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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/>.
*
*/
#include "watchmaker/classes/do_camera.h"
#include "watchmaker/t3d.h"
#include "watchmaker/utils.h"
#include "watchmaker/globvar.h"
#include "watchmaker/define.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/3d/geometry.h"
#include "watchmaker/3d/t3d_body.h"
#include "watchmaker/ll/ll_util.h"
#include "watchmaker/message.h"
#include "watchmaker/walk/act.h"
#include "watchmaker/ll/ll_mouse.h"
#include "watchmaker/schedule.h"
#include "watchmaker/ll/ll_string.h"
#include "watchmaker/classes/do_string.h"
#include "watchmaker/3d/animation.h"
#include "watchmaker/windows_hacks.h"
#include "watchmaker/3d/loader.h"
#include "watchmaker/walk/walkutil.h"
#include "watchmaker/renderer.h"
// locals
#define FIRST_PERSON_STEPS 8
#define CAMERA_CARRELLO_DIST 800.0f
#define MAX_CAMERA_MOVE 50.0f
#define MAX_CAMERA_ANGLE 2.0f
#define CAMERA_SUB_STEPS 3
namespace Watchmaker {
/* -----------------20/10/98 10.40-------------------
* PickCamera
* --------------------------------------------------*/
t3dCAMERA *CameraMan::PickCamera(t3dBODY *b, unsigned char in) {
// TODO: This is just here until we know when we can expect a nullptr
if (!b) {
return nullptr;
}
return b->PickCamera(in);
}
t3dCAMERA *t3dBODY::PickCamera(uint8 in) {
if (NumCameras() == 0) return nullptr;
// in = 100;
for (int i = 0; i < (int32)NumCameras(); i++)
if (CameraTable[i].Index == (in + 1))
return (&CameraTable[i]);
// return( &b->CameraTable[in] );
warning("Camera %d non trovata in %s", in + 1, name.c_str());
return (&CameraTable[0]);
}
/* -----------------06/07/98 16.55-------------------
* GetRealCharPos
* --------------------------------------------------*/
void CameraMan::GetRealCharPos(Init &init, t3dV3F *Target, int32 oc, uint8 bn) {
t3dCHARACTER *Ch = Character[oc];
t3dMESH *mesh = Ch->Mesh, *m;
t3dBONE *bone;
int32 frame = mesh->CurFrame;
t3dV3F tmp;
if ((Target != nullptr) && (Ch != nullptr)) {
// Discesa del garage
if (t3dCurRoom->name.equalsIgnoreCase("rxt.t3d")) {
if ((m = LinkMeshToStr(init, "oxt-garage")) && (m->BBox[3].p.x - m->BBox[2].p.x) &&
(Player->Pos.x > m->BBox[2].p.x) && (Player->Pos.x < m->BBox[3].p.x) &&
(Player->Pos.z > m->BBox[2].p.z) && (Player->Pos.z < m->BBox[6].p.z)) {
Player->Mesh->Trasl.y = Player->Pos.y = ((Player->Pos.x - m->BBox[2].p.x) / (m->BBox[3].p.x - m->BBox[2].p.x)) * m->BBox[2].p.y;
CurFloorY = Player->Pos.y;
}
}
t3dVectCopy(Target, &mesh->Trasl);
Target->y = CurFloorY + CHEST_HEIGHT;
if ((bn) && (frame > 0)) {
if (mesh->Flags & T3D_MESH_DEFAULTANIM)
bone = &mesh->DefaultAnim.BoneTable[bn];
else
bone = &mesh->Anim.BoneTable[bn];
if ((bone) && (bone->Trasl) && (bone->Matrix)) {
Target->y = CurFloorY;
t3dVectSub(&tmp, &bone->Trasl[frame], &bone->Trasl[1]);
t3dVectTransform(&tmp, &tmp, &bone->Matrix[1]);
t3dVectTransformInv(&tmp, &tmp, &bone->Matrix[frame]);
t3dVectAdd(&tmp, &tmp, &bone->Trasl[frame]);
t3dVectAdd(Target, Target, &tmp);
}
}
}
}
/* -----------------21/08/98 14.38-------------------
* Dist Point C from AB -> Inters in I
* --------------------------------------------------*/
uint8 DistPointRect(t3dV3F *i, t3dF32 *dist, t3dV3F *a, t3dV3F *b, t3dV3F *c) {
t3dF32 d, r;
d = ((b->x - a->x) * (b->x - a->x) + (b->z - a->z) * (b->z - a->z));
r = ((a->z - c->z) * (a->z - b->z) - (a->x - c->x) * (b->x - a->x)) / d;
if (r <= 0.0f) { // Prima di A
t3dVectCopy(i, a);
*dist = t3dVectDistance(c, i);
return FALSE;
} else if (r >= 1.0f) { // Dopo B
t3dVectCopy(i, b);
*dist = t3dVectDistance(c, i);
return FALSE;
} else { // Tra A e B
i->x = a->x + r * (b->x - a->x);
i->y = a->y + r * (b->y - a->y);
i->z = a->z + r * (b->z - a->z);
*dist = t3dVectDistance(c, i);
return TRUE;
}
}
/* -----------------20/08/98 17.16-------------------
* HandleCameraCarrello
* --------------------------------------------------*/
