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2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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