/* 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 . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #include "crab/ai/movement.h" namespace Crab { using namespace pyrodactyl::ai; //------------------------------------------------------------------------ // Purpose: Walk in preset paths //------------------------------------------------------------------------ void MovementSet::load(rapidxml::xml_node *node) { _enabled = true; loadBool(_repeat, "repeat", node); for (auto n = node->first_node("walk"); n != nullptr; n = n->next_sibling("walk")) _path.push_back(n); } //------------------------------------------------------------------------ // Purpose: To make the AI patrol/wait along certain points //------------------------------------------------------------------------ bool MovementSet::internalEvents(const Rect rect) { if (_enabled) { // If we are at the current waypoint, get to the next waypoint if (_path[_cur]._target.collide(rect)) { _cur = (_cur + 1) % _path.size(); _timer.start(); } // Wait according to the delay value in the node if (_timer.ticks() >= _path[_cur]._delay) return true; } return false; } } // End of namespace Crab