TombEngine/TR5Main/Game/camera.h

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#pragma once
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#include "Specific/phd_global.h"
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#include "items.h"
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enum class CAMERA_TYPE
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{
CHASE_CAMERA,
FIXED_CAMERA,
LOOK_CAMERA,
COMBAT_CAMERA,
HEAVY_CAMERA
};
struct CAMERA_INFO
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{
GAME_VECTOR pos; // size=16, offset=0
GAME_VECTOR target; // size=16, offset=16
CAMERA_TYPE type; // size=4, offset=32
CAMERA_TYPE oldType; // size=4, offset=36
int shift; // size=0, offset=40
int flags; // size=0, offset=44
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bool fixedCamera; // size=0, offset=48
bool underwater; // size=0, offset=60
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int numberFrames; // size=0, offset=52
int bounce; // size=0, offset=56
int targetDistance; // size=0, offset=64
short targetAngle; // size=0, offset=68
short targetElevation; // size=0, offset=70
short actualElevation; // size=0, offset=72
short actualAngle; // size=0, offset=74
short laraNode; // size=0, offset=76
short box; // size=0, offset=78
short number; // size=0, offset=80
short last; // size=0, offset=82
short timer; // size=0, offset=84
short speed; // size=0, offset=86
short targetspeed; // size=0, offset=88
ITEM_INFO* item; // size=144, offset=92
ITEM_INFO* lastItem; // size=144, offset=96
int mikeAtLara; // size=0, offset=104
PHD_VECTOR mikePos; // size=12, offset=108
};
enum CAMERA_FLAGS
{
CF_FOLLOW_CENTER = 1,
CF_NO_CHUNKY = 2,
CF_CHASE_OBJECT = 3,
};
constexpr auto MAX_CAMERA = 18;
constexpr auto NO_MINY = 0xFFFFFF;
extern PHD_VECTOR CurrentCameraPosition;
extern CAMERA_INFO Camera;
extern GAME_VECTOR ForcedFixedCamera;
extern int UseForcedFixedCamera;
extern int NumberCameras;
extern int BinocularRange;
extern int BinocularOn;
extern CAMERA_TYPE BinocularOldCamera;
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extern bool LaserSight;
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extern int PhdPerspective;
extern short CurrentFOV;
void LookAt(CAMERA_INFO* cam, short roll);
void AlterFOV(int value);
int mgLOS(GAME_VECTOR* start, GAME_VECTOR* target, int push);
void InitialiseCamera();
void MoveCamera(GAME_VECTOR* ideal, int speed);
void ChaseCamera(ITEM_INFO* item);
void UpdateCameraElevation();
void CombatCamera(ITEM_INFO* item);
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bool CameraCollisionBounds(GAME_VECTOR* ideal, int push, int yFirst);
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void FixedCamera(ITEM_INFO* item);
void LookCamera(ITEM_INFO* item);
void BounceCamera(ITEM_INFO* item, short bounce, short maxDistance);
void BinocularCamera(ITEM_INFO* item);
void ConfirmCameraTargetPos();
void CalculateCamera();
void LookLeftRight();
void LookUpDown();
void ResetLook();
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void RumbleScreen();