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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/stark/movement/followpathlight.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/light.h"
#include "engines/stark/resources/path.h"
namespace Stark {
FollowPathLight::FollowPathLight(Resources::ItemVisual *item) :
Movement(item),
_light(nullptr),
_path(nullptr),
_speed(0.0),
_position(0.0),
_previouslyEnabled(true) {
}
FollowPathLight::~FollowPathLight() {
}
void FollowPathLight::start() {
Movement::start();
_previouslyEnabled = _item->isEnabled();
_item->setEnabled(true);
Math::Vector3d newPosition = _path->getWeightedPositionInEdge(0, 0);
_light->setPosition(newPosition);
}
void FollowPathLight::stop() {
Movement::stop();
_item->setEnabled(_previouslyEnabled);
}
void FollowPathLight::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;
}
// Set the new position for the light
Math::Vector3d newPosition = _path->getWeightedPositionInEdge(currentEdge, positionInEdge);
_light->setPosition(newPosition);
}
void FollowPathLight::setPath(Resources::Path *path) {
_path = path;
}
void FollowPathLight::setSpeed(float speed) {
_speed = speed;
}
void FollowPathLight::setLight(Resources::Light *light) {
_light = light;
}
uint32 FollowPathLight::getType() const {
return kTypeFollowPathLight;
}
void FollowPathLight::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsResourceReference(&_path);
serializer->syncAsResourceReference(&_light);
serializer->syncAsFloat(_position);
serializer->syncAsFloat(_speed);
serializer->syncAsUint32LE(_previouslyEnabled);
}
} // End of namespace Stark
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