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scummvm-cursorfix/engines/ultima/ultima8/world/camera_process.cpp
2026-02-02 04:50:13 +01:00

397 lines
10 KiB
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/>.
*
*/
#include "ultima/ultima8/world/camera_process.h"
#include "ultima/ultima8/world/world.h"
#include "ultima/ultima8/world/current_map.h"
#include "ultima/ultima8/world/coord_utils.h"
#include "ultima/ultima8/world/actors/actor.h"
#include "ultima/ultima8/kernel/kernel.h"
#include "ultima/ultima8/ultima8.h"
#include "ultima/ultima8/world/get_object.h"
namespace Ultima {
namespace Ultima8 {
DEFINE_RUNTIME_CLASSTYPE_CODE(CameraProcess)
//
// Statics
//
CameraProcess *CameraProcess::_camera = nullptr;
int32 CameraProcess::_earthquake = 0;
int32 CameraProcess::_eqX = 0;
int32 CameraProcess::_eqY = 0;
CameraProcess::CameraProcess() : Process(), _s(),
_e(), _time(0), _elapsed(0),
_itemNum(0), _lastFrameNum(0) {
}
CameraProcess::~CameraProcess() {
if (_camera == this)
_camera = nullptr;
}
uint16 CameraProcess::SetCameraProcess(CameraProcess *cam) {
if (!cam) cam = new CameraProcess(0);
if (_camera) _camera->terminate();
_camera = cam;
return Kernel::get_instance()->addProcess(_camera);
}
void CameraProcess::ResetCameraProcess() {
if (_camera) _camera->terminate();
_camera = nullptr;
}
void CameraProcess::moveToLocation(int32 x, int32 y, int32 z) {
moveToLocation(Point3(x, y, z));
}
void CameraProcess::moveToLocation(const Point3 &p) {
if (_itemNum) {
Item *item = getItem(_itemNum);
if (item)
item->clearExtFlag(Item::EXT_CAMERA);
_itemNum = 0;
}
_s.x = _s.y = _s.z = _time = _elapsed = _lastFrameNum = 0;
_eqX = _eqY = _earthquake = 0;
_e = p;
_s = GetCameraLocation();
}
Point3 CameraProcess::GetCameraLocation() {
if (_camera) {
return _camera->GetLerped(256, true);
}
World *world = World::get_instance();
CurrentMap *map = world->getCurrentMap();
int map_num = map->getNum();
Actor *av = getControlledActor();
Point3 pt;
if (!av || av->getMapNum() != map_num) {
pt.x = 8192;
pt.y = 8192;
pt.z = 64;
} else {
pt = av->getLocation();
}
if (_earthquake) {
pt.x += 2 * _eqX + 4 * _eqY;
pt.y += -2 * _eqX + 4 * _eqY;
}
return pt;
}
//
// Constructors
//
// Track item, do nothing
CameraProcess::CameraProcess(uint16 _itemnum) :
_e(), _time(0), _elapsed(0), _itemNum(_itemnum), _lastFrameNum(0) {
_s = GetCameraLocation();
if (_itemNum) {
Item *item = getItem(_itemNum);
if (item) {
item->setExtFlag(Item::EXT_CAMERA);
_e = item->getLocation();
_e.z += 20; //!!constant
}
} else {
// No item
_itemNum = 0;
_e = _s;
}
}
// Stay over point
CameraProcess::CameraProcess(const Point3 &p) :
_e(p), _time(0), _elapsed(0), _itemNum(0), _lastFrameNum(0) {
_s = GetCameraLocation();
}
// Scroll
CameraProcess::CameraProcess(const Point3 &p, int32 time) :
_e(p), _time(time), _elapsed(0), _itemNum(0), _lastFrameNum(0) {
_s = GetCameraLocation();
debug(10, "Scrolling from (%d, %d,%d) to (%d, %d, %d) in %d frames",
_s.x, _s.y, _s.z, _e.x, _e.y, _e.z, _time);
}
void CameraProcess::terminate() {
if (_itemNum) {
Item *item = getItem(_itemNum);
if (item)
item->clearExtFlag(Item::EXT_CAMERA);
_itemNum = 0;
}
Process::terminate();
}
void CameraProcess::run() {
if (_earthquake) {