void CameraMan::HandleCameraCarrello(t3dBODY *croom) {
t3dCAMERAPATH *cp = nullptr;
t3dF32 dist, mindist;
t3dV3F pt, i, b;
int16 j;
uint8 bcc = false;
if (!Player || !croom || !t3dCurCamera) return;
// Se e' appena partito il carrello
if (!bCameraCarrello) {
CameraCarrello = *t3dCurCamera;
t3dCurCamera = &CameraCarrello;
}
// Cerca percorso carrello
for (j = 0; j < CameraCarrello.NumAvailablePaths(); j++)
if (CameraCarrello.CameraPaths[j].PathIndex & 0x80)
break;
// Puntatore al perscorso carrello, se non lo trova esce
if ((j >= CameraCarrello.NumAvailablePaths()) ||
((cp = &croom->CameraPath[(CameraCarrello.CameraPaths[j].PathIndex) & 0x7F]) == nullptr))
return ;
// Trova il punto dell'omino che deve seguire il source del carrello
t3dVectFill(&b, 0.0f);
t3dVectFill(&pt, 0.0f);
pt.z = (t3dF32)(cp->CarrelloDist);
t3dVectTransform(&pt, &pt, &Player->Mesh->Matrix);
t3dVectAdd(&pt, &pt, &t3dCurCamera->Target);
// Cerca punto ottimale del carrello
mindist = 9999999.9f;
for (j = 0; j < cp->NumPoints() - 1; j++) {
DistPointRect(&i, &dist, &cp->PList[j], &cp->PList[j + 1], &pt);
if (dist < mindist) {
t3dVectCopy(&b, &i);
bcc = true;
mindist = dist;
}
}
// Se decide di spostare source camera carrello
if (bcc) {
// Se e' appena partito carrello, puo' fare scatto
if (!bCameraCarrello)
t3dVectCopy(&t3dCurCamera->Source, &b);
else {
// Se dorvebbe fare scatto, inizia a smussare
if (t3dVectDistance(&t3dCurCamera->Source, &b) > MAX_CAMERA_MOVE) {
t3dVectSub(&i, &b, &t3dCurCamera->Source);
t3dVectNormalize(&i);
i *= MAX_CAMERA_MOVE;
t3dVectAdd(&t3dCurCamera->Source, &t3dCurCamera->Source, &i);
} else
t3dVectCopy(&t3dCurCamera->Source, &b);
}
bCameraCarrello = bcc;
}
}
void CameraMan::MoveHeadAngles(t3dF32 diffx, t3dF32 diffy) {
t3dF32 s;
if (((diffx == 0) && (diffy == 0)) || (bLPressed) || (bRPressed) || (bDialogActive)) return;
if (diffx < -10) diffx = -10;
else if (diffx > 10) diffx = 10;
if (diffy < -10) diffy = -10;
else if (diffy > 10) diffy = 10;
s = (t3dF32)bFirstPerson + 1.0f;
if (diffx > 0) {
if ((HeadAngles.x + diffx) >= MAX_HEAD_ANGLE_X * s) {
diffx = MAX_HEAD_ANGLE_X * s - HeadAngles.x;
HeadAngles.x = MAX_HEAD_ANGLE_X * s;
} else
HeadAngles.x += diffx;
} else {
if ((HeadAngles.x + diffx) < -MAX_HEAD_ANGLE_X * s) {
diffx = -MAX_HEAD_ANGLE_X * s - HeadAngles.x;
HeadAngles.x = -MAX_HEAD_ANGLE_X * s;
} else
HeadAngles.x += diffx;
}
if (diffy > 0) {
if ((HeadAngles.y + diffy) >= MAX_HEAD_ANGLE_Y * s) {
diffy = MAX_HEAD_ANGLE_Y * s - HeadAngles.y;
HeadAngles.y = MAX_HEAD_ANGLE_Y * s;
} else
HeadAngles.y += diffy;
} else {
if ((HeadAngles.y + diffy) < -MAX_HEAD_ANGLE_Y * s) {
diffy = -MAX_HEAD_ANGLE_Y * s - HeadAngles.y;
HeadAngles.y = -MAX_HEAD_ANGLE_Y * s;
} else
HeadAngles.y += diffy;
}
CamAngleX = ((t3dF32)diffy / 180.0f * T3D_PI);
CamAngleY = ((t3dF32)diffx / 180.0f * T3D_PI);
if (bFirstPerson && !bLockCamera && ((CamAngleX != 0.0f) || (CamAngleY != 0.0f)))
t3dRotateMoveCamera(t3dCurCamera, CamAngleX, CamAngleY, 0.0f);
}
void CameraMan::resetAngle() {
CamAngleX = 0.0f;
CamAngleY = 0.0f;
t3dVectFill(&HeadAngles, 0.0f);
}
/* -----------------30/09/98 11.13-------------------
* GetCameraTaget
* --------------------------------------------------*/
void CameraMan::GetCameraTarget(Init &init, t3dV3F *Target) {
int32 i;
if (!Target) return;
if (bFirstPerson) // Se sono in prima persona e' gia' precalcolato
t3dVectCopy(Target, &FirstPersonTarget);
else if ((Player) && (!CameraTargetObj)) // Se non e' settato niente oppure e' il giocatore
GetRealCharPos(init, Target, ocCURPLAYER, 0);
else if ((CameraTargetObj == oCAMERAMAX) && (t3dCurCamera)) {
if ((bAllowCalcCamera) && (bMovingCamera) && (CurCameraStep < NumCameraSteps)) { // se li ha gia' precalcolati
t3dVectCopy(Target, &CameraStep[CurCameraStep].Target);
for (i = 0; i < CurCameraSubStep; i++)
t3dVectAdd(Target, Target, &TargetBlend);
} else
t3dVectCopy(Target, &t3dCurCamera->MaxTarget);
} else
