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engines/ultima/ultima8/world/camera_process.h
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128
engines/ultima/ultima8/world/camera_process.h
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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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#ifndef ULTIMA8_WORLD_CAMERAPROCESS_H
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#define ULTIMA8_WORLD_CAMERAPROCESS_H
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#include "ultima/ultima8/kernel/process.h"
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#include "ultima/ultima8/usecode/intrinsics.h"
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#include "ultima/ultima8/misc/classtype.h"
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#include "ultima/ultima8/misc/point3.h"
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namespace Ultima {
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namespace Ultima8 {
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/**
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* The camera process. This works in 4 ways:
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*
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* It can be set to stay where it currently is
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* It can be set to follow an item.
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* It can be set to scroll to an item
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* It can be set to stay at a location
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*/
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class CameraProcess : public Process {
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public:
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CameraProcess();
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CameraProcess(uint16 itemnum); // Follow item/Do nothing
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CameraProcess(const Point3 &p); // Goto location
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CameraProcess(const Point3 &p, int32 time); // Scroll to location
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~CameraProcess() override;
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ENABLE_RUNTIME_CLASSTYPE()
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void run() override;
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// You will notice that this isn't the same as how Item::GetLerped works
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Point3 GetLerped(int32 factor, bool noupdate = false);
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//! Find the roof above the camera.
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//! \param factor Interpolation factor for this frame
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//! \return 0 if no roof found, objid of roof if found
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uint16 findRoof(int32 factor);
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/**
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* Move the existing camera process to a new location. If the current process is focused on
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* an item, remove that focus.
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*
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* This is not the same as setting a new process, because execution order will not change,
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* so other pending events will all happen before the fast area is updated
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*/
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void moveToLocation(int32 x, int32 y, int32 z);
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void moveToLocation(const Point3 &p);
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INTRINSIC(I_setCenterOn);
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INTRINSIC(I_moveTo);
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INTRINSIC(I_scrollTo);
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INTRINSIC(I_startQuake);
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INTRINSIC(I_stopQuake);
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INTRINSIC(I_getCameraX);
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INTRINSIC(I_getCameraY);
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INTRINSIC(I_getCameraZ);
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static Point3 GetCameraLocation();
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static CameraProcess *GetCameraProcess() {
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return _camera;
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}
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/**
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* Set the current camera process. Adds process and returns PID.
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* The new process will go on the front of the process queue, so the fast area
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* will be updated before any other pending actions occur.
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*/
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static uint16 SetCameraProcess(CameraProcess *);
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static void ResetCameraProcess();
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static void SetEarthquake(int32 e) {
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_earthquake = e;
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if (!e) _eqX = _eqY = 0;
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}
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/** Notify the Camera that the target item has moved */
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void itemMoved();
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void terminate() override; // Terminate NOW!
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bool loadData(Common::ReadStream *rs, uint32 version);
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void saveData(Common::WriteStream *ws) override;
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uint16 getTrackedItem() const {
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return _itemNum;
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}
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private:
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Point3 _s;
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Point3 _e;
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int32 _time;
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int32 _elapsed;
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uint16 _itemNum;
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int32 _lastFrameNum;
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static CameraProcess *_camera;
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static int32 _earthquake;
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static int32 _eqX, _eqY;
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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