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2026-05-23 20:50:12 -07:00

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C++

/*
===========================================================================
IceTech GPL Source Code
Copyright (C) 2026 Justin Marshall
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
IceTech Source Code 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.
IceTech Source Code 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 IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
===========================================================================
*/
#ifndef __GAME_CAMERA_H__
#define __GAME_CAMERA_H__
/*
===============================================================================
Camera providing an alternative view of the level.
===============================================================================
*/
class idCamera : public idEntity {
public:
ABSTRACT_PROTOTYPE( idCamera );
void Spawn( void );
virtual void GetViewParms( renderView_t *view ) = 0;
virtual renderView_t * GetRenderView();
virtual void Stop( void ){} ;
};
/*
===============================================================================
idCameraView
===============================================================================
*/
class idCameraView : public idCamera {
public:
CLASS_PROTOTYPE( idCameraView );
idCameraView();
// save games
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
void Spawn( );
virtual void GetViewParms( renderView_t *view );
virtual void Stop( void );
protected:
ID_SCRIPT_EVENT( "activate", 0 )
void Event_Activate( idEntity *activator );
ID_SCRIPT_EVENT( "<getattachments>", 0 )
void Event_SetAttachments();
void SetAttachment( idEntity **e, const char *p );
float fov;
idEntity *attachedTo;
idEntity *attachedView;
};
/*
===============================================================================
A camera which follows a path defined by an animation.
===============================================================================
*/
typedef struct {
idCQuat q;
idVec3 t;
float fov;
} cameraFrame_t;
class idCameraAnim : public idCamera {
public:
CLASS_PROTOTYPE( idCameraAnim );
idCameraAnim();
~idCameraAnim();
// save games
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
void Spawn( void );
virtual void GetViewParms( renderView_t *view );
private:
int threadNum;
idVec3 offset;
int frameRate;
int starttime;
int cycle;
idList<int> cameraCuts;
idList<cameraFrame_t> camera;
idEntityPtr<idEntity> activator;
void Start( void );
void Stop( void );
void Think( void );
void LoadAnim( void );
ID_SCRIPT_EVENT( "start", 0 )
void Event_Start( void );
ID_SCRIPT_EVENT( "stop", 0 )
void Event_Stop( void );
ID_SCRIPT_EVENT( "setAnim", 0 )
void Event_SetAnim( const char *animName );
ID_SCRIPT_EVENT( "<script_setcallback>", 'd' )
void Event_SetCallback( void );
ID_SCRIPT_EVENT( "activate", 0 )
void Event_Activate( idEntity *activator );
};
#endif /* !__GAME_CAMERA_H__ */