GetRealCharPos(init, Target, CameraTargetObj, (uint8)CameraTargetBone);
}
/* -----------------05/06/98 15.34-------------------
* NextCameraStep
* --------------------------------------------------*/
void CameraMan::NextCameraStep(WGame &game) {
t3dBONE *bone;
t3dV3F Target;
int16 i;
Init &init = game.init;
if (bMovingCamera == 2) {
if ((game.init._globals._invVars.CameraDummy.CurFrame >= 0) && (game.init._globals._invVars.CameraDummy.Anim.BoneTable)) {
if ((bone = &game.init._globals._invVars.CameraDummy.Anim.BoneTable[33]) && (bone->Trasl))
t3dVectCopy(&t3dCurCamera->Source, &bone->Trasl[game.init._globals._invVars.CameraDummy.CurFrame]);
if ((bone = &game.init._globals._invVars.CameraDummy.Anim.BoneTable[34]) && (bone->Trasl))
t3dVectCopy(&t3dCurCamera->Target, &bone->Trasl[game.init._globals._invVars.CameraDummy.CurFrame]);
} else {
t3dCurCamera = DestCamera;
CurCameraSubStep = CurCameraStep = NumCameraSteps = 0;
bMovingCamera = false;
DestCamera = nullptr;
t3dVectFill(&OldCameraTarget, 0.0f);
// _vm->_messageSystem.addWaitingMsgs( MP_WAIT_CAMERA );
GetCameraTarget(init, &t3dCurCamera->Target);
game._renderer->setCurCameraViewport(t3dCurCamera->Fov, bSuperView);
}
return ;
}
if (!bMovingCamera || !Player) return;
GetCameraTarget(init, &Target);
// Se ha finito di muoversi
if ((NumCameraSteps != 0) && (CurCameraStep >= NumCameraSteps)) {
t3dCurCamera = DestCamera;
t3dVectCopy(&t3dCurCamera->Target, &Target);
game._renderer->setCurCameraViewport(t3dCurCamera->Fov, bSuperView);
CurCameraStep = NumCameraSteps = 0;
bMovingCamera = false;
DestCamera = nullptr;
_vm->_messageSystem.addWaitingMsgs(MP_WAIT_CAMERA);
// if( (bFirstPerson) && ( ( CurRoom == r32 ) && ( PlayerPos[CurPlayer+ocDARRELL] == 6 ) ) )
// PlayerSpeak( Obj[o32OROLOGIO].action[CurPlayer+ocDARRELL] );
if ((bFirstPerson) && (ToFirstPersonSent)) {
PlayerSpeak(game, ToFirstPersonSent);
ToFirstPersonSent = 0;
}
// Se ho selezionato un carrello, riposiziona il source
for (i = 0; i < t3dCurCamera->NumAvailablePaths(); i++)
if (t3dCurCamera->CameraPaths[i].PathIndex & 0x80) {
HandleCameraCarrello(t3dCurRoom);
break;
}
} else {
t3dCurCamera = &CameraStep[CurCameraStep];
t3dVectCopy(&t3dCurCamera->Target, &Target);
if ((!CurCameraSubStep) && (CurCameraStep + 1 < NumCameraSteps)) {
t3dVectSub(&SourceBlend, &CameraStep[CurCameraStep + 1].Source, &CameraStep[CurCameraStep].Source);
SourceBlend *= (1.0f / (t3dF32)CAMERA_SUB_STEPS);
t3dVectSub(&TargetBlend, &CameraStep[CurCameraStep + 1].Target, &CameraStep[CurCameraStep].Target);
TargetBlend *= (1.0f / (t3dF32)CAMERA_SUB_STEPS);
} else if (CurCameraStep + 1 < NumCameraSteps)
t3dVectAdd(&t3dCurCamera->Source, &t3dCurCamera->Source, &SourceBlend);
game._renderer->setCurCameraViewport(t3dCurCamera->Fov, bSuperView);
if (++CurCameraSubStep >= CAMERA_SUB_STEPS) {
CurCameraStep ++;
CurCameraSubStep = 0;
}
}
}
/* -----------------05/06/98 15.50-------------------
* doCamera
* --------------------------------------------------*/
void CameraMan::doCamera(WGame &game) {
t3dV3F Dest, Dir, ct;
t3dF32 dist;
int16 row, col, i;
Init &init = game.init;
switch (TheMessage->event) {
case ME_CAMERA3TO1:
if (bMovingCamera) {
TheMessage->flags |= MP_WAIT_CAMERA;
ReEvent();
}
if (Player == nullptr) break;
mHide = true;
bFirstPerson = true;
CharStop(ocCURPLAYER);
game._messageSystem.removeEvent(EventClass::MC_PLAYER, ME_ALL);
ClearText();
LastCamera = t3dCurCamera;
DestCamera = &FirstPersonCamera;
DestCamera->Fov = CAMERA_FOV_1ST;
// LastCamera->Fov = CAMERA_FOV;
// Abilita la modalita' muovi camera
bMovingCamera = true;
// Seleziona il punto di destinazione del Source
GetRealCharPos(init, &Dest, ocCURPLAYER, 0);
Dest.y = CurFloorY + EYES_HEIGHT;
t3dVectCopy(&FirstPersonCamera.Source, &Dest);
// Trova il target a cui puntare
t3dVectFill(&HeadAngles, 0.0f);
CamAngleX = 0.0f;
CamAngleY = 0.0f;
t3dVectNormalize(&Player->Dir);
FirstPersonTarget = Player->Dir * CHEST_HEIGHT;