Common::RandomSource &rs = Ultima8Engine::get_instance()->getRandomSource();
_eqX = rs.getRandomNumberRngSigned(-_earthquake, _earthquake);
_eqY = rs.getRandomNumberRngSigned(-_earthquake, _earthquake);
} else {
_eqX = 0;
_eqY = 0;
}
if (_time && _elapsed > _time) {
_result = 0; // do we need this
CameraProcess::SetCameraProcess(nullptr); // This will terminate us
return;
}
_elapsed++;
}
void CameraProcess::itemMoved() {
if (!_itemNum)
return;
Item *item = getItem(_itemNum);
// We only update for now if lerping has been disabled
if (!item || !item->hasExtFlags(Item::EXT_LERP_NOPREV))
return;
Point3 pt = item->getLocation();
int32 maxdist = MAX(MAX(abs(_e.x - pt.z), abs(_e.y - pt.y)), abs(_e.z - pt.z));
if (GAME_IS_U8 || (GAME_IS_CRUSADER && maxdist > 0x40)) {
_s.x = _e.x = pt.x;
_s.y = _e.y = pt.y;
_e.z = pt.z;
_s.z = _e.z += 20;
World::get_instance()->getCurrentMap()->updateFastArea(_s, _e);
}
}
Point3 CameraProcess::GetLerped(int32 factor, bool noupdate) {
Point3 pt;
if (_time == 0) {
if (!noupdate) {
bool inBetween = true;
if (_lastFrameNum != _elapsed) {
// No lerping if we missed a frame
if ((_elapsed - _lastFrameNum) > 1) factor = 256;
_lastFrameNum = _elapsed;
inBetween = false;
}
if (!inBetween) {
_s = _e;
if (_itemNum) {
Item *item = getItem(_itemNum);
// Got it
if (item) {
item->setExtFlag(Item::EXT_CAMERA);
_s = _e;
_e = item->getLocation();
_e.z += 20; //!!constant
}
}
// Update the fast area
World::get_instance()->getCurrentMap()->updateFastArea(_s, _e);
}
}
if (factor == 256) {
pt = _e;
} else if (factor == 0) {
pt = _s;
} else {
// This way while possibly slower is more accurate
pt.x = ((_s.x * (256 - factor) + _e.x * factor) >> 8);
pt.y = ((_s.y * (256 - factor) + _e.y * factor) >> 8);
pt.z = ((_s.z * (256 - factor) + _e.z * factor) >> 8);
}
} else {
// Do a quadratic interpolation here of velocity (maybe), but not yet
int32 sfactor = _elapsed;
int32 efactor = _elapsed + 1;
if (sfactor > _time) sfactor = _time;
if (efactor > _time) efactor = _time;
Point3 ls;
ls.x = ((_s.x * (_time - sfactor) + _e.x * sfactor) / _time);
ls.y = ((_s.y * (_time - sfactor) + _e.y * sfactor) / _time);
ls.z = ((_s.z * (_time - sfactor) + _e.z * sfactor) / _time);
Point3 le;
le.x = ((_s.x * (_time - efactor) + _e.x * efactor) / _time);
le.y = ((_s.y * (_time - efactor) + _e.y * efactor) / _time);
le.z = ((_s.z * (_time - efactor) + _e.z * efactor) / _time);
// Update the fast area
if (!noupdate)
World::get_instance()->getCurrentMap()->updateFastArea(ls, le);
// This way while possibly slower is more accurate
pt.x = ((ls.x * (256 - factor) + le.x * factor) >> 8);
pt.y = ((ls.y * (256 - factor) + le.y * factor) >> 8);
pt.z = ((ls.z * (256 - factor) + le.z * factor) >> 8);
}
if (_earthquake) {
pt.x += 2 * _eqX + 4 * _eqY;
pt.y += -2 * _eqX + 4 * _eqY;
}
return pt;
}
uint16 CameraProcess::findRoof(int32 factor) {
int32 earthquake_old = _earthquake;
_earthquake = 0;
Point3 pt = GetLerped(factor);
_earthquake = earthquake_old;
// Camera box based on 2x2x2 footpad to avoid floor detected as roof
Box target(pt.x, pt.y, pt.z, 64, 64, 16);
PositionInfo info = World::get_instance()->getCurrentMap()->getPositionInfo(target, target, 0, kMainActorId);
