/* 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 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. * */ #include "titanic/star_control/unmarked_auto_mover.h" #include "titanic/star_control/fmatrix.h" #include "titanic/star_control/error_code.h" // Not currently being used: #include "common/textconsole.h" namespace Titanic { void CUnmarkedAutoMover::setOrientations(const FMatrix &srcOrient, const FMatrix &destOrient) { CCameraAutoMover::clear(); _orientationChanger.load(srcOrient, destOrient); _transitionPercentInc = 0.1; _transitionPercent = 0.0; _field40 = _field44 = _field48 = -1; _active = true; } void CUnmarkedAutoMover::setPathOrient(const FVector &srcV, const FVector &destV, const FMatrix &orientation) { CCameraAutoMover::setPath(srcV, destV); if (_distance > 8000.0) { _active = true; _field34 = 1; calcSpeeds(120, 4, _distance - 8000.0); } FVector row3 = orientation._row3; double mult = _posDelta._x * row3._x + _posDelta._y * row3._y + _posDelta._z * row3._z; _transitionPercent = 1.0; bool flag = false; if (mult < 1.0) { if (mult >= 1.0 - 1.0e-10) flag = true; } else { if (mult <= 1.0 + 1.0e-10) flag = true; } if (!flag) { FVector tempV1; tempV1 = row3.addAndNormalize(_posDelta); tempV1 = row3.addAndNormalize(tempV1); tempV1 = row3.addAndNormalize(tempV1); tempV1 = row3.addAndNormalize(tempV1); FMatrix newOrient; newOrient.set(tempV1); _orientationChanger.load(orientation, newOrient); _transitionPercent = 0.0; _transitionPercentInc = 0.1; _active = true; } } MoverState CUnmarkedAutoMover::move(CErrorCode &errorCode, FVector &pos, FMatrix &orientation) { FVector v1, v2, v3, v4; if (!_active) return NOT_ACTIVE; // Firstly we have to do a transition of the camera orientation from // it's current position to one where the destination star is centered if (_transitionPercent < 1.0) { _transitionPercent += _transitionPercentInc; orientation = _orientationChanger.getOrientation(_transitionPercent); errorCode.set(); return MOVING; } // From here on, we handle the movement to the given destination if (!_field34) { _active = false; return DONE_MOVING; } v2 = orientation._row3; v3 = _destPos - pos; float unusedScale = 0.0; if (!v3.normalize(unusedScale)) { // Do the normalization, put the scale amount in unusedScale, // but if it is unsuccessful, crash assert(unusedScale); } double val = orientation._row3._x * v3._x + orientation._row3._y * v3._y + orientation._row3._z * v3._z; bool flag = false; if (val < 1.0) { if (val >= 1.0 - 1.0e-10) flag = true; } else { if (val <= 1.0 + 1.0e-10) flag = true; } if (!flag) { v1 = v2.addAndNormalize(v3); v1 = v2.addAndNormalize(v1); v1 = v2.addAndNormalize(v1); v1 = v2.addAndNormalize(v1); orientation.set(v1); v2 = v1; } if (_field40 >= 0) { double speedVal = _speeds[_field40]; v1 = v2 * speedVal; pos += v1; --_field40; errorCode.set(); return MOVING; } if (_field44 > 0) { v1._z = v2._z * _field38; v1._x = v2._x * _field38; pos._x = v1._x + pos._x; pos._y = v2._y * _field38 + pos._y; pos._z = v1._z + pos._z; --_field44; errorCode.set(); return MOVING; } if (_field48 >= 0) { double speedVal = _speeds[nMoverTransitions - 1 - _field48]; v1._y = v2._y * speedVal; v1._z = v2._z * speedVal; v1._x = v2._x * speedVal; pos._y = v1._y + pos._y; pos._z = v1._z + pos._z; pos._x = pos._x + v1._x; --_field48; errorCode.set(); return MOVING; } _active = false; return DONE_MOVING; } } // End of namespace Titanic