t3dVectAdd(&FirstPersonTarget, &FirstPersonTarget, &Player->Mesh->Trasl);
FirstPersonTarget.y = CurFloorY + EYES_HEIGHT;
if (TheMessage->bparam) {
if (GetFullLightDirection(&FirstPersonTarget, TheMessage->bparam)) {
Dest.y = FirstPersonTarget.y;
FirstPersonCamera.Source.y = FirstPersonTarget.y;
// HeadAngles.y = -(t3dF32)asin( (FirstPersonTarget.y-(CurFloorY+EYES_HEIGHT))/CHEST_HEIGHT )*180.0f/T3D_PI;
}
}
// Calcola quanto deve muovere la camera
dist = t3dVectDistance(&LastCamera->Source, &Dest);
t3dVectSub(&Dir, &LastCamera->Source, &Dest);
t3dVectNormalize(&Dir);
Dir *= (dist / FIRST_PERSON_STEPS);
CurCameraStep = 0;
CurCameraSubStep = 0;
NumCameraSteps = FIRST_PERSON_STEPS;
// Copia tutti i passi del percorso partendo dall'arrivo
for (i = NumCameraSteps - 1; i >= 0; i--) {
t3dVectCopy(&CameraStep[i].Source, &Dest);
t3dVectAdd(&Dest, &Dest, &Dir);
CameraStep[i].Fov = LastCamera->Fov + (t3dF32)(((DestCamera->Fov - LastCamera->Fov) * (t3dF32)i) / (t3dF32)NumCameraSteps);
}
// Avanza al primo frame del percorso
NextCameraStep(game);
game._messageSystem.removeEvent(EventClass::MC_PLAYER, ME_PLAYERIDLE);
// Sistema posizione del mouse e posizione della testa
{
auto info = game._renderer->getScreenInfos();
mPosx = info.width / 2;
mPosy = info.height / 2;
}
Player->Flags |= T3D_CHARACTER_ENABLEDINMIRROR;
break;
case ME_CAMERA1TO3:
if (bMovingCamera) {
TheMessage->flags |= MP_WAIT_CAMERA;
ReEvent();
}
if (Player == nullptr) break;
mHide = true;
bFirstPerson = false;
// CharStop( Player );
ClearText();
if (FromFirstPersonAnim)
CharGotoPosition(game, ocCURPLAYER, init.Anim[FromFirstPersonAnim].pos, 0, FromFirstPersonAnim);
DestCamera = LastCamera;
if (TheMessage->bparam) DestCamera = t3dCurCamera;
LastCamera = &FirstPersonCamera;
// DestCamera->Fov = CAMERA_FOV;
LastCamera->Fov = CAMERA_FOV_1ST;
// Abilita la modalita' muovi camera
bMovingCamera = true;
// Seleziona il punto di destinazione del Source
t3dVectCopy(&Dest, &Player->Mesh->Trasl);
Dest.y = CurFloorY + EYES_HEIGHT;
t3dVectCopy(&FirstPersonCamera.Source, &Dest);
// Calcola quanto deve muovere la camera
dist = t3dVectDistance(&DestCamera->Source, &Dest);
t3dVectSub(&Dir, &DestCamera->Source, &Dest);
t3dVectNormalize(&Dir);
Dir *= (dist / FIRST_PERSON_STEPS);
CurCameraStep = 0;
CurCameraSubStep = 0;
NumCameraSteps = FIRST_PERSON_STEPS;
// Copia tutti i passi del percorso partendo dall'arrivo
for (i = 0; i < NumCameraSteps; i++) {
t3dVectCopy(&CameraStep[i].Source, &Dest);
t3dVectAdd(&Dest, &Dest, &Dir);
CameraStep[i].Fov = LastCamera->Fov + (t3dF32)(((DestCamera->Fov - LastCamera->Fov) * (t3dF32)i) / (t3dF32)NumCameraSteps);
}
// Azzera un po' di variabili
t3dVectFill(&HeadAngles, 0.0f);
CamAngleX = 0.0f;
CamAngleY = 0.0f;
// Avanza al primo frame del percorso
NextCameraStep(game);
FromFirstPersonAnim = aNULL;
if (Player)
Player->Flags &= ~T3D_CHARACTER_HIDE;
Player->Flags &= ~T3D_CHARACTER_ENABLEDINMIRROR;
break;
case ME_CAMERAPLAYER:
if (bMovingCamera) {
TheMessage->flags |= MP_WAIT_CAMERA;
ReEvent();
}
if ((Player == nullptr) || (t3dCurRoom->CameraGrid.Grid.empty())) break;
GetCameraTarget(init, &ct);
col = (int16)((ct.x - t3dCurRoom->CameraGrid.TopLeft.x) / t3dCurRoom->CameraGrid.CellDim.x);
row = (int16)((ct.z - t3dCurRoom->CameraGrid.TopLeft.z) / t3dCurRoom->CameraGrid.CellDim.z);
if (((col < 0 || row < 0) || (col >= t3dCurRoom->CameraGrid.Col) || (row >= t3dCurRoom->CameraGrid.Row))) return;
t3dLastCameraIndex = t3dCurCameraIndex;
t3dCurCameraIndex = t3dCurRoom->CameraGrid.Grid[col + row * t3dCurRoom->CameraGrid.Col];
mHide = true;
bFirstPerson = false;
ClearText();
LastCamera = t3dCurCamera;
DestCamera = PickCamera(t3dCurRoom, t3dCurCameraIndex);
// DestCamera->Fov = CAMERA_FOV;
// LastCamera->Fov = CAMERA_FOV;
// Abilita la modalita' muovi camera
bMovingCamera = true;
// Seleziona il punto di destinazione del Source
t3dVectCopy(&Dest, &Player->Mesh->Trasl);
Dest.y = CurFloorY + EYES_HEIGHT;
