void GameInterface::walkTo(const Common::Point &mouse) { Resources::Floor *floor = StarkGlobal->getCurrent()->getFloor(); Resources::ModelItem *april = StarkGlobal->getCurrent()->getInteractive(); if (!floor || !april) { return; } Math::Ray mouseRay = StarkScene->makeRayFromMouse(mouse); // First look for a direct intersection with the floor Math::Vector3d destinationPosition; int32 destinationFloorFaceIndex = floor->findFaceHitByRay(mouseRay, destinationPosition); // Otherwise fall back to the floor face center closest to the ray if (destinationFloorFaceIndex < 0) { destinationFloorFaceIndex = floor->findFaceClosestToRay(mouseRay, destinationPosition); } if (destinationFloorFaceIndex < 0) { // No destination was found return; } Walk *walk = new Walk(april); walk->setDestination(destinationPosition); walk->start(); april->setMovement(walk); }
void GameInterface::setAprilRunning() { Current *current = StarkGlobal->getCurrent(); Resources::ModelItem *april = current->getInteractive(); Movement *movement = april->getMovement(); Walk *walk = dynamic_cast<Walk *>(movement); walk->setRunning(); }
bool GameInterface::isAprilWalking() const { Current *current = StarkGlobal->getCurrent(); if (!current) { return false; } Resources::ModelItem *april = current->getInteractive(); if (!april) { return false; } Movement *movement = april->getMovement(); if (!movement) { return false; } Walk *walk = dynamic_cast<Walk *>(movement); if (!walk) { return false; } return !walk->hasEnded(); }
void ResourceProvider::setAprilInitialPosition() { Current *current = _global->getCurrent(); Resources::ModelItem *april = current->getInteractive(); if (!april) { return; // No character } // Set the initial position for April if (!_nextPositionBookmarkReference.empty()) { Resources::Bookmark *position = _nextPositionBookmarkReference.resolve<Resources::Bookmark>(); april->placeOnBookmark(position); Resources::Camera *camera = current->getCamera(); Math::Angle cameraAngle = camera->getHorizontalAngle(); april->setDirection(_nextDirection + cameraAngle); } else if (april->getFloorFaceIndex() <= 0) { // No target location provided, place April on the first floor face april->placeDefaultPosition(); } _nextPositionBookmarkReference = ResourceReference(); _nextDirection = 0; }
Command *Command::opWalkTo(Script *script, const ResourceReference &objectRef, int32 suspend) { Resources::ModelItem *april = StarkGlobal->getCurrent()->getInteractive(); Math::Vector3d destinationPosition = getObjectPosition(objectRef); Math::Vector3d currentPosition = april->getPosition3D(); if (destinationPosition == currentPosition) { return nextCommand(); } Walk *walk = new Walk(april); walk->setDestination(destinationPosition); walk->start(); april->setMovement(walk); if (suspend) { script->suspend(april); april->setMovementSuspendedScript(script); return this; // Stay on the same command while suspended } else { return nextCommand(); } }