/* 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 . * */ #include "engines/stark/movement/movement.h" #include "engines/stark/movement/walk.h" #include "engines/stark/movement/followpath.h" #include "engines/stark/movement/followpathlight.h" #include "engines/stark/movement/turn.h" #include "engines/stark/resources/item.h" #include "common/textconsole.h" namespace Stark { Movement *Movement::construct(uint32 type, Resources::ItemVisual *item) { switch (type) { case kTypeWalk: return new Walk(Resources::Object::cast(item)); case kTypeFollowPath: return new FollowPath(item); case kTypeFollowPathLight: return new FollowPathLight(item); case kTypeTurn: return new Turn(Resources::Object::cast(item)); default: error("Unexpected movement type '%d'", type); } } Movement::Movement(Resources::ItemVisual *item) : _ended(false), _item(item), _defaultTurnAngleSpeed(18.0f * 30.0f / 1000.0f) { // 18 degrees per gameloop at 30 fps } Movement::~Movement() { } void Movement::start() { _ended = false; } void Movement::stop(bool force) { _ended = true; } bool Movement::hasEnded() const { return _ended; } float Movement::computeAngleBetweenVectorsXYPlane(const Math::Vector3d &v1, const Math::Vector3d &v2) const { Math::Vector3d v1XY = v1; v1XY.z() = 0.0; Math::Vector3d v2XY = v2; v2XY.z() = 0.0; Math::Angle angle = Math::Vector3d::angle(v1XY, v2XY); Math::Vector3d cross = Math::Vector3d::crossProduct(v1XY, v2XY); if (cross.z() < 0) { angle = -angle; } return angle.getDegrees(); } bool Movement::hasReachedDestination() const { return true; } } // End of namespace Stark