// Calcola quanto deve muovere la camera
dist = t3dVectDistance(&DestCamera->Source, &Dest);
t3dVectSub(&Dir, &DestCamera->Source, &Dest);
t3dVectNormalize(&Dir);
Dir *= (dist / FIRST_PERSON_STEPS);
CurCameraStep = 0;
CurCameraSubStep = 0;
NumCameraSteps = FIRST_PERSON_STEPS;
// Copia tutti i passi del percorso partendo dall'arrivo
for (i = 0; i < NumCameraSteps; i++) {
t3dVectCopy(&CameraStep[i].Source, &Dest);
t3dVectAdd(&Dest, &Dest, &Dir);
CameraStep[i].Fov = LastCamera->Fov + (t3dF32)(((DestCamera->Fov - LastCamera->Fov) * (t3dF32)i) / (t3dF32)NumCameraSteps);
}
// Azzera un po' di variabili
t3dVectFill(&HeadAngles, 0.0f);
CamAngleX = 0.0f;
CamAngleY = 0.0f;
// Avanza al primo frame del percorso
NextCameraStep(game);
FromFirstPersonAnim = aNULL;
if (Player)
Player->Flags &= ~T3D_CHARACTER_HIDE;
Player->Flags &= ~T3D_CHARACTER_ENABLEDINMIRROR;
break;
}
}
/* -----------------09/11/98 10.27-------------------
* ResetCameraSource
* --------------------------------------------------*/
void CameraMan::ResetCameraSource() {
resetLastCameraIndex();
t3dCurCameraIndex = 255;
}
/* -----------------09/11/98 10.27-------------------
* ResetCameraTarget
* --------------------------------------------------*/
void CameraMan::ResetCameraTarget() {
t3dVectFill(&OldCameraTarget, 0.0f);
}
/* -----------------09/11/98 10.32-------------------
* ClipCameraMove
* --------------------------------------------------*/
uint8 ClipCameraMove(t3dV3F *NewT, t3dV3F *OldT, t3dV3F *Source) {
t3dV3F n, o;
t3dF32 a, d, l;
t3dVectSub(&n, NewT, Source);
t3dVectSub(&o, OldT, Source);
t3dVectNormalize(&n);
t3dVectNormalize(&o);
a = t3dVectAngle(&o, &n);
if (a > MAX_CAMERA_ANGLE) d = (MAX_CAMERA_ANGLE * T3D_PI) / 180.0f;
else if (a < -MAX_CAMERA_ANGLE) d = -(MAX_CAMERA_ANGLE * T3D_PI) / 180.0f;
else return 0;
a = (a * T3D_PI) / 180.0f;
t3dVectSub(&o, NewT, OldT);
t3dVectNormalize(&o);
l = (t3dVectDistance(NewT, OldT) * d) / a;
o *= l;
t3dVectAdd(NewT, OldT, &o);
/* t3dVectSub( &o, OldT, Source );
t3dVectNormalize( &o );
l = t3dVectDistance( OldT, Source );
// l += ( ( l - t3dVectDistance( NewT, Source ) ) * d ) / a;
t3dVectScale( &o, &o, l );
t3dMatRot( &m, 0.0f, d, 0.0f );
t3dVectTransform( NewT, &o, &m );
t3dVectAdd( NewT, NewT, Source );
NewT->y += ( ( NewT->y - OldT->y ) * d ) / a;
*/
return 1;
}
/* -----------------05/06/98 10.36-------------------
* ProcessCamera
* --------------------------------------------------*/
void CameraMan::ProcessCamera(WGame &game) {
t3dCAMERAPATH *cp = nullptr;
t3dBODY *croom;
int16 row, col, i;
t3dV3F Dest, Dir;
t3dF32 dist;
int32 a, b;
t3dV3F ct;
int8 cd;
uint8 cc;
int32 foxOldRoom;
Init &init = game.init;
if (bMovingCamera && !PortalCrossed) { // Se la camera si sta muovendo
NextCameraStep(game);
return ;
}
if (bFirstPerson && !PortalCrossed) { // se sono in prima persona non devo cambiare camera
return;
}
if (PortalCrossed != nullptr) { // Se ho cambiato stanza
croom = PortalCrossed; // Nuova stanza
t3dVectFill(&OldCameraTarget, 0.0f);
bForceDirectCamera = TRUE;
t3dCurCameraIndex = 255;
resetLastCameraIndex();
_vm->_messageSystem.addWaitingMsgs(MP_WAIT_PORTAL);
// DebugLogFile("PortalCrossed %s",PortalCrossed->Name);
// PortalCrossed = nullptr;
if (bMovingCamera) {
CurCameraStep = NumCameraSteps = 0;
bMovingCamera = FALSE;
DestCamera = nullptr;
_vm->_messageSystem.addWaitingMsgs(MP_WAIT_CAMERA);
}
if (bFirstPerson)
_vm->_messageSystem.doEvent(EventClass::MC_CAMERA, ME_CAMERA3TO1, MP_DEFAULT, 0, 0, 0, nullptr, nullptr, nullptr);
// Fa partire animazione di link portali se l'ho attraversato con i tasti
for (i = 0; i < (int16)t3dCurRoom->NumMeshes(); i++) {
if (t3dCurRoom->MeshTable[i].PortalList == PortalCrossed) {
for (a = 0; a < MAX_ANIMS_IN_ROOM; a++) {
b = game.getCurRoom().anims[a];
if ((b == aNULL) || !(init.Anim[b].flags & ANIM_PORTAL_LINK)) continue;
if (t3dCurRoom->MeshTable[i].name.equalsIgnoreCase((char *)init.Anim[b].RoomName.rawArray()) && (PlayerGotoPos[CurPlayer + ocDARRELL] != init.Anim[b].pos)) {
