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