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This commit is contained in:
587
engines/stark/resources/location.cpp
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587
engines/stark/resources/location.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/resources/location.h"
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#include "engines/stark/formats/xrc.h"
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#include "engines/stark/gfx/driver.h"
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#include "engines/stark/movement/movement.h"
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#include "engines/stark/resources/anim.h"
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#include "engines/stark/resources/container.h"
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#include "engines/stark/resources/item.h"
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#include "engines/stark/resources/layer.h"
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#include "engines/stark/resources/level.h"
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#include "engines/stark/resources/scroll.h"
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#include "engines/stark/resources/sound.h"
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#include "engines/stark/scene.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/services/userinterface.h"
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#include "common/random.h"
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namespace Stark {
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namespace Resources {
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Location::~Location() {
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}
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Location::Location(Object *parent, byte subType, uint16 index, const Common::String &name) :
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Object(parent, subType, index, name),
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_canScroll(false),
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_currentLayer(nullptr),
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_hasActiveScroll(false),
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_scrollFollowCharacter(false),
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_rumbleDurationRemaining(0),
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_fadeOut(false),
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_fadePosition(0),
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_fadeDuration(0),
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_swayPeriodMs(0),
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_swayAmplitude(0),
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_swayOffset(0),
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_swayPosition(0),
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_idleActionWaitMs(5500),
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_floatPeriodMs(0),
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_floatAmplitude(0),
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_floatPosition(0) {
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_type = TYPE;
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}
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void Location::onAllLoaded() {
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Object::onAllLoaded();
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_layers = listChildren<Layer>();
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Layer *threeDLayer = findChildWithSubtype<Layer>(Layer::kLayer3D);
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if (threeDLayer) {
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_modelItems = threeDLayer->listChildren<ModelItem>(Item::kItemModel);
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}
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}
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void Location::onEnterLocation() {
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Object::onEnterLocation();
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StarkScene->setFadeLevel(1.0f);
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}
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void Location::onGameLoop() {
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Object::onGameLoop();
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ModelItem *april = StarkGlobal->getCurrent()->getInteractive();
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if (april) {
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_idleActionWaitMs -= StarkGlobal->getMillisecondsPerGameloop();
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if (_idleActionWaitMs <= 0) {
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if (!april->getActionAnim()
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&& april->getAnimActivity() == Anim::kActorActivityIdle
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&& StarkUserInterface->isInteractive()) {
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Anim *idleAction = april->getIdleActionAnim();
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if (idleAction) {
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april->playActionAnim(idleAction);
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}
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}
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_idleActionWaitMs = 11000; // 330 frames at 30 fps
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}
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}
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if (_floatPeriodMs > 0) {
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_floatPosition += StarkGlobal->getMillisecondsPerGameloop() / (float) _floatPeriodMs;
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if (_floatPosition > 1.0) {
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_floatPosition -= 1.0;
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}
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float floatOffset = sinf(_floatPosition * 2.0f * (float)M_PI) * _floatAmplitude;
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StarkScene->setFloatOffset(floatOffset);
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}
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if (_swayPeriodMs > 0) {
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_swayPosition += StarkGlobal->getMillisecondsPerGameloop() / (float) _swayPeriodMs;
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if (_swayPosition > 1.0) {
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_swayPosition -= 1.0;
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}
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float sway = sinf((_swayOffset + _swayPosition) * 2.0f * (float)M_PI) * _swayAmplitude;
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StarkScene->setSwayAngle(_swayAngle * sway);
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}
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if (_fadeDuration > 0) {
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float fadeSpeed = StarkGlobal->getMillisecondsPerGameloop() / (float) _fadeDuration;
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_fadePosition += fadeSpeed * (_fadeOut ? -1.0 : 1.0);
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if (_fadeOut && _fadePosition < 0.0) {
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_fadePosition = 0.0;
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_fadeDuration = 0;
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} else if (!_fadeOut && _fadePosition > 1.0) {
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_fadePosition = 1.0;
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_fadeDuration = 0;
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}
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StarkScene->setFadeLevel(_fadePosition);
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}
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if (_hasActiveScroll) {
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// Script triggered scrolling has precedence over following the character
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_scrollFollowCharacter = false;
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}
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if (_scrollFollowCharacter) {
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assert(april);
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Movement *movement = april->getMovement();
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bool scrollComplete = scrollToCharacter(april);
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if (scrollComplete && (!movement || movement->hasEnded())) {
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_scrollFollowCharacter = false;
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}
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}
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if (_rumbleDurationRemaining > 0) {
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_rumbleDurationRemaining -= StarkGlobal->getMillisecondsPerGameloop();
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}
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}
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bool Location::has3DLayer() {
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return findChildWithSubtype<Layer>(Layer::kLayer3D) != nullptr;
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}
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Gfx::RenderEntryArray Location::listRenderEntries() {
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Gfx::RenderEntryArray renderEntries;
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for (uint i = 0; i < _layers.size(); i++) {
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Layer *layer = _layers[i];
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if (layer->isEnabled()) {
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Common::Point baseScroll;
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if (_rumbleDurationRemaining > 0) {
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baseScroll = layer->getScroll();
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Common::Point offsetScroll = baseScroll;
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offsetScroll.x = StarkRandomSource->getRandomBit() - 1;
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offsetScroll.y = StarkRandomSource->getRandomBit() - 1;
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layer->setScroll(offsetScroll);
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}
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renderEntries.push_back(layer->listRenderEntries());
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if (_rumbleDurationRemaining > 0) {
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layer->setScroll(baseScroll);
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}
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}
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}
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return renderEntries;
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}
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Gfx::LightEntryArray Location::listLightEntries() {
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Gfx::LightEntry *ambient = nullptr;
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Gfx::LightEntryArray others;
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// Build a list of lights from all the layers ...