if (!(init.Anim[b].flags & ANIM_NULL))
CharGotoPosition(game, ocCURPLAYER, init.Anim[b].pos, 10, b);
break;
}
}
}
}
foxOldRoom = game._gameVars.getCurRoomId();
game._gameVars.setCurRoomId(getRoomFromStr(init, croom->name));
t3dCurRoom = PortalCrossed;
PortalCrossed = nullptr;
UpdateRoomVisibility(game);
if (Player && t3dCurRoom) {
Player->Walk.Panel = t3dCurRoom->Panel[t3dCurRoom->CurLevel];
Player->Walk.PanelNum = t3dCurRoom->NumPanels[t3dCurRoom->CurLevel];
Player->Walk.CurPanel = -1;
Player->Walk.OldPanel = -1;
for (a = 0; a < Player->Walk.NumSteps; a++)
Player->Walk.WalkSteps[a].curp = -1;
CurFloorY = t3dCurRoom->PanelHeight[t3dCurRoom->CurLevel];
}
// Parte Morte Victoria se esce dalla r49 per andare nella r48 prima di aver attivato le leylines
if (
(game._gameVars.getCurRoomId() == r48) && (foxOldRoom == r49)
&& (!(init.Dialog[dR491].flags & DIALOG_DONE))
&& (!(LoaderFlags & T3D_DEBUGMODE))
&& (!bDialogActive)
) {
// DebugLogFile("BECCATO222");
CharStop(ocCURPLAYER);
_vm->_messageSystem.doEvent(EventClass::MC_DIALOG, ME_DIALOGSTART, MP_DEFAULT, dR48KRENNSPARA, 0, 0, nullptr, nullptr, nullptr);
}
// per sicurezza faccio sparire la bottiglia
if (game._gameVars.getCurRoomId() == r25) {
t3dMESH *m = LinkMeshToStr(init, "o25-fiaschetta");
if (m) m->Flags |= T3D_MESH_HIDDEN;
}
} else {
croom = t3dCurRoom; // Stanza attuale
if (ForcedCamera && bCutCamera) // Se ho settato un camera-cut
bForceDirectCamera = TRUE;
else
bForceDirectCamera = FALSE;
}
// Se non c'e' la griglia o non c'e' il personaggio o la camera attuale
if ((croom->CameraGrid.Grid.empty()) || (Player == nullptr) || (t3dCurCamera == nullptr)) return;
GetCameraTarget(init, &ct); // Si calcola quale sarebbe il Target giusto per la camera
// Se non devo spostare la camera esco subito
if ((ct == OldCameraTarget) && (!ForcedCamera || (t3dCurCameraIndex == ForcedCamera - 1))) {
if ((CamAngleX != 0.0f) || (CamAngleY != 0.0f))
t3dRotateMoveCamera(t3dCurCamera, CamAngleX, CamAngleY, 0.0f);
return ;
}
if (!bFirstPerson) t3dVectFill(&HeadAngles, 0.0f);
// Mi calcolo in che casella sta l'omino
col = (int16)((ct.x - croom->CameraGrid.TopLeft.x) / croom->CameraGrid.CellDim.x);
row = (int16)((ct.z - croom->CameraGrid.TopLeft.z) / croom->CameraGrid.CellDim.z);
// Se la camera si muoverebbe troppo, riduce il movimento
if (!bForceDirectCamera) ClipCameraMove(&ct, &t3dCurCamera->Target, &t3dCurCamera->Source);
// Se sono in un dialogo elimina la gestione del trova-camera
if (!ForcedCamera && bDialogActive) return ;
// Aggiorno Camera
t3dVectCopy(&t3dCurCamera->Target, &ct);
t3dVectCopy(&OldCameraTarget, &ct);
// Se e' un carrello, aggiorno carrello
if (bCameraCarrello) HandleCameraCarrello(croom); // Se carrello attivo, riposiziona il source
// Se non e' valida esco
if (!ForcedCamera && ((col < 0 || row < 0) || (col >= croom->CameraGrid.Col) || (row >= croom->CameraGrid.Row))) return;
// Prendo l'indice della nuova stanza e se e' in una zona libera esce
cc = croom->CameraGrid.Grid[col + row * croom->CameraGrid.Col];
// Se e' in zona libera e la vecchia telecamera era in zona libera, ricerca a spirale
if ((cc == 255) && (t3dLastCameraIndex == 255)) {
for (a = 1; a < 10; a++) {
for (b = -a; b <= a; b++) {
if ((col + b) >= 0 || (row + a) >= 0 || (col + b) < croom->CameraGrid.Col || (row + a) < croom->CameraGrid.Row)
if ((cc = croom->CameraGrid.Grid[col + b + (row + a) * croom->CameraGrid.Col]) != 255) break;
if ((col + b) >= 0 || (row - a) >= 0 || (col + b) < croom->CameraGrid.Col || (row - a) < croom->CameraGrid.Row)
if ((cc = croom->CameraGrid.Grid[col + b + (row - a) * croom->CameraGrid.Col]) != 255) break;
if ((col + a) >= 0 || (row + b) >= 0 || (col + a) < croom->CameraGrid.Col || (row + b) < croom->CameraGrid.Row)
if ((cc = croom->CameraGrid.Grid[col + a + (row + b) * croom->CameraGrid.Col]) != 255) break;
