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