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

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