/* 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 AGS_ENGINE_AC_MOVE_LIST_H #define AGS_ENGINE_AC_MOVE_LIST_H #include "ags/lib/allegro.h" // fixed math #include "ags/engine/game/savegame.h" #include "ags/shared/util/geometry.h" namespace AGS3 { // Forward declaration namespace AGS { namespace Shared { class Stream; } } using namespace AGS; // FIXME later #define MAXNEEDSTAGES 256 #define MAXNEEDSTAGES_LEGACY 40 enum MoveListDoneFlags { kMoveListDone_X = 0x01, kMoveListDone_Y = 0x02, kMoveListDone_XY = kMoveListDone_X | kMoveListDone_Y }; enum MoveListSvgVersion { kMoveSvgVersion_Initial = 0, // [UNSUPPORTED] from 3.5.0 pre-alpha kMoveSvgVersion_350, // new pathfinder, arbitrary number of stages kMoveSvgVersion_36109, // skip empty lists, progress as float }; struct MoveList { int numstage = 0; // Waypoints, per stage Point pos[MAXNEEDSTAGES]; // xpermove and ypermove contain number of pixels done per a single step // along x and y axes; i.e. this is a movement vector, per path stage fixed xpermove[MAXNEEDSTAGES]{}; fixed ypermove[MAXNEEDSTAGES]{}; int onstage = 0; // current path stage Point from; // current stage's starting position // Steps made during current stage; // distance passed is calculated as xpermove[onstage] * onpart; // made a fractional value to let recalculate movelist dynamically float onpart = 0.f; uint8_t doneflag = 0u; uint8_t direct = 0; // MoveCharDirect was used or not // Dynamic fixups, not serialized // Final section move speed and steps, used when an object // finishes one of the axes sooner than the other fixed fin_move = 0; float fin_from_part = 0.f; const Point &GetLastPos() const { return numstage > 0 ? pos[numstage - 1] : pos[0]; } // Gets a movelist's step length, in coordinate units // (normally the coord unit is a game pixel) float GetStepLength() const; // Gets a fraction of a coordinate unit that is in progress of stepping over; // (normally the coord unit is a game pixel) float GetPixelUnitFraction() const; // Sets a step progress to this fraction of a coordinate unit void SetPixelUnitFraction(float frac); void ReadFromSavegame_Legacy(Shared::Stream *in); AGS::Engine::HSaveError ReadFromSavegame(Shared::Stream *in, int32_t cmp_ver); void WriteToSavegame(Shared::Stream *out) const; }; } // namespace AGS3 #endif