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for (uint i = 0; i < _layers.size(); i++) {
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Layer *layer = _layers[i];
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if (layer->isEnabled()) {
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Gfx::LightEntryArray layerLights = layer->listLightEntries();
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for (uint j = 0; j < layerLights.size(); j++) {
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Gfx::LightEntry *light = layerLights[j];
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// ... but store the ambient light in a separate variable ...
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if (light->type == Gfx::LightEntry::kAmbient) {
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ambient = light;
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} else {
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Math::Matrix4 view = StarkScene->getViewMatrix();
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light->worldPosition.x() = light->position.x();
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light->worldPosition.y() = light->position.y();
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light->worldPosition.z() = light->position.z();
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light->worldPosition.w() = 1.0f;
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light->eyePosition = view * light->worldPosition;
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light->eyeDirection = view.getRotation() * light->direction;
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light->eyeDirection.normalize();
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others.push_back(light);
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}
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}
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}
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}
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// ... so that it is first in the final light list
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Gfx::LightEntryArray lightEntries;
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lightEntries.push_back(ambient);
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lightEntries.push_back(others);
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return lightEntries;
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}
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void Location::initScroll(const Common::Point &maxScroll) {
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_maxScroll = maxScroll;
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_canScroll = _maxScroll.x != 0 || _maxScroll.y != 0;
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}
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Common::Point Location::getScrollPosition() const {
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return _scroll;
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}
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void Location::setScrollPosition(const Common::Point &position) {
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_scroll.x = CLIP<int16>(position.x, 0, _maxScroll.x);
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_scroll.y = CLIP<int16>(position.y, 0, _maxScroll.y);
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// Setup the layers scroll position
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for (uint i = 0; i < _layers.size(); i++) {
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_layers[i]->setScrollPosition(_scroll);
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}
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// Reconfigure the camera
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Common::Rect viewport(Gfx::Driver::kGameViewportWidth, Gfx::Driver::kGameViewportHeight);
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viewport.translate(_scroll.x, _scroll.y);
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StarkScene->scrollCamera(viewport);
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}
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Common::Point Location::getCharacterScrollPosition(ModelItem *item) {
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Common::Point position2D = StarkScene->convertPosition3DToGameScreenOriginal(item->getPosition3D());
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Common::Point newScroll;
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if (_maxScroll.x > 0) {
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newScroll.x = _scroll.x + position2D.x - Gfx::Driver::kGameViewportWidth / 2;
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newScroll.y = _scroll.y;
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} else {
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Gfx::RenderEntry *renderEntry = item->getRenderEntry(_scroll);
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Common::Rect boundingRect = renderEntry->getBoundingRect();
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if (!boundingRect.isEmpty()) {
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position2D.y = (boundingRect.top + boundingRect.bottom) / 2;
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}
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newScroll.x = _scroll.x;
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newScroll.y = _scroll.y + position2D.y - Gfx::Driver::kGameViewportHeight / 2;
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}
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return newScroll;
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}
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bool Location::scrollToCharacter(ModelItem *item) {
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if (!_canScroll) {
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return true;
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}
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Common::Point newScroll = getCharacterScrollPosition(item);
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if (_maxScroll.x > 0) {
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if (newScroll.x < _scroll.x - 15 || newScroll.x > _scroll.x + 15) {
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newScroll.x = CLIP<int16>(newScroll.x, 0, _maxScroll.x);
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return scrollToSmooth(newScroll, true);
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}
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} else {
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if (newScroll.y < _scroll.y - 15 || newScroll.y > _scroll.y + 15) {
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newScroll.y = CLIP<int16>(newScroll.y, 0, _maxScroll.y);
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return scrollToSmooth(newScroll, true);
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}
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}
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return false;
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}
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void Location::scrollToCharacterImmediate() {
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if (!_canScroll) {
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return;
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}
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ModelItem *april = StarkGlobal->getCurrent()->getInteractive();
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setScrollPosition(getCharacterScrollPosition(april));
