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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 "engines/stark/movement/followpath.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/floor.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/path.h"
namespace Stark {
FollowPath::FollowPath(Resources::ItemVisual *item) :
Movement(item),
_path(nullptr),
_speed(0.0),
_position(0.0),
_previouslyEnabled(true),
_anim(nullptr) {
}
FollowPath::~FollowPath() {
}
void FollowPath::start() {
Movement::start();
_previouslyEnabled = _item->isEnabled();
_item->setEnabled(true);
updateItemPosition(0, 0);
changeItemAnim();
}
void FollowPath::stop(bool force) {
Movement::stop(force);
changeItemAnim();
_item->setEnabled(_previouslyEnabled);
}
void FollowPath::onGameLoop() {
// Compute the new position on the path
_position += _speed * StarkGlobal->getMillisecondsPerGameloop();
// Find the current path edge, and position on the path edge
uint currentEdge = 0;
float positionInEdge = _position;
for (uint i = 0; i < _path->getEdgeCount(); i++) {
float edgeLength = _path->getWeightedEdgeLength(i);
if (positionInEdge < edgeLength) {
break; // Found the current path edge
}
positionInEdge -= edgeLength;
currentEdge++;
}
// Check if we went beyond the path's end
if (currentEdge >= _path->getEdgeCount()) {
stop();
return;
}
updateItemPosition(currentEdge, positionInEdge);
}
void FollowPath::updateItemPosition(uint currentEdge, float positionInEdge) const {// Get the new position for the item
Math::Vector3d newPosition = _path->getWeightedPositionInEdge(currentEdge, positionInEdge);
// Update the item's properties in the scene
if (is3D()) {
Resources::FloorPositionedItem *item3D = Resources::Object::cast<Resources::FloorPositionedItem>(_item);
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
int32 floorFaceIndex = floor->findFaceContainingPoint(newPosition);
if (floorFaceIndex >= 0) {
item3D->setFloorFaceIndex(floorFaceIndex);
} else {
item3D->overrideSortKey(_path->getSortKey());
}
item3D->setPosition3D(newPosition);
Math::Vector3d direction = _path->getEdgeDirection(currentEdge);
item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
} else {
Common::Point position2D = Common::Point(newPosition.x(), newPosition.y());
_item->setPosition2D(position2D);
}
}
void FollowPath::changeItemAnim() {
if (_ended) {
if (_anim) {
_item->resetActionAnim();
} else {
_item->setAnimActivity(Resources::Anim::kActorActivityIdle);
}
} else {
if (_anim) {
_item->playActionAnim(_anim);
} else {
_item->setAnimActivity(Resources::Anim::kActorActivityWalk);
}
}
}
void FollowPath::setPath(Resources::Path *path) {
_path = path;
}
void FollowPath::setSpeed(float speed) {
_speed = speed;
}
bool FollowPath::is3D() const {
return _path->getSubType() == Resources::Path::kPath3D;
}
void FollowPath::setAnim(Resources::Anim *anim) {
_anim = anim;
}
uint32 FollowPath::getType() const {
return kTypeFollowPath;
}
void FollowPath::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsResourceReference(&_path);
serializer->syncAsResourceReference(&_anim);
serializer->syncAsFloat(_position);
serializer->syncAsFloat(_speed);
serializer->syncAsUint32LE(_previouslyEnabled);
}
} // End of namespace Stark

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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/>.
