File: movement.h

package info (click to toggle)
residualvm 0.3.1%2Bdfsg-2
  • links: PTS, VCS
  • area: contrib
  • in suites: bullseye
  • size: 31,292 kB
  • sloc: cpp: 227,029; sh: 7,256; xml: 1,731; perl: 1,067; java: 861; asm: 738; python: 691; ansic: 272; makefile: 139; objc: 81; sed: 22; php: 1
file content (104 lines) | stat: -rw-r--r-- 2,489 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
/* 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.
 *
 */

#ifndef STARK_MOVEMENT_MOVEMENT_H
#define STARK_MOVEMENT_MOVEMENT_H

#include "math/vector3d.h"

namespace Stark {

namespace Resources {
class ItemVisual;
}

class ResourceSerializer;

/**
 * Abstract movement of an item on the current location's floor
 */
class Movement {
public:
	Movement(Resources::ItemVisual *item);
	virtual ~Movement();

	enum MovementType {
		kTypeWalk            = 1,
		kTypeFollowPath      = 2,
		kTypeFollowPathLight = 3,
		kTypeTurn            = 4
	};

	/** Movement factory */
	static Movement *construct(uint32 type, Resources::ItemVisual *item);

	/** Obtain the effective movement type */
	virtual uint32 getType() const = 0;

	/**
	 * Initiate the movement
	 */
	virtual void start();

	/**
	 * Stop / abort the movement
	 */
	virtual void stop();

	/**
	 * Called once per game loop
	 */
	virtual void onGameLoop() = 0;

	/**
	 * Has the movement stopped?
	 */
	bool hasEnded() const;

	/**
	 * Has the movement reached its destination successfully?
	 */
	virtual bool hasReachedDestination() const;

	/**
	 * Persist / restore the state of the movement so it can be resumed using 'start'
	 */
	virtual void saveLoad(ResourceSerializer *serializer) = 0;

protected:
	enum TurnDirection {
		kTurnNone,
		kTurnLeft,
		kTurnRight
	};

	const float _defaultTurnAngleSpeed; // Degrees per ms

	float computeAngleBetweenVectorsXYPlane(const Math::Vector3d &v1, const Math::Vector3d &v2) const;

	bool _ended;
	Resources::ItemVisual *_item;
};

} // End of namespace Stark

#endif // STARK_MOVEMENT_MOVEMENT_H