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engines/ultima/ultima8/world/snap_process.cpp
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207
engines/ultima/ultima8/world/snap_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 "common/config-manager.h"
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#include "ultima/ultima8/world/snap_process.h"
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#include "ultima/ultima8/world/get_object.h"
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#include "ultima/ultima8/world/actors/actor.h"
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#include "ultima/ultima8/world/camera_process.h"
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#include "ultima/ultima8/ultima8.h"
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namespace Ultima {
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namespace Ultima8 {
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SnapProcess *SnapProcess::_instance = nullptr;
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DEFINE_RUNTIME_CLASSTYPE_CODE(SnapProcess)
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SnapProcess::SnapProcess() : Process(), _currentSnapEgg(0) {
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_instance = this;
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_type = 1; // persistent
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}
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SnapProcess::~SnapProcess() {
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if (_instance == this)
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_instance = nullptr;
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}
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void SnapProcess::run() {
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bool snap_to_player = ConfMan.getBool("camera_on_player");
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bool in_stasis = Ultima8Engine::get_instance()->isAvatarInStasis();
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// For cut scenes and remote cameras (when in stasis),
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// we should snap to the right egg - not to the player.
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// Snapping to player resumes once stasis is done.
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if (snap_to_player && !in_stasis) {
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const Actor *controlled = getControlledActor();
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if (controlled) {
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Point3 pt = controlled->getCentre();
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if (pt.x > 0 || pt.y > 0) {
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_currentSnapEgg = 0;
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CameraProcess *camera = CameraProcess::GetCameraProcess();
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if (camera->getItemNum() != controlled->getObjId())
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CameraProcess::SetCameraProcess(new CameraProcess(pt));
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}
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}
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} else {
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if (!_currentSnapEgg || !isNpcInRangeOfCurrentEgg()) {
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updateCurrentEgg();
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}
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}
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}
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void SnapProcess::addEgg(Item *item) {
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assert(item);
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ObjId id = item->getObjId();
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for (const auto &eggId : _snapEggs) {
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if (eggId == id)
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return;
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}
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_snapEggs.push_back(id);
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}
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void SnapProcess::updateCurrentEgg() {
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// Check that we have something to snap to..
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if (!_currentSnapEgg && !_snapEggs.size())
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return;
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const Actor *a = getControlledActor();
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if (!a)
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return;
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int32 axd, ayd, azd;
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Point3 pta = a->getLocation();
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a->getFootpadWorld(axd, ayd, azd);
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Common::Rect32 arect(pta.x, pta.y, pta.x + axd, pta.y + ayd);
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for (const auto &eggId : _snapEggs) {
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const Item *egg = getItem(eggId);
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if (!egg)
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continue;
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Common::Rect32 r;
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Point3 pte = egg->getLocation();
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getSnapEggRange(egg, r);
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if (r.intersects(arect) && (pta.z <= pte.z + 0x30 && pta.z >= pte.z - 0x30)) {
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_currentSnapEgg = eggId;
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_currentSnapEggRange = r;
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CameraProcess::SetCameraProcess(new CameraProcess(_currentSnapEgg));
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}
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}
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}
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void SnapProcess::removeEgg(Item *item) {
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assert(item);
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ObjId id = item->getObjId();
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for (Std::list<ObjId>::iterator iter = _snapEggs.begin();
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iter != _snapEggs.end(); iter++) {
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if (*iter == id) {
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iter = _snapEggs.erase(iter);
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}
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}
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if (id == _currentSnapEgg) {
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_currentSnapEgg = 0;
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_currentSnapEggRange = Common::Rect32();
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}
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}
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void SnapProcess::clearEggs() {
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_snapEggs.clear();
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_currentSnapEgg = 0;
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_currentSnapEggRange = Common::Rect32();
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}
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bool SnapProcess::isNpcInRangeOfCurrentEgg() const {
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if (!_currentSnapEgg)
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return false;
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const Actor *a = getControlledActor();
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const Item *currentegg = getItem(_currentSnapEgg);
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if (!a || !currentegg)
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return false;
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int32 axd, ayd, azd;
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Point3 pta = a->getLocation();
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a->getFootpadWorld(axd, ayd, azd);
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Point3 pte = currentegg->getLocation();
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Common::Rect32 arect(pta.x, pta.y, pta.x + axd, pta.y + ayd);
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if (!_currentSnapEggRange.intersects(arect))
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return false;
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if (pta.z > pte.z + 0x30 || pta.z < pte.z - 0x30)
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return false;
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return true;
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}
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void SnapProcess::getSnapEggRange(const Item *item, Common::Rect32 &rect) const {
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assert(item);
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uint16 qhi = ((item->getQuality() >> 8) & 0xff);
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// Interpreting the values as *signed* char here is deliberate.
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int32 xoff = static_cast<int8>(item->getMapNum()) * 0x0020;
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int32 yoff = static_cast<int8>(item->getNpcNum()) * 0x0020;
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int32 xrange = (qhi >> 4) * 0x20;
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int32 yrange = (qhi & 0xf) * 0x20;
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Point3 pt = item->getLocation();
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rect.left = pt.x - xrange + xoff;
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rect.top = pt.y - yrange + yoff;
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rect.setWidth(xrange * 2);
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rect.setHeight(yrange * 2);
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}
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void SnapProcess::saveData(Common::WriteStream *ws) {
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Process::saveData(ws);
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ws->writeUint16LE(_currentSnapEgg);
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ws->writeUint16LE(_snapEggs.size());
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for (const auto &eggId : _snapEggs) {
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ws->writeUint16LE(eggId);
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}
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}
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bool SnapProcess::loadData(Common::ReadStream *rs, uint32 version) {
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if (!Process::loadData(rs, version)) return false;
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_currentSnapEgg = rs->readUint16LE();
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uint16 numeggs = rs->readUint16LE();
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for (int i = 0; i < numeggs; i++) {
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_snapEggs.push_back(rs->readUint16LE());
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}
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_type = 1; // should be persistent but older savegames may not know that.
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return true;
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}
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SnapProcess *SnapProcess::get_instance() {
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return _instance;
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}
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} // End of namespace Ultima8
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} // End of namespace Ultima
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