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2026-02-02 04:50:13 +01:00

160 lines
4.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/movement/followpath.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/floor.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/resources/path.h"
namespace Stark {
FollowPath::FollowPath(Resources::ItemVisual *item) :
Movement(item),
_path(nullptr),
_speed(0.0),
_position(0.0),
_previouslyEnabled(true),
_anim(nullptr) {
}
FollowPath::~FollowPath() {
}
void FollowPath::start() {
Movement::start();
_previouslyEnabled = _item->isEnabled();
_item->setEnabled(true);
updateItemPosition(0, 0);
changeItemAnim();
}
void FollowPath::stop(bool force) {
Movement::stop(force);
changeItemAnim();
_item->setEnabled(_previouslyEnabled);
}
void FollowPath::onGameLoop() {
// Compute the new position on the path
_position += _speed * StarkGlobal->getMillisecondsPerGameloop();
// Find the current path edge, and position on the path edge
uint currentEdge = 0;
float positionInEdge = _position;
for (uint i = 0; i < _path->getEdgeCount(); i++) {
float edgeLength = _path->getWeightedEdgeLength(i);
if (positionInEdge < edgeLength) {
break; // Found the current path edge
}
positionInEdge -= edgeLength;
currentEdge++;
}
// Check if we went beyond the path's end
if (currentEdge >= _path->getEdgeCount()) {
stop();
return;
}
updateItemPosition(currentEdge, positionInEdge);
}
void FollowPath::updateItemPosition(uint currentEdge, float positionInEdge) const {// Get the new position for the item
Math::Vector3d newPosition = _path->getWeightedPositionInEdge(currentEdge, positionInEdge);
// Update the item's properties in the scene
if (is3D()) {
Resources::FloorPositionedItem *item3D = Resources::Object::cast<Resources::FloorPositionedItem>(_item);
Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor();
int32 floorFaceIndex = floor->findFaceContainingPoint(newPosition);
if (floorFaceIndex >= 0) {
item3D->setFloorFaceIndex(floorFaceIndex);
} else {
item3D->overrideSortKey(_path->getSortKey());
}
item3D->setPosition3D(newPosition);
Math::Vector3d direction = _path->getEdgeDirection(currentEdge);
item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
} else {
Common::Point position2D = Common::Point(newPosition.x(), newPosition.y());
_item->setPosition2D(position2D);
}
}
void FollowPath::changeItemAnim() {
if (_ended) {
if (_anim) {
_item->resetActionAnim();
} else {
_item->setAnimActivity(Resources::Anim::kActorActivityIdle);
}
} else {
if (_anim) {
_item->playActionAnim(_anim);
} else {
_item->setAnimActivity(Resources::Anim::kActorActivityWalk);
}
}
}
void FollowPath::setPath(Resources::Path *path) {
_path = path;
}
void FollowPath::setSpeed(float speed) {
_speed = speed;
}
bool FollowPath::is3D() const {
return _path->getSubType() == Resources::Path::kPath3D;
}
void FollowPath::setAnim(Resources::Anim *anim) {
_anim = anim;
}
uint32 FollowPath::getType() const {
return kTypeFollowPath;
}
void FollowPath::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsResourceReference(&_path);
serializer->syncAsResourceReference(&_anim);
serializer->syncAsFloat(_position);
serializer->syncAsFloat(_speed);
serializer->syncAsUint32LE(_previouslyEnabled);
}
} // End of namespace Stark