if ((col - a) >= 0 || (row + b) >= 0 || (col - a) < croom->CameraGrid.Col || (row + b) < croom->CameraGrid.Row)
if ((cc = croom->CameraGrid.Grid[col - a + (row + b) * croom->CameraGrid.Col]) != 255) break;
}
if (cc != 255) break;
}
}
// Se resta sempre in una zona libera esce
if (!ForcedCamera && (cc == 255)) return;
// Mi salvo l'ultima posizione della camera e la posizione attuale
t3dLastCameraIndex = t3dCurCameraIndex;
// Se obbligo a prendre una camera particolare per l'animazione
if (ForcedCamera) t3dCurCameraIndex = ForcedCamera - 1;
else t3dCurCameraIndex = cc;
// Se non deve cambiare camera ed e' nella stessa stanza esce
if ((t3dCurCameraIndex == t3dLastCameraIndex) && !(bForceDirectCamera && !bCutCamera)) return;
bCameraCarrello = FALSE;
// Puntatore alla vecchia e alla nuova camera
LastCamera = t3dCurCamera;
DestCamera = PickCamera(croom, t3dCurCameraIndex);
// DestCamera->Fov = CAMERA_FOV;
// LastCamera->Fov = CAMERA_FOV;
i = 255;
// Cerca il percorso che mi porta la veccia camera nella nuova camera
if (LastCamera->NumAvailablePaths() < 255)
for (i = 0; i < LastCamera->NumAvailablePaths(); i++)
if (LastCamera->CameraPaths[i].NumCamera == t3dCurCameraIndex)
break;
// Se non lo trova o se deve cambiare la camera senza fare il percorso e non puo' calcolarselo
if (((i >= LastCamera->NumAvailablePaths()) || (!LastCamera->NumAvailablePaths()) || bForceDirectCamera) && !bAllowCalcCamera) {
// Setta la nuova camera ed esce
t3dCurCamera = PickCamera(croom, t3dCurCameraIndex);
GetCameraTarget(init, &t3dCurCamera->Target);
// t3dCurCamera->Fov = CAMERA_FOV;
game._renderer->setCurCameraViewport(t3dCurCamera->Fov, bSuperView);
DestCamera = nullptr;
bMovingCamera = FALSE;
bForceDirectCamera = FALSE;
// Se ho selezionato un carrello, riposiziona il source
for (i = 0; i < t3dCurCamera->NumAvailablePaths(); i++)
if (t3dCurCamera->CameraPaths[i].PathIndex & 0x80) {
HandleCameraCarrello(croom);
break;
}
return ;
}
// Se non trova percorsi e puo' calcolarsi il percorso
if ((bAllowCalcCamera) && ((i >= LastCamera->NumAvailablePaths()) || (!LastCamera->NumAvailablePaths()))) {
t3dVectCopy(&Dest, &DestCamera->Source);
dist = t3dVectDistance(&LastCamera->Source, &Dest); // Calcola quanto deve muovere la camera
t3dVectSub(&Dir, &LastCamera->Source, &Dest);
t3dVectNormalize(&Dir);
CurCameraStep = 0;
CurCameraSubStep = 0;
NumCameraSteps = (int16)(dist / MAX_CAMERA_MOVE) + 1;
if (NumCameraSteps > MAX_CAMERA_STEPS) NumCameraSteps = MAX_CAMERA_STEPS - 1;
Dir *= (dist / NumCameraSteps);
// Copia tutti i passi del percorso partendo dall'arrivo
for (i = NumCameraSteps - 1; i >= 0; i--) {
t3dVectCopy(&CameraStep[i].Source, &Dest);
t3dVectAdd(&Dest, &Dest, &Dir);
CameraStep[i].Fov = LastCamera->Fov + (t3dF32)(((DestCamera->Fov - LastCamera->Fov) * (t3dF32)i) / (t3dF32)NumCameraSteps);
}
if (CameraTargetObj == oCAMERAMAX) { // Se deve mantenere il target di max
t3dVectCopy(&Dest, &DestCamera->MaxTarget);
dist = t3dVectDistance(&LastCamera->Target, &Dest); // Calcola quanto deve muovere il target
t3dVectSub(&Dir, &LastCamera->Target, &Dest);
t3dVectNormalize(&Dir);
Dir *= (dist / NumCameraSteps);
for (i = NumCameraSteps - 1; i >= 0; i--) {
t3dVectCopy(&CameraStep[i].MaxTarget, &Dest);
t3dVectCopy(&CameraStep[i].Target, &Dest);
t3dVectAdd(&Dest, &Dest, &Dir);
}
}
} else {
cp = &croom->CameraPath[(LastCamera->CameraPaths[i].PathIndex) & 0x7F];
cd = LastCamera->CameraPaths[i].Direction;
CurCameraStep = 0;
CurCameraSubStep = 0;
NumCameraSteps = cp->NumPoints();
if (NumCameraSteps > MAX_CAMERA_STEPS) NumCameraSteps = MAX_CAMERA_STEPS - 1;
for (i = 0; i < NumCameraSteps; i++) { // Copia tutti i passi del percorso
if (cd == 0)
t3dVectCopy(&CameraStep[i].Source, &cp->PList[cp->NumPoints() - 1 - i]);
else
t3dVectCopy(&CameraStep[i].Source, &cp->PList[i]);
CameraStep[i].Fov = LastCamera->Fov + (t3dF32)(((DestCamera->Fov - LastCamera->Fov) * (t3dF32)i) / (t3dF32)NumCameraSteps);
}
}