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}
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uint Location::getScrollStepFollow() {
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ModelItem *april = StarkGlobal->getCurrent()->getInteractive();
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Common::Point position2D = StarkScene->convertPosition3DToGameScreenOriginal(april->getPosition3D());
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// TODO: Complete
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uint scrollStep;
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if (_maxScroll.x > 0) {
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scrollStep = abs((Gfx::Driver::kGameViewportWidth / 2 - position2D.x) / 16);
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} else {
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scrollStep = abs((Gfx::Driver::kGameViewportHeight / 2 - position2D.y) / 16);
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}
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return CLIP<uint>(scrollStep, 1, 4);
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}
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uint Location::getScrollStep() {
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uint scrollStep;
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if (_maxScroll.x > 0) {
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if (_scroll.x <= _maxScroll.x / 2) {
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scrollStep = _scroll.x / 16;
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} else {
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scrollStep = (_maxScroll.x - _scroll.x) / 16;
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}
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} else {
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if (_scroll.y <= _maxScroll.y / 2) {
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scrollStep = _scroll.y / 16;
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} else {
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scrollStep = (_maxScroll.y - _scroll.y) / 16;
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}
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}
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return CLIP<uint>(scrollStep, 1, 4);
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}
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bool Location::scrollToSmooth(const Common::Point &position, bool followCharacter) {
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uint scrollStep;
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if (followCharacter) {
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scrollStep = getScrollStepFollow();
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} else {
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scrollStep = getScrollStep();
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}
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Common::Point delta;
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if (position.x < _scroll.x) {
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delta.x = -(int)scrollStep;
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delta.x = CLIP<int16>(delta.x, position.x - _scroll.x, 0);
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} else if (position.x > _scroll.x) {
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delta.x = scrollStep;
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delta.x = CLIP<int16>(delta.x, 0, position.x - _scroll.x);
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}
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if (position.y < _scroll.y) {
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delta.y = -(int)scrollStep;
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delta.y = CLIP<int16>(delta.y, position.y - _scroll.y, 0);
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} else if (position.y > _scroll.y) {
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delta.y = scrollStep;
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delta.y = CLIP<int16>(delta.y, 0, position.y - _scroll.y);
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}
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if (delta.x == 0 && delta.y == 0) {
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// We already are at the target position, scrolling has completed
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return true;
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}
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setScrollPosition(_scroll + delta);
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return false;
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}
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bool Location::scrollToCoordinateSmooth(uint32 coordinate) {
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Common::Point newScroll = getScrollPointFromCoordinate(coordinate);
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return scrollToSmooth(newScroll, false);
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}
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void Location::scrollToCoordinateImmediate(uint32 coordinate) {
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Common::Point newScroll = getScrollPointFromCoordinate(coordinate);
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return setScrollPosition(newScroll);
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}
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Common::Point Location::getScrollPointFromCoordinate(uint32 coordinate) const {
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Common::Point newScroll = _scroll;
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if (_maxScroll.x > 0) {
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newScroll.x = coordinate;
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} else {
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newScroll.y = coordinate;
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}
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return newScroll;
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}
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void Location::stopFollowingCharacter() {
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_scrollFollowCharacter = false;
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}
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void Location::startFollowingCharacter() {
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_scrollFollowCharacter = true;
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}
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void Location::setHasActiveScroll() {
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_hasActiveScroll = true;
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}
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void Location::stopAllScrolls() {
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Common::Array<Scroll *> scrolls = listChildrenRecursive<Scroll>();
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for (uint i = 0; i < scrolls.size(); i++) {
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scrolls[i]->stop();
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}
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_hasActiveScroll = false;
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}
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void Location::goToLayer(Layer *layer) {
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if (_currentLayer) {
