ScummVM API documentation
CharacterMove.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (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, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of Penumbra Overture.
26  */
27 
28 #ifndef GAME_CHARACTER_MOVE_H
29 #define GAME_CHARACTER_MOVE_H
30 
31 #include "hpl1/engine/engine.h"
32 
33 using namespace hpl;
34 
35 class iGameEnemy;
36 
37 #include "hpl1/penumbra-overture/Init.h"
38 
39 //------------------------------------------
40 
41 class cCharacterMove;
42 
44 public:
46 
47  bool CanAddNode(cAINode *apParentNode, cAINode *apChildNode);
48 
49  bool Intersects(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
50 
51  bool mbCheckDynamic;
52 
53  cCharacterMove *mpMove;
54 };
55 
56 //------------------------------------------
57 
59 public:
60  void Reset();
61  bool BeforeIntersect(iPhysicsBody *pBody);
62  bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
63 
64  bool mbIntersection;
65 };
66 
67 //------------------------------------------
68 
70  friend class cCharacterAStarCallback;
71 
72 public:
73  cCharacterMove(cInit *apInit);
74  ~cCharacterMove();
75 
76  void Update(float afTimeStep);
77 
78  void OnDraw(cInit *apInit);
79  void OnPostSceneDraw(iLowLevelGraphics *apLowLevelGfx);
80 
82  // Actions
86  bool MoveToPos(const cVector3f &avPos);
87  void MoveDirectToPos(const cVector3f &avFeetPos, float afTimeStep);
88 
89  void TurnToAngle(float afAngle);
90  void TurnToPos(const cVector3f &avPos);
91 
92  void Stop();
93 
95  // Helpers
96 
97  bool FreeDirectPathToChar(iCharacterBody *apBody);
98 
99  float DistanceToChar(iCharacterBody *apBody);
100  float DistanceToChar2D(iCharacterBody *apBody);
101 
102  cAINode *GetAINodeInRange(float afMinDistance, float afMaxDistance);
103  cAINode *GetAINodeAtPosInRange(const cVector3f &avPos, float afMinDistance, float afMaxDistance,
104  bool abRayCheck, float afEndOffset);
105 
107  // Properties
108  bool IsMoving() { return mbMoving; }
109 
110  bool IsTurning() { return mbTurning; }
111 
112  void SetCharBody(iCharacterBody *apCharBody);
113  iCharacterBody *GetCharBody() { return mpCharBody; }
114 
115  void SetNodeContainer(cAINodeContainer *apContainer);
116  cAINodeContainer *GetNodeContainer() { return mpContainer; }
117 
118  void SetAStar(cAStarHandler *apAStar);
119  cAStarHandler *GetAStar() { return mpAStar; }
120 
121  void SetMaxTurnSpeed(float afX) { mfMaxTurnSpeed = afX; }
122  void SetAngleDistTurnMul(float afX) { mfAngleDistTurnMul = afX; };
123 
124  void SetMinBreakAngle(float afX) { mfMinBreakAngle = afX; }
125  void SetBreakAngleMul(float afX) { mfBreakAngleMul = afX; }
126 
127  void SetMaxPushMass(float afX) { mfMaxPushMass = afX; }
128 
129  float GetTurnSpeed() { return mfTurnSpeed; }
130 
131  const cVector3f &GetGoalPos() { return mvGoalPos; }
132 
133  float GetStuckCounter() { return mfStuckCounter; }
134  void ResetStuckCounter() { mfStuckCounter = 0; }
135 
136  void SetMaxDoorToughness(int alX) { mlMaxDoorToughness = alX; }
137  int GetMaxDoorToughness() { return mlMaxDoorToughness; }
138 
139 private:
140  cInit *mpInit;
141 
142  iCharacterBody *mpCharBody;
143 
144  cAINodeContainer *mpContainer;
145  cAStarHandler *mpAStar;
146  cBoundingVolume mBoundingVolume;
147 
148  tAINodeList mlstNodes;
149 
150  bool mbMoving;
151  bool mbTurning;
152 
153  float mfTurnSpeed;
154 
155  cVector3f mvGoalPos;
156 
157  float mfGoalAngle;
158 
159  float mfStuckCounter;
160  float mfStuckLimit;
161 
162  Common::List<float> mlstNodeDistances;
163  int mlMaxNodeDistances;
164  float mfNodeDistAvg;
165 
166  // Properties
167  float mfMaxTurnSpeed;
168  float mfAngleDistTurnMul;
169 
170  float mfMinBreakAngle;
171  float mfBreakAngleMul;
172 
173  float mfMaxPushMass;
174 
175  cMoverRayCallback mRayCallback;
176 
177  int mlMaxDoorToughness;
178 
179  // Debug:
180  float mfCurrentBreak;
181  cVector3f mvTempStart;
182  cVector3f mvTempEnd;
183 
184  bool mbMoveToNewNode;
185 
186  cCharacterAStarCallback *mpAStarCallback;
187 };
188 
189 //--------------------------------------
190 
191 #endif // GAME_CHARACTER_MOVE_H
Definition: AI.h:36
Definition: PhysicsWorld.h:92
Definition: AStar.h:84
Definition: PhysicsWorld.h:100
Definition: list.h:44
Definition: AINodeContainer.h:65
Definition: BoundingVolume.h:71
Definition: AStar.h:75
Definition: PhysicsBody.h:117
Definition: AINodeContainer.h:158
Definition: AINodeContainer.h:100
Definition: CharacterMove.h:58
Definition: CharacterBody.h:153
Definition: CharacterMove.h:69
Definition: GameEnemy.h:189
Definition: CharacterMove.h:43
Definition: Init.h:70
Definition: LowLevelGraphics.h:200