1 /* ResidualVM - A 3D game interpreter
2 *
3 * ResidualVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the AUTHORS
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "engines/stark/movement/followpathlight.h"
24
25 #include "engines/stark/services/global.h"
26 #include "engines/stark/services/services.h"
27 #include "engines/stark/services/stateprovider.h"
28
29 #include "engines/stark/resources/anim.h"
30 #include "engines/stark/resources/floor.h"
31 #include "engines/stark/resources/item.h"
32 #include "engines/stark/resources/light.h"
33 #include "engines/stark/resources/path.h"
34
35 namespace Stark {
36
FollowPathLight(Resources::ItemVisual * item)37 FollowPathLight::FollowPathLight(Resources::ItemVisual *item) :
38 Movement(item),
39 _light(nullptr),
40 _path(nullptr),
41 _speed(0.0),
42 _position(0.0),
43 _previouslyEnabled(true) {
44 }
45
~FollowPathLight()46 FollowPathLight::~FollowPathLight() {
47 }
48
start()49 void FollowPathLight::start() {
50 Movement::start();
51
52 _previouslyEnabled = _item->isEnabled();
53 _item->setEnabled(true);
54
55 Math::Vector3d newPosition = _path->getWeightedPositionInEdge(0, 0);
56 _light->setPosition(newPosition);
57 }
58
stop()59 void FollowPathLight::stop() {
60 Movement::stop();
61
62 _item->setEnabled(_previouslyEnabled);
63 }
64
onGameLoop()65 void FollowPathLight::onGameLoop() {
66 // Compute the new position on the path
67 _position += _speed * StarkGlobal->getMillisecondsPerGameloop();
68
69 // Find the current path edge, and position on the path edge
70 uint currentEdge = 0;
71 float positionInEdge = _position;
72 for (uint i = 0; i < _path->getEdgeCount(); i++) {
73 float edgeLength = _path->getWeightedEdgeLength(i);
74 if (positionInEdge < edgeLength) {
75 break; // Found the current path edge
76 }
77
78 positionInEdge -= edgeLength;
79 currentEdge++;
80 }
81
82 // Check if we went beyond the path's end
83 if (currentEdge >= _path->getEdgeCount()) {
84 stop();
85 return;
86 }
87
88 // Set the new position for the light
89 Math::Vector3d newPosition = _path->getWeightedPositionInEdge(currentEdge, positionInEdge);
90 _light->setPosition(newPosition);
91 }
92
setPath(Resources::Path * path)93 void FollowPathLight::setPath(Resources::Path *path) {
94 _path = path;
95 }
96
setSpeed(float speed)97 void FollowPathLight::setSpeed(float speed) {
98 _speed = speed;
99 }
100
setLight(Resources::Light * light)101 void FollowPathLight::setLight(Resources::Light *light) {
102 _light = light;
103 }
104
getType() const105 uint32 FollowPathLight::getType() const {
106 return kTypeFollowPathLight;
107 }
108
saveLoad(ResourceSerializer * serializer)109 void FollowPathLight::saveLoad(ResourceSerializer *serializer) {
110 serializer->syncAsResourceReference(&_path);
111 serializer->syncAsResourceReference(&_light);
112 serializer->syncAsFloat(_position);
113 serializer->syncAsFloat(_speed);
114 serializer->syncAsUint32LE(_previouslyEnabled);
115 }
116
117 } // End of namespace Stark
118