return info.roof ? info.roof->getObjId() : 0;
}
void CameraProcess::saveData(Common::WriteStream *ws) {
Process::saveData(ws);
ws->writeUint32LE(static_cast<uint32>(_s.x));
ws->writeUint32LE(static_cast<uint32>(_s.y));
ws->writeUint32LE(static_cast<uint32>(_s.z));
ws->writeUint32LE(static_cast<uint32>(_e.x));
ws->writeUint32LE(static_cast<uint32>(_e.y));
ws->writeUint32LE(static_cast<uint32>(_e.z));
ws->writeUint32LE(static_cast<uint32>(_time));
ws->writeUint32LE(static_cast<uint32>(_elapsed));
ws->writeUint16LE(_itemNum);
ws->writeUint32LE(_lastFrameNum);
ws->writeUint32LE(static_cast<uint32>(_earthquake));
ws->writeUint32LE(static_cast<uint32>(_eqX));
ws->writeUint32LE(static_cast<uint32>(_eqY));
}
bool CameraProcess::loadData(Common::ReadStream *rs, uint32 version) {
if (!Process::loadData(rs, version)) return false;
_s.x = static_cast<int32>(rs->readUint32LE());
_s.y = static_cast<int32>(rs->readUint32LE());
_s.z = static_cast<int32>(rs->readUint32LE());
_e.x = static_cast<int32>(rs->readUint32LE());
_e.y = static_cast<int32>(rs->readUint32LE());
_e.z = static_cast<int32>(rs->readUint32LE());
_time = static_cast<int32>(rs->readUint32LE());
_elapsed = static_cast<int32>(rs->readUint32LE());
_itemNum = rs->readUint16LE();
_lastFrameNum = rs->readUint32LE();
_earthquake = static_cast<int32>(rs->readUint32LE()); //static
_eqX = static_cast<int32>(rs->readUint32LE()); //static
_eqY = static_cast<int32>(rs->readUint32LE()); //static
_camera = this; //static
return true;
}
// "Camera::move_to(uword, uword, ubyte, word)",
uint32 CameraProcess::I_moveTo(const uint8 *args, unsigned int argsize) {
ARG_UINT16(x);
ARG_UINT16(y);
ARG_UINT8(z);
if (argsize > 6) {
ARG_NULL16(); // sint16? what is this?
}
World_FromUsecodeXY(x, y);
Point3 pt(x, y, z);
CameraProcess::SetCameraProcess(new CameraProcess(pt));
return 0;
}
// "Camera::setCenterOn(uword)",
uint32 CameraProcess::I_setCenterOn(const uint8 *args, unsigned int /*argsize*/) {
ARG_OBJID(itemNum);
CameraProcess::SetCameraProcess(new CameraProcess(itemNum));
return 0;
}
// Camera::scrollTo(uword, uword, ubyte, word)
uint32 CameraProcess::I_scrollTo(const uint8 *args, unsigned int /*argsize*/) {
ARG_UINT16(x);
ARG_UINT16(y);
ARG_UINT8(z);
ARG_NULL16(); // some uint16?
World_FromUsecodeXY(x, y);
Point3 pt(x, y, z);
return CameraProcess::SetCameraProcess(new CameraProcess(pt, 25));
}
// Camera::startQuake(word)
uint32 CameraProcess::I_startQuake(const uint8 *args, unsigned int /*argsize*/) {
ARG_UINT16(strength);
SetEarthquake(strength);
return 0;
}
// Camera::stopQuake()
uint32 CameraProcess::I_stopQuake(const uint8 * /*args*/, unsigned int /*argsize*/) {
SetEarthquake(0);
return 0;
}
uint32 CameraProcess::I_getCameraX(const uint8 *args, unsigned int argsize) {
assert(GAME_IS_CRUSADER);
Point3 pt = GetCameraLocation();
return World_ToUsecodeCoord(pt.x);
}
uint32 CameraProcess::I_getCameraY(const uint8 *args, unsigned int argsize) {
assert(GAME_IS_CRUSADER);
Point3 pt = GetCameraLocation();
return World_ToUsecodeCoord(pt.y);
}
uint32 CameraProcess::I_getCameraZ(const uint8 *args, unsigned int argsize) {
Point3 pt = GetCameraLocation();
return pt.z;
}
} // End of namespace Ultima8
} // End of namespace Ultima