.y));
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ws->writeUint32LE(static_cast<uint32>(_e.z));
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ws->writeUint32LE(static_cast<uint32>(_time));
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ws->writeUint32LE(static_cast<uint32>(_elapsed));
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ws->writeUint16LE(_itemNum);
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ws->writeUint32LE(_lastFrameNum);
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ws->writeUint32LE(static_cast<uint32>(_earthquake));
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ws->writeUint32LE(static_cast<uint32>(_eqX));
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ws->writeUint32LE(static_cast<uint32>(_eqY));
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}
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bool CameraProcess::loadData(Common::ReadStream *rs, uint32 version) {
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if (!Process::loadData(rs, version)) return false;
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_s.x = static_cast<int32>(rs->readUint32LE());
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_s.y = static_cast<int32>(rs->readUint32LE());
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_s.z = static_cast<int32>(rs->readUint32LE());
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_e.x = static_cast<int32>(rs->readUint32LE());
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_e.y = static_cast<int32>(rs->readUint32LE());
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_e.z = static_cast<int32>(rs->readUint32LE());
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_time = static_cast<int32>(rs->readUint32LE());
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_elapsed = static_cast<int32>(rs->readUint32LE());
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_itemNum = rs->readUint16LE();
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_lastFrameNum = rs->readUint32LE();
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_earthquake = static_cast<int32>(rs->readUint32LE()); //static
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_eqX = static_cast<int32>(rs->readUint32LE()); //static
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_eqY = static_cast<int32>(rs->readUint32LE()); //static
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_camera = this; //static
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return true;
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}
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// "Camera::move_to(uword, uword, ubyte, word)",
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uint32 CameraProcess::I_moveTo(const uint8 *args, unsigned int argsize) {
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ARG_UINT16(x);
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ARG_UINT16(y);
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ARG_UINT8(z);
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if (argsize > 6) {
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ARG_NULL16(); // sint16? what is this?
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}
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World_FromUsecodeXY(x, y);
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Point3 pt(x, y, z);
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CameraProcess::SetCameraProcess(new CameraProcess(pt));
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return 0;
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}
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// "Camera::setCenterOn(uword)",
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uint32 CameraProcess::I_setCenterOn(const uint8 *args, unsigned int /*argsize*/) {
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ARG_OBJID(itemNum);
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CameraProcess::SetCameraProcess(new CameraProcess(itemNum));
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return 0;
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}
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// Camera::scrollTo(uword, uword, ubyte, word)
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uint32 CameraProcess::I_scrollTo(const uint8 *args, unsigned int /*argsize*/) {
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ARG_UINT16(x);
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ARG_UINT16(y);
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ARG_UINT8(z);
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ARG_NULL16(); // some uint16?
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World_FromUsecodeXY(x, y);
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Point3 pt(x, y, z);
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return CameraProcess::SetCameraProcess(new CameraProcess(pt, 25));
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}
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// Camera::startQuake(word)
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uint32 CameraProcess::I_startQuake(const uint8 *args, unsigned int /*argsize*/) {
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ARG_UINT16(strength);
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SetEarthquake(strength);
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return 0;
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}
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// Camera::stopQuake()
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uint32 CameraProcess::I_stopQuake(const uint8 * /*args*/, unsigned int /*argsize*/) {
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SetEarthquake(0);
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return 0;
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}
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uint32 CameraProcess::I_getCameraX(const uint8 *args, unsigned int argsize) {
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assert(GAME_IS_CRUSADER);
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Point3 pt = GetCameraLocation();
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return World_ToUsecodeCoord(pt.x);
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}
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uint32 CameraProcess::I_getCameraY(const uint8 *args, unsigned int argsize) {
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assert(GAME_IS_CRUSADER);
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Point3 pt = GetCameraLocation();
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return World_ToUsecodeCoord(pt.y);
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}
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uint32 CameraProcess::I_getCameraZ(const uint8 *args, unsigned int argsize) {
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Point3 pt = GetCameraLocation();
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return pt.z;
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}
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} // End of namespace Ultima8
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} // End of namespace Ultima
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