/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef ULTIMA8_WORLD_CAMERAPROCESS_H #define ULTIMA8_WORLD_CAMERAPROCESS_H #include "ultima/ultima8/kernel/process.h" #include "ultima/ultima8/usecode/intrinsics.h" #include "ultima/ultima8/misc/classtype.h" #include "ultima/ultima8/misc/point3.h" namespace Ultima { namespace Ultima8 { /** * The camera process. This works in 4 ways: * * It can be set to stay where it currently is * It can be set to follow an item. * It can be set to scroll to an item * It can be set to stay at a location */ class CameraProcess : public Process { public: CameraProcess(); CameraProcess(uint16 itemnum); // Follow item/Do nothing CameraProcess(const Point3 &p); // Goto location CameraProcess(const Point3 &p, int32 time); // Scroll to location ~CameraProcess() override; ENABLE_RUNTIME_CLASSTYPE() void run() override; // You will notice that this isn't the same as how Item::GetLerped works Point3 GetLerped(int32 factor, bool noupdate = false); //! Find the roof above the camera. //! \param factor Interpolation factor for this frame //! \return 0 if no roof found, objid of roof if found uint16 findRoof(int32 factor); /** * Move the existing camera process to a new location. If the current process is focused on * an item, remove that focus. * * This is not the same as setting a new process, because execution order will not change, * so other pending events will all happen before the fast area is updated */ void moveToLocation(int32 x, int32 y, int32 z); void moveToLocation(const Point3 &p); INTRINSIC(I_setCenterOn); INTRINSIC(I_moveTo); INTRINSIC(I_scrollTo); INTRINSIC(I_startQuake); INTRINSIC(I_stopQuake); INTRINSIC(I_getCameraX); INTRINSIC(I_getCameraY); INTRINSIC(I_getCameraZ); static Point3 GetCameraLocation(); static CameraProcess *GetCameraProcess() { return _camera; } /** * Set the current camera process. Adds process and returns PID. * The new process will go on the front of the process queue, so the fast area * will be updated before any other pending actions occur. */ static uint16 SetCameraProcess(CameraProcess *); static void ResetCameraProcess(); static void SetEarthquake(int32 e) { _earthquake = e; if (!e) _eqX = _eqY = 0; } /** Notify the Camera that the target item has moved */ void itemMoved(); void terminate() override; // Terminate NOW! bool loadData(Common::ReadStream *rs, uint32 version); void saveData(Common::WriteStream *ws) override; uint16 getTrackedItem() const { return _itemNum; } private: Point3 _s; Point3 _e; int32 _time; int32 _elapsed; uint16 _itemNum; int32 _lastFrameNum; static CameraProcess *_camera; static int32 _earthquake; static int32 _eqX, _eqY; }; } // End of namespace Ultima8 } // End of namespace Ultima #endif