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engines/stark/movement/movement.h
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103
engines/stark/movement/movement.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 STARK_MOVEMENT_MOVEMENT_H
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#define STARK_MOVEMENT_MOVEMENT_H
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#include "math/vector3d.h"
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namespace Stark {
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namespace Resources {
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class ItemVisual;
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}
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class ResourceSerializer;
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/**
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* Abstract movement of an item on the current location's floor
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*/
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class Movement {
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public:
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Movement(Resources::ItemVisual *item);
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virtual ~Movement();
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enum MovementType {
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kTypeWalk = 1,
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kTypeFollowPath = 2,
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kTypeFollowPathLight = 3,
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kTypeTurn = 4
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};
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/** Movement factory */
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static Movement *construct(uint32 type, Resources::ItemVisual *item);
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/** Obtain the effective movement type */
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virtual uint32 getType() const = 0;
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/**
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* Initiate the movement
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*/
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virtual void start();
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/**
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* Stop / abort the movement
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*/
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virtual void stop(bool force = false);
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/**
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* Called once per game loop
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*/
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virtual void onGameLoop() = 0;
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/**
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* Has the movement stopped?
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*/
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bool hasEnded() const;
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/**
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* Has the movement reached its destination successfully?
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*/
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virtual bool hasReachedDestination() const;
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/**
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* Persist / restore the state of the movement so it can be resumed using 'start'
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*/
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virtual void saveLoad(ResourceSerializer *serializer) = 0;
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protected:
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enum TurnDirection {
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kTurnNone,
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kTurnLeft,
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kTurnRight
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};
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const float _defaultTurnAngleSpeed; // Degrees per ms
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float computeAngleBetweenVectorsXYPlane(const Math::Vector3d &v1, const Math::Vector3d &v2) const;
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bool _ended;
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Resources::ItemVisual *_item;
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};
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} // End of namespace Stark
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#endif // STARK_MOVEMENT_MOVEMENT_H
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