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engines/stark/movement/followpath.cpp
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159
engines/stark/movement/followpath.cpp
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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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#include "engines/stark/movement/followpath.h"
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#include "engines/stark/services/global.h"
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#include "engines/stark/services/services.h"
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#include "engines/stark/services/stateprovider.h"
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#include "engines/stark/resources/anim.h"
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#include "engines/stark/resources/floor.h"
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#include "engines/stark/resources/item.h"
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#include "engines/stark/resources/path.h"
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namespace Stark {
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FollowPath::FollowPath(Resources::ItemVisual *item) :
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Movement(item),
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_path(nullptr),
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_speed(0.0),
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_position(0.0),
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_previouslyEnabled(true),
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_anim(nullptr) {
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}
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FollowPath::~FollowPath() {
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}
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void FollowPath::start() {
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Movement::start();
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_previouslyEnabled = _item->isEnabled();
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_item->setEnabled(true);
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updateItemPosition(0, 0);
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changeItemAnim();
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}
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void FollowPath::stop(bool force) {
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Movement::stop(force);
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changeItemAnim();
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_item->setEnabled(_previouslyEnabled);
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}
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void FollowPath::onGameLoop() {
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// Compute the new position on the path
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_position += _speed * StarkGlobal->getMillisecondsPerGameloop();
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// Find the current path edge, and position on the path edge
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uint currentEdge = 0;
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float positionInEdge = _position;
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for (uint i = 0; i < _path->getEdgeCount(); i++) {
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float edgeLength = _path->getWeightedEdgeLength(i);
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if (positionInEdge < edgeLength) {
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break; // Found the current path edge
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}
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positionInEdge -= edgeLength;
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currentEdge++;
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}
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// Check if we went beyond the path's end
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if (currentEdge >= _path->getEdgeCount()) {
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stop();
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return;
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}
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updateItemPosition(currentEdge, positionInEdge);
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}
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void FollowPath::updateItemPosition(uint currentEdge, float positionInEdge) const {// Get the new position for the item
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Math::Vector3d newPosition = _path->getWeightedPositionInEdge(currentEdge, positionInEdge);
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// Update the item's properties in the scene
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if (is3D()) {
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Resources::FloorPositionedItem *item3D = Resources::Object::cast<Resources::FloorPositionedItem>(_item);
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Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
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int32 floorFaceIndex = floor->findFaceContainingPoint(newPosition);
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if (floorFaceIndex >= 0) {
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item3D->setFloorFaceIndex(floorFaceIndex);
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} else {
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item3D->overrideSortKey(_path->getSortKey());
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}
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item3D->setPosition3D(newPosition);
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Math::Vector3d direction = _path->getEdgeDirection(currentEdge);
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item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
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} else {
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Common::Point position2D = Common::Point(newPosition.x(), newPosition.y());
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_item->setPosition2D(position2D);
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}
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}
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void FollowPath::changeItemAnim() {
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if (_ended) {
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if (_anim) {
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_item->resetActionAnim();
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} else {
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_item->setAnimActivity(Resources::Anim::kActorActivityIdle);
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}
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} else {
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if (_anim) {
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_item->playActionAnim(_anim);
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} else {
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_item->setAnimActivity(Resources::Anim::kActorActivityWalk);
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}
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}
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}
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void FollowPath::setPath(Resources::Path *path) {
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_path = path;
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}
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void FollowPath::setSpeed(float speed) {
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_speed = speed;
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}
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bool FollowPath::is3D() const {
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return _path->getSubType() == Resources::Path::kPath3D;
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}
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void FollowPath::setAnim(Resources::Anim *anim) {
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_anim = anim;
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}
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uint32 FollowPath::getType() const {
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return kTypeFollowPath;
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}
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void FollowPath::saveLoad(ResourceSerializer *serializer) {
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serializer->syncAsResourceReference(&_path);
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serializer->syncAsResourceReference(&_anim);
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serializer->syncAsFloat(_position);
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serializer->syncAsFloat(_speed);
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serializer->syncAsUint32LE(_previouslyEnabled);
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}
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} // End of namespace Stark
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