*
*/
#ifndef STARK_MOVEMENT_FOLLOW_PATH_H
#define STARK_MOVEMENT_FOLLOW_PATH_H
#include "engines/stark/movement/movement.h"
namespace Stark {
namespace Resources {
class Anim;
class Path;
}
/**
* Make an item follow pre-computed path
*
* Works for 2D and 3D items, with respectively 2D and 3D paths
*/
class FollowPath : public Movement {
public:
FollowPath(Resources::ItemVisual *item);
virtual ~FollowPath();
// Movement API
void start() override;
void onGameLoop() override;
void stop(bool force = false) override;
uint32 getType() const override;
void saveLoad(ResourceSerializer *serializer) override;
/** Set the path to follow */
void setPath(Resources::Path *path);
/** Set the movement speed on the path */
void setSpeed(float speed);
/** Override the animation to play while the item follows the path */
void setAnim(Resources::Anim *anim);
private:
void changeItemAnim();
void updateItemPosition(uint currentEdge, float positionInEdge) const;
bool is3D() const;
Resources::Path *_path;
float _speed;
float _position;
bool _previouslyEnabled;
Resources::Anim *_anim;
};
} // End of namespace Stark
#endif // STARK_MOVEMENT_FOLLOW_PATH_H

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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 "engines/stark/movement/followpathlight.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/floor.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/light.h"
#include "engines/stark/resources/path.h"
namespace Stark {
FollowPathLight::FollowPathLight(Resources::ItemVisual *item) :
Movement(item),
_light(nullptr),
_path(nullptr),
_speed(0.0),
_position(0.0),
_previouslyEnabled(true) {
}
FollowPathLight::~FollowPathLight() {
}
void FollowPathLight::start() {
Movement::start();
_previouslyEnabled = _item->isEnabled();
_item->setEnabled(true);
Math::Vector3d newPosition = _path->getWeightedPositionInEdge(0, 0);
_light->setPosition(newPosition);
}
void FollowPathLight::stop(bool force) {
Movement::stop(force);
_item->setEnabled(_previouslyEnabled);
}
void FollowPathLight::onGameLoop() {
// Compute the new position on the path
_position += _speed * StarkGlobal->getMillisecondsPerGameloop();
// Find the current path edge, and position on the path edge
uint currentEdge = 0;
float positionInEdge = _position;
for (uint i = 0; i < _path->getEdgeCount(); i++) {
float edgeLength = _path->getWeightedEdgeLength(i);
if (positionInEdge < edgeLength) {
break; // Found the current path edge
}
positionInEdge -= edgeLength;
currentEdge++;
}
// Check if we went beyond the path's end
if (currentEdge >= _path->getEdgeCount()) {
stop();
return;
}
// Set the new position for the light
Math::Vector3d newPosition = _path->getWeightedPositionInEdge(currentEdge, positionInEdge);
_light->setPosition(newPosition);
}
void FollowPathLight::setPath(Resources::Path *path) {
_path = path;
}
void FollowPathLight::setSpeed(float speed) {
_speed = speed;
}
void FollowPathLight::setLight(Resources::Light *light) {
_light = light;
}
uint32 FollowPathLight::getType() const {
return kTypeFollowPathLight;
}
void FollowPathLight::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsResourceReference(&_path);
serializer->syncAsResourceReference(&_light);
serializer->syncAsFloat(_position);
serializer->syncAsFloat(_speed);
serializer->syncAsUint32LE(_previouslyEnabled);
}
} // End of namespace Stark

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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/>.
*
*/
#ifndef STARK_MOVEMENT_FOLLOW_PATH_LIGHT_H
#define STARK_MOVEMENT_FOLLOW_PATH_LIGHT_H
#include "engines/stark/movement/movement.h"
namespace Stark {
namespace Resources {
class Light;
class Path;
}
/**
* Make a light follow pre-computed path
*/
class FollowPathLight : public Movement {
public:
FollowPathLight(Resources::ItemVisual *item);
virtual ~FollowPathLight();
// Movement API
void start() override;
void onGameLoop() override;
void stop(bool force = false) override;
uint32 getType() const override;
void saveLoad(ResourceSerializer *serializer) override;
/** Set the path to follow */
void setPath(Resources::Path *path);
/** Set the light to move */
void setLight(Resources::Light *light);
/** Set the movement speed on the path */
void setSpeed(float speed);
private:
Resources::Path *_path;
Resources::Light *_light;
float _speed;
float _position;
bool _previouslyEnabled;
};
} // End of namespace Stark
#endif // STARK_MOVEMENT_FOLLOW_PATH_LIGHT_H

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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 "engines/stark/movement/movement.h"
#include "engines/stark/movement/walk.h"
#include "engines/stark/movement/followpath.h"
#include "engines/stark/movement/followpathlight.h"
#include "engines/stark/movement/turn.h"
#include "engines/stark/resources/item.h"
#include "common/textconsole.h"
namespace Stark {
Movement *Movement::construct(uint32 type, Resources::ItemVisual *item) {
switch (type) {
case kTypeWalk:
return new Walk(Resources::Object::cast<Resources::FloorPositionedItem>(item));
case kTypeFollowPath:
return new FollowPath(item);
case kTypeFollowPathLight:
return new FollowPathLight(item);
case kTypeTurn:
return new Turn(Resources::Object::cast<Resources::FloorPositionedItem>(item));
default:
error("Unexpected movement type '%d'", type);
}
}
Movement::Movement(Resources::ItemVisual *item) :
_ended(false),
_item(item),
_defaultTurnAngleSpeed(18.0f * 30.0f / 1000.0f) { // 18 degrees per gameloop at 30 fps
}
Movement::~Movement() {
}
void Movement::start() {
_ended = false;
}
void Movement::stop(bool force) {
_ended = true;
}
bool Movement::hasEnded() const {
return _ended;
}
float Movement::computeAngleBetweenVectorsXYPlane(const Math::Vector3d &v1, const Math::Vector3d &v2) const {
Math::Vector3d v1XY = v1;
v1XY.z() = 0.0;
Math::Vector3d v2XY = v2;
v2XY.z() = 0.0;
Math::Angle angle = Math::Vector3d::angle(v1XY, v2XY);
Math::Vector3d cross = Math::Vector3d::crossProduct(v1XY, v2XY);
if (cross.z() < 0) {
angle = -angle;
}
return angle.getDegrees();
}
bool Movement::hasReachedDestination() const {
return true;
}
} // End of namespace Stark

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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/>.
