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92 lines
2.5 KiB
C++
92 lines
2.5 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/stark/movement/movement.h"
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#include "engines/stark/movement/walk.h"
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#include "engines/stark/movement/followpath.h"
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#include "engines/stark/movement/followpathlight.h"
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#include "engines/stark/movement/turn.h"
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#include "engines/stark/resources/item.h"
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#include "common/textconsole.h"
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namespace Stark {
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Movement *Movement::construct(uint32 type, Resources::ItemVisual *item) {
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switch (type) {
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case kTypeWalk:
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return new Walk(Resources::Object::cast<Resources::FloorPositionedItem>(item));
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case kTypeFollowPath:
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return new FollowPath(item);
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case kTypeFollowPathLight:
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return new FollowPathLight(item);
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case kTypeTurn:
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return new Turn(Resources::Object::cast<Resources::FloorPositionedItem>(item));
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default:
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error("Unexepected movement type '%d'", type);
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}
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}
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Movement::Movement(Resources::ItemVisual *item) :
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_ended(false),
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_item(item),
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_defaultTurnAngleSpeed(18.0f * 30.0f / 1000.0f) { // 18 degrees per gameloop at 30 fps
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}
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Movement::~Movement() {
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}
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void Movement::start() {
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_ended = false;
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}
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void Movement::stop(bool force) {
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_ended = true;
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}
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bool Movement::hasEnded() const {
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return _ended;
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}
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float Movement::computeAngleBetweenVectorsXYPlane(const Math::Vector3d &v1, const Math::Vector3d &v2) const {
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Math::Vector3d v1XY = v1;
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v1XY.z() = 0.0;
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Math::Vector3d v2XY = v2;
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v2XY.z() = 0.0;
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Math::Angle angle = Math::Vector3d::angle(v1XY, v2XY);
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Math::Vector3d cross = Math::Vector3d::crossProduct(v1XY, v2XY);
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if (cross.z() < 0) {
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angle = -angle;
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}
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return angle.getDegrees();
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}
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bool Movement::hasReachedDestination() const {
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return true;
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}
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} // End of namespace Stark
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