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engines/ags/engine/ac/move_list.h
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engines/ags/engine/ac/move_list.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AGS_ENGINE_AC_MOVE_LIST_H
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#define AGS_ENGINE_AC_MOVE_LIST_H
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#include "ags/lib/allegro.h" // fixed math
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#include "ags/engine/game/savegame.h"
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#include "ags/shared/util/geometry.h"
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namespace AGS3 {
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// Forward declaration
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namespace AGS {
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namespace Shared {
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class Stream;
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}
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}
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using namespace AGS; // FIXME later
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#define MAXNEEDSTAGES 256
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#define MAXNEEDSTAGES_LEGACY 40
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enum MoveListDoneFlags {
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kMoveListDone_X = 0x01,
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kMoveListDone_Y = 0x02,
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kMoveListDone_XY = kMoveListDone_X | kMoveListDone_Y
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};
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enum MoveListSvgVersion {
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kMoveSvgVersion_Initial = 0, // [UNSUPPORTED] from 3.5.0 pre-alpha
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kMoveSvgVersion_350, // new pathfinder, arbitrary number of stages
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kMoveSvgVersion_36109, // skip empty lists, progress as float
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};
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struct MoveList {
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int numstage = 0;
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// Waypoints, per stage
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Point pos[MAXNEEDSTAGES];
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// xpermove and ypermove contain number of pixels done per a single step
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// along x and y axes; i.e. this is a movement vector, per path stage
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fixed xpermove[MAXNEEDSTAGES]{};
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fixed ypermove[MAXNEEDSTAGES]{};
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int onstage = 0; // current path stage
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Point from; // current stage's starting position
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// Steps made during current stage;
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// distance passed is calculated as xpermove[onstage] * onpart;
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// made a fractional value to let recalculate movelist dynamically
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float onpart = 0.f;
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uint8_t doneflag = 0u;
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uint8_t direct = 0; // MoveCharDirect was used or not
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// Dynamic fixups, not serialized
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// Final section move speed and steps, used when an object
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// finishes one of the axes sooner than the other
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fixed fin_move = 0;
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float fin_from_part = 0.f;
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const Point &GetLastPos() const { return numstage > 0 ? pos[numstage - 1] : pos[0]; }
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// Gets a movelist's step length, in coordinate units
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// (normally the coord unit is a game pixel)
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float GetStepLength() const;
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// Gets a fraction of a coordinate unit that is in progress of stepping over;
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// (normally the coord unit is a game pixel)
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float GetPixelUnitFraction() const;
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// Sets a step progress to this fraction of a coordinate unit
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void SetPixelUnitFraction(float frac);
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void ReadFromSavegame_Legacy(Shared::Stream *in);
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AGS::Engine::HSaveError ReadFromSavegame(Shared::Stream *in, int32_t cmp_ver);
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void WriteToSavegame(Shared::Stream *out) const;
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};
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} // namespace AGS3
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#endif
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