*
*/
#ifndef STARK_MOVEMENT_MOVEMENT_H
#define STARK_MOVEMENT_MOVEMENT_H
#include "math/vector3d.h"
namespace Stark {
namespace Resources {
class ItemVisual;
}
class ResourceSerializer;
/**
* Abstract movement of an item on the current location's floor
*/
class Movement {
public:
Movement(Resources::ItemVisual *item);
virtual ~Movement();
enum MovementType {
kTypeWalk = 1,
kTypeFollowPath = 2,
kTypeFollowPathLight = 3,
kTypeTurn = 4
};
/** Movement factory */
static Movement *construct(uint32 type, Resources::ItemVisual *item);
/** Obtain the effective movement type */
virtual uint32 getType() const = 0;
/**
* Initiate the movement
*/
virtual void start();
/**
* Stop / abort the movement
*/
virtual void stop(bool force = false);
/**
* Called once per game loop
*/
virtual void onGameLoop() = 0;
/**
* Has the movement stopped?
*/
bool hasEnded() const;
/**
* Has the movement reached its destination successfully?
*/
virtual bool hasReachedDestination() const;
/**
* Persist / restore the state of the movement so it can be resumed using 'start'
*/
virtual void saveLoad(ResourceSerializer *serializer) = 0;
protected:
enum TurnDirection {
kTurnNone,
kTurnLeft,
kTurnRight
};
const float _defaultTurnAngleSpeed; // Degrees per ms
float computeAngleBetweenVectorsXYPlane(const Math::Vector3d &v1, const Math::Vector3d &v2) const;
bool _ended;
Resources::ItemVisual *_item;
};
} // End of namespace Stark
#endif // STARK_MOVEMENT_MOVEMENT_H

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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 "engines/stark/movement/shortestpath.h"
#include "common/hash-ptr.h"
#include "engines/stark/resources/floor.h"
namespace Stark {
ShortestPath::NodeList ShortestPath::search(const Resources::FloorEdge *start, const Resources::FloorEdge *goal) {
NodeList frontier;
NodePrecedenceMap cameFrom;
NodeCostMap costSoFar;
frontier.push_back(start);
cameFrom[start] = nullptr;
costSoFar[start] = 0;
while (!frontier.empty()) {
const Resources::FloorEdge *current = popEdgeWithLowestCost(frontier, costSoFar);
if (current == goal)
break;
Common::Array<Resources::FloorEdge *> neighbours = current->getNeighbours();
for (uint i = 0; i < neighbours.size(); i++) {
const Resources::FloorEdge *next = neighbours[i];
if (!next->isEnabled())
continue;
float newCost = costSoFar[current] + current->costTo(next);
if (!costSoFar.contains(next) || newCost < costSoFar[next]) {
frontier.push_back(next);
cameFrom[next] = current;
costSoFar[next] = newCost;
}
}
}
return rebuildPath(start, goal, cameFrom);
}
ShortestPath::NodeList ShortestPath::rebuildPath(const Resources::FloorEdge *start, const Resources::FloorEdge *goal,
const NodePrecedenceMap &cameFrom) const {
NodeList path;
const Resources::FloorEdge *current = goal;
path.push_front(goal);
while (current && current != start) {
current = cameFrom.getValOrDefault(current, nullptr);
path.push_front(current);
}
if (current != start) {
// No path has been found from start to goal
return NodeList();
}
path.push_front(start);
return path;
}
const Resources::FloorEdge *ShortestPath::popEdgeWithLowestCost(NodeList &frontier, const NodeCostMap &costSoFar) const {
// Poor man's priority queue using a list ...
NodeList::iterator lowestCostItem = frontier.begin();
for (NodeList::iterator it = frontier.begin(); it != frontier.end(); it++) {
if (costSoFar[*it] < costSoFar[*lowestCostItem]) {
lowestCostItem = it;
}
}
const Resources::FloorEdge *result = *lowestCostItem;
frontier.erase(lowestCostItem);
return result;
}
} // End of namespace Stark

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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/>.
