2021-12-26 21:19:38 +01:00

101 lines
2.8 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/>.
*
*/
#ifndef STARK_MOVEMENT_WALK_H
#define STARK_MOVEMENT_WALK_H
#include "engines/stark/movement/movement.h"
#include "common/array.h"
namespace Stark {
class StringPullingPath;
namespace Resources {
class FloorPositionedItem;
}
/**
* Make an item walk / run to its destination on the current
* location's floor
*/
class Walk : public Movement {
public:
Walk(Resources::FloorPositionedItem *item);
virtual ~Walk();
// Movement API
void start() override;
void stop(bool force = false) override;
void onGameLoop() override;
bool hasReachedDestination() const override;
uint32 getType() const override;
void saveLoad(ResourceSerializer *serializer) override;
/** Set the destination */
void setDestination(const Math::Vector3d &destination);
void setDestinationWithoutHeight(Math::Vector3d destination);
/** Change the destination and recompute the path */
void changeDestination(const Math::Vector3d &destination);
/** Set the running flag */
void setRunning();
private:
void doWalk();
void doWalkCollisionSimple();
void doWalkCollisionAvoid();
float computeDistancePerGameLoop() const;
float getAngularSpeed() const;
void changeItemAnim();
void updatePath() const;
void queueDestinationToAvoidItem(Resources::FloorPositionedItem *item, const Math::Vector3d &destination);
bool isItemAlreadyAvoided(Resources::FloorPositionedItem *item) const;
static bool isPointNearPath(const Math::Vector3d &point3d, const Math::Vector3d &pathStart3d, const Math::Vector3d &pathEnd3d);
Resources::FloorPositionedItem *_item3D;
StringPullingPath *_path;
Math::Vector3d _destination;
Common::Array<Math::Vector3d> _destinations;
Common::Array<Resources::ItemVisual *> _avoidedItems;
bool _running;
bool _reachedDestination;
TurnDirection _turnDirection;
int32 _collisionWaitTimeout;
int32 _collisionWaitCount;
Math::Vector3d _previousPosition;
Math::Vector3d _currentTarget;
};
} // End of namespace Stark
#endif // STARK_MOVEMENT_WALK_H