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/* 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/>.
*
*/
#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(bool force = false);
/**
* 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
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