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

208 lines
5.4 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 "common/config-manager.h"
#include "ultima/ultima8/world/snap_process.h"
#include "ultima/ultima8/world/get_object.h"
#include "ultima/ultima8/world/actors/actor.h"
#include "ultima/ultima8/world/camera_process.h"
#include "ultima/ultima8/ultima8.h"
namespace Ultima {
namespace Ultima8 {
SnapProcess *SnapProcess::_instance = nullptr;
DEFINE_RUNTIME_CLASSTYPE_CODE(SnapProcess)
SnapProcess::SnapProcess() : Process(), _currentSnapEgg(0) {
_instance = this;
_type = 1; // persistent
}
SnapProcess::~SnapProcess() {
if (_instance == this)
_instance = nullptr;
}
void SnapProcess::run() {
bool snap_to_player = ConfMan.getBool("camera_on_player");
bool in_stasis = Ultima8Engine::get_instance()->isAvatarInStasis();
// For cut scenes and remote cameras (when in stasis),
// we should snap to the right egg - not to the player.
// Snapping to player resumes once stasis is done.
if (snap_to_player && !in_stasis) {
const Actor *controlled = getControlledActor();
if (controlled) {
Point3 pt = controlled->getCentre();
if (pt.x > 0 || pt.y > 0) {
_currentSnapEgg = 0;
CameraProcess *camera = CameraProcess::GetCameraProcess();
if (camera->getItemNum() != controlled->getObjId())
CameraProcess::SetCameraProcess(new CameraProcess(pt));
}
}
} else {
if (!_currentSnapEgg || !isNpcInRangeOfCurrentEgg()) {
updateCurrentEgg();
}
}
}
void SnapProcess::addEgg(Item *item) {
assert(item);
ObjId id = item->getObjId();
for (const auto &eggId : _snapEggs) {
if (eggId == id)
return;
}
_snapEggs.push_back(id);
}
void SnapProcess::updateCurrentEgg() {
// Check that we have something to snap to..
if (!_currentSnapEgg && !_snapEggs.size())
return;
const Actor *a = getControlledActor();
if (!a)
return;
int32 axd, ayd, azd;
Point3 pta = a->getLocation();
a->getFootpadWorld(axd, ayd, azd);
Common::Rect32 arect(pta.x, pta.y, pta.x + axd, pta.y + ayd);
for (const auto &eggId : _snapEggs) {
const Item *egg = getItem(eggId);
if (!egg)
continue;
Common::Rect32 r;
Point3 pte = egg->getLocation();
getSnapEggRange(egg, r);
if (r.intersects(arect) && (pta.z <= pte.z + 0x30 && pta.z >= pte.z - 0x30)) {
_currentSnapEgg = eggId;
_currentSnapEggRange = r;
CameraProcess::SetCameraProcess(new CameraProcess(_currentSnapEgg));
}
}
}
void SnapProcess::removeEgg(Item *item) {
assert(item);
ObjId id = item->getObjId();
for (Std::list<ObjId>::iterator iter = _snapEggs.begin();
iter != _snapEggs.end(); iter++) {
if (*iter == id) {
iter = _snapEggs.erase(iter);
}
}
if (id == _currentSnapEgg) {
_currentSnapEgg = 0;
_currentSnapEggRange = Common::Rect32();
}
}
void SnapProcess::clearEggs() {
_snapEggs.clear();
_currentSnapEgg = 0;
_currentSnapEggRange = Common::Rect32();
}
bool SnapProcess::isNpcInRangeOfCurrentEgg() const {
if (!_currentSnapEgg)
return false;
const Actor *a = getControlledActor();
const Item *currentegg = getItem(_currentSnapEgg);
if (!a || !currentegg)
return false;
int32 axd, ayd, azd;
Point3 pta = a->getLocation();
a->getFootpadWorld(axd, ayd, azd);
Point3 pte = currentegg->getLocation();
Common::Rect32 arect(pta.x, pta.y, pta.x + axd, pta.y + ayd);
if (!_currentSnapEggRange.intersects(arect))
return false;
if (pta.z > pte.z + 0x30 || pta.z < pte.z - 0x30)
return false;
return true;
}
void SnapProcess::getSnapEggRange(const Item *item, Common::Rect32 &rect) const {
assert(item);
uint16 qhi = ((item->getQuality() >> 8) & 0xff);
// Interpreting the values as *signed* char here is deliberate.
int32 xoff = static_cast<int8>(item->getMapNum()) * 0x0020;
int32 yoff = static_cast<int8>(item->getNpcNum()) * 0x0020;
int32 xrange = (qhi >> 4) * 0x20;
int32 yrange = (qhi & 0xf) * 0x20;
Point3 pt = item->getLocation();
rect.left = pt.x - xrange + xoff;
rect.top = pt.y - yrange + yoff;
rect.setWidth(xrange * 2);
rect.setHeight(yrange * 2);
}
void SnapProcess::saveData(Common::WriteStream *ws) {
Process::saveData(ws);
ws->writeUint16LE(_currentSnapEgg);
ws->writeUint16LE(_snapEggs.size());
for (const auto &eggId : _snapEggs) {
ws->writeUint16LE(eggId);
}
}
bool SnapProcess::loadData(Common::ReadStream *rs, uint32 version) {
if (!Process::loadData(rs, version)) return false;
_currentSnapEgg = rs->readUint16LE();
uint16 numeggs = rs->readUint16LE();
for (int i = 0; i < numeggs; i++) {
_snapEggs.push_back(rs->readUint16LE());
}
_type = 1; // should be persistent but older savegames may not know that.
return true;
}
SnapProcess *SnapProcess::get_instance() {
return _instance;
}
} // End of namespace Ultima8
} // End of namespace Ultima