*
*/
#ifndef STARK_MOVEMENT_SHORTEST_PATH_H
#define STARK_MOVEMENT_SHORTEST_PATH_H
#include "common/list.h"
#include "common/hashmap.h"
namespace Stark {
namespace Resources {
class FloorEdge;
}
/**
* Find the shortest path between two nodes in a graph
*
* This is an implementation of Dijsktra's search algorithm
*/
class ShortestPath {
public:
typedef Common::List<const Resources::FloorEdge *> NodeList;
/** Computes the shortest path between the start and the goal graph nodes */
NodeList search(const Resources::FloorEdge *start, const Resources::FloorEdge *goal);
private:
typedef Common::HashMap<const Resources::FloorEdge *, const Resources::FloorEdge *> NodePrecedenceMap;
typedef Common::HashMap<const Resources::FloorEdge *, float> NodeCostMap;
const Resources::FloorEdge *popEdgeWithLowestCost(NodeList &frontier, const NodeCostMap &costSoFar) const;
NodeList rebuildPath(const Resources::FloorEdge *start, const Resources::FloorEdge *goal,
const NodePrecedenceMap &cameFrom) const;
};
} // End of namespace Stark
#endif // STARK_MOVEMENT_SHORTEST_PATH_H

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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 "engines/stark/movement/stringpullingpath.h"
#include "engines/stark/resources/floor.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "math/line3d.h"
namespace Stark {
StringPullingPath::StringPullingPath() :
_targetStep(1) {
}
void StringPullingPath::addStep(const Math::Vector3d &position) {
_steps.push_back(position);
}
void StringPullingPath::reset() {
_steps.clear();
_targetStep = 1;
}
Math::Vector3d StringPullingPath::computeWalkTarget(const Math::Vector3d &fromPosition) {
Current *current = StarkGlobal->getCurrent();
Resources::Floor *floor = current->getFloor();
// HACK: Sometimes the character gets stuck because of rounding errors
// If we detect the character is stuck on a step, just make it go to the next one.
// TODO: Improve the string pulling code so that the targets can also be points between two steps.
if (fromPosition.getDistanceTo(_steps[_targetStep]) < 1.0 && _targetStep < _steps.size() - 1) {
_targetStep++;
}
for (uint i = _targetStep + 1; i < _steps.size(); i++) {
Math::Line3d testSegment = Math::Line3d(fromPosition, _steps[i]);
if (!floor->isSegmentInside(testSegment)) {
break;
}
_targetStep = i;
}
return _steps[_targetStep];
}
bool StringPullingPath::hasSteps() const {
return _steps.size() > 1;
}
} // End of namespace Stark

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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/>.
*
*/
#ifndef STARK_MOVEMENT_STRING_PULLING_PATH_H
#define STARK_MOVEMENT_STRING_PULLING_PATH_H
#include "common/array.h"
#include "math/vector3d.h"
namespace Stark {
/**
* Store a path and allow to walk along it smoothly
*
* The base principle of the string pulling algorithm is to skip steps
* if it is possible to walk directly to a later step in straight line.
*/
class StringPullingPath {
public:
StringPullingPath();
/** Append a step to the path */
void addStep(const Math::Vector3d &position);
/** Reset the steps, and the current target on the path */
void reset();
/** Move the walk target forward according to the position */
Math::Vector3d computeWalkTarget(const Math::Vector3d &fromPosition);
/** Returns true if this path is not degenerated (empty or single point) */
bool hasSteps() const;
private:
Common::Array<Math::Vector3d> _steps;
uint32 _targetStep;
};
} // End of namespace Stark
#endif // STARK_MOVEMENT_STRING_PULLING_PATH_H

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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 "engines/stark/movement/turn.h"
#include "math/matrix3.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
namespace Stark {
Turn::Turn(Resources::FloorPositionedItem *item) :
Movement(item),
_item3D(item),
_turnSpeed(_defaultTurnAngleSpeed) {
}
Turn::~Turn() {
}
void Turn::onGameLoop() {
// Compute the direction to turn towards
Math::Vector3d direction = _targetDirection;
direction.z() = 0;
direction.normalize();
// Compute the angle with the current character direction
Math::Vector3d currentDirection = _item3D->getDirectionVector();
float directionDeltaAngle = computeAngleBetweenVectorsXYPlane(currentDirection, direction);
// If the angle between the current direction and the new one is too high,
// make the character turn on itself until the angle is low enough
TurnDirection turnDirection;
if (ABS(directionDeltaAngle) > getAngularSpeed() + 0.1f) {
turnDirection = directionDeltaAngle < 0 ? kTurnLeft : kTurnRight;
} else {
turnDirection = kTurnNone;
}
if (turnDirection == kTurnNone) {
direction = _targetDirection;
} else {
// Make the character turn towards the target direction
direction = currentDirection;
Math::Matrix3 rot;
rot.buildAroundZ(turnDirection == kTurnLeft ? -getAngularSpeed() : getAngularSpeed());
rot.transformVector(&direction);
}
// Update the item's direction
_item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
// Check if we are close enough to the destination to stop
if (direction == _targetDirection) {
stop();
}
}
float Turn::getAngularSpeed() const {
return _turnSpeed * StarkGlobal->getMillisecondsPerGameloop();
}
void Turn::setTargetDirection(const Math::Vector3d &direction) {
_targetDirection = direction;
}
void Turn::setSpeed(float speed) {
_turnSpeed = speed;
}
uint32 Turn::getType() const {
return kTypeTurn;
}
void Turn::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsVector3d(_targetDirection);
serializer->syncAsFloat(_turnSpeed);
}
} // End of namespace Stark

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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/>.