bMovingCamera = TRUE; // Abilita la modalita' muovi camera
NextCameraStep(game); // Avanza al primo frame del percorso
}
/* -----------------16/12/00 15.20-------------------
* GetCameraIndexUnderPlayer
* --------------------------------------------------*/
uint8 CameraMan::GetCameraIndexUnderPlayer(int32 pl) {
t3dBODY *croom;
int16 row, col;
int32 a, b;
t3dV3F ct;
uint8 cc;
croom = t3dCurRoom; // Stanza attuale
if ((!croom) || (!Character[pl])) return (255);
// Se non c'e' la griglia o non c'e' il personaggio o la camera attuale
if (croom->CameraGrid.Grid.empty()) return (255);
t3dVectCopy(&ct, &Character[pl]->Mesh->Trasl);
// Mi calcolo in che casella sta l'omino
col = (int16)((ct.x - croom->CameraGrid.TopLeft.x) / croom->CameraGrid.CellDim.x);
row = (int16)((ct.z - croom->CameraGrid.TopLeft.z) / croom->CameraGrid.CellDim.z);
// Aggiorno Camera
// Se non e' valida esco
if (((col < 0 || row < 0) || (col >= croom->CameraGrid.Col) || (row >= croom->CameraGrid.Row))) return (255);
// Prendo l'indice della nuova stanza e se e' in una zona libera esce
cc = croom->CameraGrid.Grid[col + row * croom->CameraGrid.Col];
// Se e' in zona libera e la vecchia telecamera era in zona libera, ricerca a spirale
if (cc == 255) {
for (a = 1; a < 10; a++) {
for (b = -a; b <= a; b++) {
if ((col + b) >= 0 || (row + a) >= 0 || (col + b) < croom->CameraGrid.Col || (row + a) < croom->CameraGrid.Row)
if ((cc = croom->CameraGrid.Grid[col + b + (row + a) * croom->CameraGrid.Col]) != 255) break;
if ((col + b) >= 0 || (row - a) >= 0 || (col + b) < croom->CameraGrid.Col || (row - a) < croom->CameraGrid.Row)
if ((cc = croom->CameraGrid.Grid[col + b + (row - a) * croom->CameraGrid.Col]) != 255) break;
if ((col + a) >= 0 || (row + b) >= 0 || (col + a) < croom->CameraGrid.Col || (row + b) < croom->CameraGrid.Row)
if ((cc = croom->CameraGrid.Grid[col + a + (row + b) * croom->CameraGrid.Col]) != 255) break;
if ((col - a) >= 0 || (row + b) >= 0 || (col - a) < croom->CameraGrid.Col || (row + b) < croom->CameraGrid.Row)
if ((cc = croom->CameraGrid.Grid[col - a + (row + b) * croom->CameraGrid.Col]) != 255) break;
}
if (cc != 255) break;
}
}
return (cc);
}
/* -----------------08/10/98 18.08-------------------
* StartAnimCamera
* --------------------------------------------------*/
void CameraMan::StartAnimCamera(WGame &game) {
DebugLogFile("StartAnimCamera");
t3dLastCameraIndex = t3dCurCameraIndex;
if (ForcedCamera) t3dCurCameraIndex = ForcedCamera - 1;
LastCamera = t3dCurCamera;
DestCamera = PickCamera(t3dCurRoom, t3dCurCameraIndex);
AnimCamera = *DestCamera;
t3dCurCamera = &AnimCamera;
game._renderer->setCurCameraViewport(t3dCurCamera->Fov, bSuperView);
bCameraCarrello = FALSE;
bCutCamera = FALSE;
bAllowCalcCamera = FALSE;
bMovingCamera = 2;
NextCameraStep(game);
}
/* -----------------09/11/98 10.32-------------------
* ClipGolfCameraMove
* --------------------------------------------------*/
uint8 CameraMan::ClipGolfCameraMove(t3dV3F *NewT, t3dV3F *OldT, t3dV3F *Source) {
t3dV3F n, o;
t3dF32 a, d, l;
t3dVectSub(&n, NewT, Source);
t3dVectSub(&o, OldT, Source);
t3dVectNormalize(&n);
t3dVectNormalize(&o);
a = t3dVectAngle(&o, &n);
if (a > MAX_CAMERA_ANGLE / 3) d = (MAX_CAMERA_ANGLE / 3 * T3D_PI) / 180.0f;
else if (a < -MAX_CAMERA_ANGLE / 3) d = -(MAX_CAMERA_ANGLE / 3 * T3D_PI) / 180.0f;
else return 0;
a = (a * T3D_PI) / 180.0f;
t3dVectSub(&o, NewT, OldT);
t3dVectNormalize(&o);
l = (t3dVectDistance(NewT, OldT) * d) / a;
o *= l;
t3dVectAdd(NewT, OldT, &o);
/* t3dVectSub( &o, OldT, Source );
t3dVectNormalize( &o );
l = t3dVectDistance( OldT, Source );
// l += ( ( l - t3dVectDistance( NewT, Source ) ) * d ) / a;
t3dVectScale( &o, &o, l );
t3dMatRot( &m, 0.0f, d, 0.0f );
t3dVectTransform( NewT, &o, &m );
t3dVectAdd( NewT, NewT, Source );
NewT->y += ( ( NewT->y - OldT->y ) * d ) / a;
*/
return 1;
}
} // End of namespace Watchmaker
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