/* 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_WALK_H #define STARK_MOVEMENT_WALK_H #include "engines/stark/movement/movement.h" #include "common/array.h" namespace Stark { class StringPullingPath; namespace Resources { class FloorPositionedItem; } /** * Make an item walk / run to its destination on the current * location's floor */ class Walk : public Movement { public: Walk(Resources::FloorPositionedItem *item); virtual ~Walk(); // Movement API void start() override; void stop(bool force = false) override; void onGameLoop() override; bool hasReachedDestination() const override; uint32 getType() const override; void saveLoad(ResourceSerializer *serializer) override; /** Set the destination */ void setDestination(const Math::Vector3d &destination); void setDestinationWithoutHeight(Math::Vector3d destination); /** Change the destination and recompute the path */ void changeDestination(const Math::Vector3d &destination); /** Set the running flag */ void setRunning(); private: void doWalk(); void doWalkCollisionSimple(); void doWalkCollisionAvoid(); float computeDistancePerGameLoop() const; float getAngularSpeed() const; void changeItemAnim(); void updatePath() const; void queueDestinationToAvoidItem(Resources::FloorPositionedItem *item, const Math::Vector3d &destination); bool isItemAlreadyAvoided(Resources::FloorPositionedItem *item) const; static bool isPointNearPath(const Math::Vector3d &point3d, const Math::Vector3d &pathStart3d, const Math::Vector3d &pathEnd3d); Resources::FloorPositionedItem *_item3D; StringPullingPath *_path; Math::Vector3d _destination; Common::Array _destinations; Common::Array _avoidedItems; bool _running; bool _reachedDestination; TurnDirection _turnDirection; int32 _collisionWaitTimeout; int32 _collisionWaitCount; Math::Vector3d _previousPosition; Math::Vector3d _currentTarget; }; } // End of namespace Stark #endif // STARK_MOVEMENT_WALK_H