*
*/
#ifndef STARK_MOVEMENT_TURN_H
#define STARK_MOVEMENT_TURN_H
#include "engines/stark/movement/movement.h"
namespace Stark {
namespace Resources {
class FloorPositionedItem;
}
/**
* Make an item turn on itself towards a target direction
*/
class Turn : public Movement {
public:
Turn(Resources::FloorPositionedItem *item);
virtual ~Turn();
// Movement API
void onGameLoop() override;
uint32 getType() const override;
void saveLoad(ResourceSerializer *serializer) override;
/** Set the direction to turn towards */
void setTargetDirection(const Math::Vector3d &direction);
/** Override the default rotation speed */
void setSpeed(float speed);
private:
float getAngularSpeed() const;
Resources::FloorPositionedItem *_item3D;
Math::Vector3d _targetDirection;
float _turnSpeed;
};
} // End of namespace Stark
#endif // STARK_MOVEMENT_TURN_H

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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 "engines/stark/movement/walk.h"
#include "engines/stark/movement/shortestpath.h"
#include "engines/stark/movement/stringpullingpath.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/floor.h"
#include "engines/stark/resources/floorface.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/location.h"
#include "math/vector2d.h"
namespace Stark {
Walk::Walk(Resources::FloorPositionedItem *item) :
Movement(item),
_item3D(item),
_running(false),
_reachedDestination(false),
_turnDirection(kTurnNone),
_collisionWaitTimeout(-1),
_collisionWaitCount(0) {
_path = new StringPullingPath();
}
Walk::~Walk() {
delete _path;
}
void Walk::start() {
Movement::start();
updatePath();
changeItemAnim();
Resources::Location *location = StarkGlobal->getCurrent()->getLocation();
location->startFollowingCharacter();
}
void Walk::stop(bool force) {
if (force) {
_destinations.clear();
}
if (_destinations.empty()) {
Movement::stop(force);
changeItemAnim();
_avoidedItems.clear();
} else {
Math::Vector3d destination = _destinations.front();
_destinations.remove_at(0);
setDestination(destination);
updatePath();
}
}
void Walk::updatePath() const {
_path->reset();
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
Math::Vector3d startPosition = _item3D->getPosition3D();
int32 startFloorFaceIndex = floor->findFaceContainingPoint(startPosition);
if (startFloorFaceIndex == -1) {
startFloorFaceIndex = 0;
}
Resources::FloorFace *startFloorFace = floor->getFace(startFloorFaceIndex);
Resources::FloorEdge *startFloorEdge = startFloorFace->findNearestEdge(startPosition);
if (!startFloorEdge) {
// Unable to find enabled start edge
return;
}
int32 destinationFloorFaceIndex = floor->findFaceContainingPoint(_destination);
if (destinationFloorFaceIndex < 0) {
// Unable to find the destination's face
return;
}
Resources::FloorFace *destinationFloorFace = floor->getFace(destinationFloorFaceIndex);
Resources::FloorEdge *destinationFloorEdge = destinationFloorFace->findNearestEdge(_destination);
if (!destinationFloorEdge) {
// Unable to find enabled destination edge
return;
}
ShortestPath pathSearch;
ShortestPath::NodeList edgePath = pathSearch.search(startFloorEdge, destinationFloorEdge);
for (ShortestPath::NodeList::const_iterator it = edgePath.begin(); it != edgePath.end(); it++) {
_path->addStep((*it)->getPosition());
}
_path->addStep(_destination);
}
void Walk::queueDestinationToAvoidItem(Resources::FloorPositionedItem *item, const Math::Vector3d &destination) {
_destinations.push_back(destination);
_avoidedItems.push_back(item);
}
bool Walk::isItemAlreadyAvoided(Resources::FloorPositionedItem *item) const {
return Common::find(_avoidedItems.begin(), _avoidedItems.end(), item) != _avoidedItems.end();
}
void Walk::onGameLoop() {
Resources::ItemVisual *interactiveItem = StarkGlobal->getCurrent()->getInteractive();
if (_item != interactiveItem) {
// NPCs have a simple collision handling strategy.