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_currentLayer->enable(false);
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}
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layer->enable(true);
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_currentLayer = layer;
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}
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ItemVisual *Location::getCharacterItem(int32 character) const {
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return _characterItemMap.getValOrDefault(character, nullptr);
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}
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void Location::registerCharacterItem(int32 character, ItemVisual *item) {
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if (character >= 0) {
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_characterItemMap[character] = item;
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}
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}
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const Common::Array<ModelItem *> &Location::listModelItems() const {
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return _modelItems;
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}
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void Location::printData() {
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}
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void Location::resetAnimationBlending() {
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Common::Array<ModelItem *> items = listChildren<ModelItem>(Item::kItemModel);
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for (uint i = 0; i < items.size(); i++) {
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items[i]->resetAnimationBlending();
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}
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}
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Sound *Location::findStockSound(uint32 stockSoundType) const {
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Sound *sound = findStockSound(this, stockSoundType);
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if (!sound) {
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Level *currentLevel = StarkGlobal->getCurrent()->getLevel();
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sound = findStockSound(currentLevel, stockSoundType);
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}
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if (!sound) {
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Level *globalLevel = StarkGlobal->getLevel();
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sound = findStockSound(globalLevel, stockSoundType);
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}
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return sound;
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}
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Sound *Location::findStockSound(const Object *parent, uint32 stockSoundType) const {
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Container *stockSoundContainer = parent->findChildWithSubtype<Container>(Container::kStockSounds);
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if (stockSoundContainer) {
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Common::Array<Sound *> stockSounds = stockSoundContainer->listChildren<Sound>(Sound::kSoundStock);
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for (uint i = 0; i < stockSounds.size(); i++) {
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Sound *sound = stockSounds[i];
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if (sound->getStockSoundType() == stockSoundType) {
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return sound;
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}
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}
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}
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return nullptr;
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}
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void Location::startRumble(int32 rumbleDurationRemaining) {
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_rumbleDurationRemaining = rumbleDurationRemaining;
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}
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void Location::fadeInInit(int32 fadeDuration) {
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_fadeOut = false;
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_fadePosition = 0.0;
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_fadeDuration = fadeDuration;
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}
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||||
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void Location::fadeOutInit(int32 fadeDuration) {
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_fadeOut = true;
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||||
_fadePosition = 1.0;
|
||||
_fadeDuration = fadeDuration;
|
||||
}
|
||||
|
||||
void Location::swayScene(int32 periodMs, const Math::Angle &angle, float amplitude, float offset) {
|
||||
if (periodMs < 33) {
|
||||
periodMs = 1000;
|
||||
}
|
||||
|
||||
_swayPeriodMs = periodMs;
|
||||
_swayAngle = angle;
|
||||
_swayAmplitude = amplitude;
|
||||
_swayOffset = offset;
|
||||
_swayPosition = offset;
|
||||
}
|
||||
|
||||
void Location::floatScene(int32 periodMs, float amplitude, float offset) {
|
||||
if (periodMs < 33) {
|
||||
periodMs = 1000;
|
||||
}
|
||||
|
||||
_floatPeriodMs = periodMs;
|
||||
_floatAmplitude = amplitude;
|
||||
_floatPosition = offset;
|
||||
}
|
||||
|
||||
void Location::saveLoadCurrent(ResourceSerializer *serializer) {
|
||||
serializer->syncAsSint32LE(_scroll.x);
|
||||
serializer->syncAsSint32LE(_scroll.y);
|
||||
|
||||
if (serializer->isLoading()) {
|
||||
setScrollPosition(_scroll);
|
||||
}
|
||||
|
||||
serializer->syncAsResourceReference(&_currentLayer);
|
||||
|
||||
serializer->syncAsSint32LE(_floatPeriodMs);
|
||||
serializer->syncAsFloat(_floatAmplitude);
|
||||
serializer->syncAsFloat(_floatPosition);
|
||||
|
||||
serializer->syncAsSint32LE(_swayPeriodMs);
|
||||
serializer->syncAsFloat(_swayAmplitude);
|
||||
serializer->syncAsFloat(_swayOffset);
|
||||
serializer->syncAsFloat(_swayPosition);
|
||||
|
||||
float swayAngle = _swayAngle.getDegrees();
|
||||
serializer->syncAsFloat(swayAngle);
|
||||
if (serializer->isLoading()) {
|
||||
_swayAngle = swayAngle;
|
||||
}
|
||||
}
|
||||
|
||||
Layer *Location::getLayerByName(const Common::String &name) {
|
||||
for (uint i = 0; i < _layers.size(); ++i) {
|
||||
if (_layers[i]->getName().equalsIgnoreCase(name)) {
|
||||
return _layers[i];
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Gfx::RenderEntry *Location::getRenderEntryByName(const Common::String &name) {
|
||||
Gfx::RenderEntryArray renderEntries = listRenderEntries();
|
||||
for (uint i = 0; i < renderEntries.size(); ++i) {
|
||||
if (renderEntries[i]->getName().equalsIgnoreCase(name)) {
|
||||
return renderEntries[i];
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Common::Array<Common::Point> Location::listExitPositions() {
|
||||
Common::Array<Item *> items = listChildrenRecursive<Item>();
|
||||
Common::Array<Common::Point> positions;
|
||||
|
||||
Common::Array<Item *>::iterator element = items.begin();
|
||||
while (element != items.end()) {
|
||||
positions.push_back((*element)->listExitPositions());
|
||||
++element;
|
||||
}
|
||||
|
||||
return positions;
|
||||
}
|
||||
|
||||
} // End of namespace Resources
|
||||
} // End of namespace Stark
|
||||
Reference in New Issue
Block a user