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engines/watchmaker/classes/do_camera.h
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73
engines/watchmaker/classes/do_camera.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 WATCHMAKER_DO_CAMERA_H
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#define WATCHMAKER_DO_CAMERA_H
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#include "watchmaker/t3d.h"
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#include "watchmaker/globvar.h"
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#include "watchmaker/game.h"
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namespace Watchmaker {
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class CameraMan {
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// Constants:
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static const int MAX_CAMERA_STEPS = 500;
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t3dCAMERA FirstPersonCamera, *DestCamera, *LastCamera, CameraCarrello;
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t3dCAMERA CameraStep[MAX_CAMERA_STEPS], AnimCamera;
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int16 CurCameraSubStep = 0, CurCameraStep = 0, NumCameraSteps = 0;
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t3dV3F OldCameraTarget, OldPlayerDir, FirstPersonTarget;
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t3dV3F SourceBlend, TargetBlend;
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uint8 bForceDirectCamera = false, bCameraCarrello = false;
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uint8 t3dCurCameraIndex = 255;
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uint8 t3dLastCameraIndex = 255;
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void NextCameraStep(WGame &game);
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void HandleCameraCarrello(t3dBODY *croom);
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public:
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t3dV3F HeadAngles;
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t3dF32 CamAngleX, CamAngleY;
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void resetAngle();
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void resetLastCameraIndex() { t3dLastCameraIndex = 255; }
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uint8 getCurCameraIndex() { return t3dCurCameraIndex; }
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void MoveHeadAngles(t3dF32 diffx, t3dF32 diffy);
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void GetCameraTarget(Init &init, t3dV3F *Target);
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t3dCAMERA *PickCamera(t3dBODY *b, unsigned char in);
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void doCamera(WGame &game);
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void GetRealCharPos(Init &init, t3dV3F *Target, int32 oc, uint8 bn);
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void ResetCameraTarget();
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void ResetCameraSource();
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void ProcessCamera(WGame &game);
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uint8 GetCameraIndexUnderPlayer(int32 pl);
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void StartAnimCamera(WGame &game);
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uint8 ClipGolfCameraMove(t3dV3F *NewT, t3dV3F *OldT, t3dV3F *Source);
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};
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} // End of namespace Watchmaker
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#endif // WATCHMAKER_DO_CAMERA_H
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