// They stop when they collide with other items,
// and wait for their path to be clear.
doWalkCollisionSimple();
} else {
// April has a more advanced collision handling approach.
// She goes either left or right of the items on her path.
// When impossible to pick a direction, she walks until the
// obstacle is reached.
doWalkCollisionAvoid();
}
}
void Walk::doWalk() {
if (!_path->hasSteps()) {
// There is no path to the destination
stop();
return;
}
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
// Get the target to walk to
Math::Vector3d currentPosition = _item3D->getPosition3D();
Math::Vector3d target = _path->computeWalkTarget(currentPosition);
// Compute the direction to walk into
Math::Vector3d direction = target - currentPosition;
direction.z() = 0;
direction.normalize();
// Compute the angle with the current character direction
Math::Vector3d currentDirection = _item3D->getDirectionVector();
float directionDeltaAngle = computeAngleBetweenVectorsXYPlane(currentDirection, direction);
// If the angle between the current direction and the new one is too high,
// make the character turn on itself until the angle is low enough
if (ABS(directionDeltaAngle) > getAngularSpeed() + 0.1f) {
_turnDirection = directionDeltaAngle < 0 ? kTurnLeft : kTurnRight;
} else {
_turnDirection = kTurnNone;
}
float distancePerGameloop = computeDistancePerGameLoop();
Math::Vector3d newPosition;
if (_turnDirection == kTurnNone) {
// Compute the new position using the distance per gameloop
if (currentPosition.getDistanceTo(target) > distancePerGameloop) {
newPosition = currentPosition + direction * distancePerGameloop;
} else {
newPosition = target;
}
} else {
// The character does not change position when it is turning
newPosition = currentPosition;
direction = currentDirection;
Math::Matrix3 rot;
rot.buildAroundZ(_turnDirection == kTurnLeft ? -getAngularSpeed() : getAngularSpeed());
rot.transformVector(&direction);
}
_previousPosition = currentPosition;
_currentTarget = target;
// Some scripts expect the character position to be the exact destination
if (newPosition == _destination) {
_reachedDestination = true;
stop();
}
// Update the new position's height according to the floor
int32 newFloorFaceIndex = floor->findFaceContainingPoint(newPosition);
if (newFloorFaceIndex >= 0) {
floor->computePointHeightInFace(newPosition, newFloorFaceIndex);
} else {
warning("Item %s is walking off the floor", _item->getName().c_str());
}
// Update the item's properties
_item3D->setPosition3D(newPosition);
if (direction.getMagnitude() != 0.f) {
_item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
}
if (newFloorFaceIndex >= 0) {
// When unable to find the face containing the new position, keep the previous one
// to prevent draw order glitches.
_item3D->setFloorFaceIndex(newFloorFaceIndex);
}
changeItemAnim();
}
bool Walk::isPointNearPath(const Math::Vector3d &point3d, const Math::Vector3d &pathStart3d, const Math::Vector3d &pathEnd3d) {
Math::Vector2d point = Math::Vector2d(point3d.x(), point3d.y());
Math::Vector2d pathStart = Math::Vector2d(pathStart3d.x(), pathStart3d.y());
Math::Vector2d pathEnd = Math::Vector2d(pathEnd3d.x(), pathEnd3d.y());
// Project the point onto the path
Math::Vector2d pointToStart = point - pathStart;
Math::Vector2d path = pathEnd - pathStart;
float dot = pointToStart.dotProduct(path);
float len = path.getSquareMagnitude();
float t = dot / len;
Math::Vector2d projection;
if (0.f <= t && t < 1.f) {
projection = path * t + pathStart;
} else {
projection = pathEnd;
}
// Check if the projection is near the actual point
return point.getDistanceTo(projection) <= (15.f + 15.f);
}
void Walk::doWalkCollisionSimple() {
if (_collisionWaitTimeout > 0) {
_collisionWaitTimeout -= StarkGlobal->getMillisecondsPerGameloop();
return;
} else {
_collisionWaitTimeout = -1;
}
Resources::Location *location = StarkGlobal->getCurrent()->getLocation();
Common::Array<Resources::ModelItem *> characters = location->listModelItems();
// Check if any of the other characters is in our way
for (uint i = 0; i < characters.size(); i++) {
Resources::ModelItem *otherItem = characters[i];
if (!otherItem || !otherItem->isEnabled() || otherItem == _item) continue;
Math::Vector3d otherPosition = otherItem->getPosition3D();
if (isPointNearPath(otherPosition, _previousPosition, _currentTarget)) {
if (_previousPosition.getDistanceTo(otherPosition) <= 15.f * 3.f) {
if (_collisionWaitCount >= 10) {
doWalk();
return;
}
// A collision is detected. Remove the walk animation, and wait a bit.
if (_item->getAnimActivity() != Resources::Anim::kActorActivityIdle) {
_item->setAnimActivity(Resources::Anim::kActorActivityIdle);
}
_collisionWaitCount++;
_collisionWaitTimeout = 500; // ms
return;
}
}
}
// The path is clear, walk normally
_collisionWaitCount = 0;
doWalk();
}
void Walk::doWalkCollisionAvoid() {
float collisionRadius = 15.f * 2.0999999f;
Math::Vector3d previousPosition = _item3D->getPosition3D();
doWalk();
Math::Vector3d newPosition = _item3D->getPosition3D();
Resources::Location *location = StarkGlobal->getCurrent()->getLocation();
Common::Array<Resources::ModelItem *> characters = location->listModelItems();
// Check if we're colliding with another character, but going away from it.
// In that case, the collision is being solved. There is nothing to do.
for (uint i = 0; i < characters.size(); i++) {
Resources::FloorPositionedItem *otherItem = characters[i];
if (!otherItem || !otherItem->isEnabled() || otherItem == _item) continue;
Math::Vector3d otherPosition = otherItem->getPosition3D();
Math::Vector2d newPosition2d(newPosition.x(), newPosition.y());
Math::Vector2d otherPosition2d(otherPosition.x(), otherPosition.y());
float newDistance = newPosition2d.getDistanceTo(otherPosition2d);
if (newDistance < 15.f + 15.f) {
Math::Vector2d previousPosition2d(previousPosition.x(), previousPosition.y());
float previousDistance = previousPosition2d.getDistanceTo(otherPosition2d);
if (previousDistance < newDistance) {
return;
}
}
}
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
for (uint i = 0; i < characters.size(); i++) {
Resources::FloorPositionedItem *otherItem = dynamic_cast<Resources::FloorPositionedItem *>(characters[i]);
if (!otherItem || !otherItem->isEnabled() || otherItem == _item || isItemAlreadyAvoided(otherItem)) continue;
Math::Vector3d otherPosition = otherItem->getPosition3D();
if (!isPointNearPath(otherPosition, _previousPosition, _currentTarget)) continue;
Math::Vector3d newPosition2d(newPosition.x(), newPosition.y(), 0.f);
Math::Vector3d otherPosition2d(otherPosition.x(), otherPosition.y(), 0.f);
Math::Vector3d directionToOther = otherPosition2d - newPosition2d;
float distanceToOther = directionToOther.getMagnitude();
directionToOther.normalize();
Math::Vector3d up(0.f, 0.f, 1.f);
Math::Vector3d rightDirection = Math::Vector3d::crossProduct(directionToOther, up);
rightDirection.normalize();
Math::Vector3d otherPositionNear = newPosition2d + directionToOther * (distanceToOther - collisionRadius);
Math::Vector3d otherPostionFar = newPosition2d + directionToOther * (distanceToOther + collisionRadius);
Math::Vector3d rightOfOtherNear = otherPositionNear + rightDirection * collisionRadius;
Math::Vector3d leftOfOtherNear = otherPositionNear - rightDirection * collisionRadius;
Math::Vector3d rightOfOtherFar = otherPostionFar + rightDirection * collisionRadius;
Math::Vector3d leftOfOtherFar = otherPostionFar - rightDirection * collisionRadius;
bool canGoRight = false;
if (floor->isSegmentInside(Math::Line3d(otherPositionNear, rightOfOtherNear))) {
if (floor->isSegmentInside(Math::Line3d(rightOfOtherNear, rightOfOtherFar))) {
canGoRight = true;
}
}
bool canGoLeft = false;
if (floor->isSegmentInside(Math::Line3d(otherPositionNear, leftOfOtherNear))) {
if (floor->isSegmentInside(Math::Line3d(leftOfOtherNear, leftOfOtherFar))) {
canGoLeft = true;
}
}
for (uint j = 0; j < characters.size(); j++) {
if (j == i) continue;
Resources::FloorPositionedItem *anotherItem = dynamic_cast<Resources::FloorPositionedItem *>(characters[j]);
if (!anotherItem || !anotherItem->isEnabled() || anotherItem == _item) continue;
Math::Vector3d anotherPosition = anotherItem->getPosition3D();
if (isPointNearPath(anotherPosition, otherPositionNear, rightOfOtherNear)) {
canGoRight = false;
}
if (isPointNearPath(anotherPosition, rightOfOtherNear, rightOfOtherFar)) {
canGoRight = false;
}
if (isPointNearPath(anotherPosition, otherPositionNear, leftOfOtherNear)) {
canGoLeft = false;
}
if (isPointNearPath(anotherPosition, leftOfOtherNear, leftOfOtherFar)) {
canGoLeft = false;
}
}
if (distanceToOther < collisionRadius) {
int32 floorFace = floor->findFaceContainingPoint(previousPosition);
if (floorFace >= 0) {
floor->computePointHeightInFace(previousPosition, floorFace);
_item3D->setFloorFaceIndex(floorFace);
_item3D->setPosition3D(previousPosition);
}
_reachedDestination = false;
// _skipped = false;
stop();
break;
}
// If our target destination is in the collision radius of the tested item
// Then adjust our destination to be just outside of the item's collision radius.
float distanceToDestination = _destination.getDistanceTo(otherPosition);
if (distanceToDestination < collisionRadius) {
setDestinationWithoutHeight(otherPosition - directionToOther * collisionRadius);
// _field_51 = true;
updatePath();
continue;
}
if (canGoLeft) {
Math::Vector3d lookDirection = _item3D->getDirectionVector();
Math::Vector3d previousToLeft = leftOfOtherNear - _previousPosition;
Math::Angle angle = Math::Vector3d::angle(lookDirection, previousToLeft);
if (angle > 270) {
canGoLeft = false;
}
}
if (canGoRight) {
Math::Vector3d lookDirection = _item3D->getDirectionVector();
Math::Vector3d previousToRight = rightOfOtherNear - _previousPosition;
Math::Angle angle = Math::Vector3d::angle(lookDirection, previousToRight);
if (angle > 270) {
canGoRight = false;
}
}
if (canGoRight && !canGoLeft) {
queueDestinationToAvoidItem(otherItem, _destination);
setDestinationWithoutHeight(rightOfOtherNear);
updatePath();
} else if (!canGoRight && canGoLeft) {
queueDestinationToAvoidItem(otherItem, _destination);
setDestinationWithoutHeight(leftOfOtherNear);
updatePath();
} else if (canGoRight && canGoLeft) {
Math::Vector3d forwardDirection = _currentTarget - _previousPosition;
Math::Vector3d cross = Math::Vector3d::crossProduct(forwardDirection, directionToOther);
if (cross.z() < 0.f) {
queueDestinationToAvoidItem(otherItem, _destination);
setDestinationWithoutHeight(leftOfOtherNear);
updatePath();
} else {
queueDestinationToAvoidItem(otherItem, _destination);
setDestinationWithoutHeight(rightOfOtherNear);
updatePath();
}
}
}
}
float Walk::getAngularSpeed() const {
return _defaultTurnAngleSpeed * StarkGlobal->getMillisecondsPerGameloop();
}
float Walk::computeDistancePerGameLoop() const {
Resources::Anim *anim = _item->getAnim();
float distancePerGameloop = anim->getMovementSpeed() * StarkGlobal->getMillisecondsPerGameloop() / 1000.f;
return distancePerGameloop;
}
void Walk::setDestination(const Math::Vector3d &destination) {
_destination = destination;
}
void Walk::setDestinationWithoutHeight(Math::Vector3d destination) {
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
int32 faceIndex = floor->findFaceContainingPoint(destination);
if (faceIndex >= 0) {
floor->computePointHeightInFace(destination, faceIndex);
}
setDestination(destination);
}
void Walk::setRunning() {
_running = true;
changeItemAnim();
}
void Walk::changeItemAnim() {
if (_ended) {
_item->setAnimActivity(Resources::Anim::kActorActivityIdle);
} else if (_turnDirection != kTurnNone) {
_item->setAnimActivity(Resources::Anim::kActorActivityIdle);
} else if (_running) {
_item->setAnimActivity(Resources::Anim::kActorActivityRun);
} else {
_item->setAnimActivity(Resources::Anim::kActorActivityWalk);
}
}
void Walk::changeDestination(const Math::Vector3d &destination) {
_collisionWaitTimeout = -1;
setDestination(destination);
updatePath();
}
bool Walk::hasReachedDestination() const {
return _reachedDestination;
}
uint32 Walk::getType() const {
return kTypeWalk;
}
void Walk::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsVector3d(_destination);
serializer->syncAsUint32LE(_running);
}
} // End of namespace Stark

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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/>.
*
*/
#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