scummvm/engines/scumm/he/basketball/basketball.h

87 lines
3.5 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SCUMM_HE_BASKETBALL_BASKETBALL_H
#define SCUMM_HE_BASKETBALL_BASKETBALL_H
#ifdef ENABLE_HE
#include "scumm/he/intern_he.h"
#include "scumm/he/logic_he.h"
#include "scumm/he/basketball/court.h"
#include "scumm/he/basketball/collision/bball_collision_player.h"
#include "scumm/he/basketball/collision/bball_collision_shields.h"
#include "common/array.h"
#include "common/stack.h"
#include "common/queue.h"
#include "common/std/set.h"
namespace Scumm {
class LogicHEBasketball;
class Basketball {
public:
Basketball(ScummEngine_v100he *vm);
~Basketball();
int u32FloatToInt(float input);
int u32DoubleToInt(double input);
int numOpponentsInCone(int team, float widthDistanceRatio, const U32FltVector2D &end, const U32FltVector2D &focus);
float congestion(U32FltVector2D pos, bool ignore, int whichPlayer);
void fillPlayerTargetList(const CCollisionPlayer *sourceObject, CCollisionObjectVector *targetList);
void fillBallTargetList(const CCollisionSphere *sourceObject, CCollisionObjectVector *targetList);
double getLaunchAngle(int velocity, int hDist, int vDist, int gravity);
float getAvoidanceDistance(const U32Circle &playerMarker, const CCollisionPlayer &obstacle);
CCollisionPlayer *detectObstacle(const U32Circle &playerMarker, int playerID, const U32FltPoint2D &targetLocation, bool targetIsObstacle, U32FltPoint2D *intersection, CBBallCourt *court);
bool avoidObstacle(const U32Circle &playerMarker, const U32FltPoint2D &targetLocation, const CCollisionPlayer &obstacle, ERevDirection whichDirection, U32FltPoint2D *newTarget);
ERevDirection getAvoidanceDirection(const U32Circle &playerMarker, const U32FltPoint2D &targetLocation, const CCollisionPlayer &obstacle);
bool getPathDistance(U32Circle *playerMarker, int playerID, Common::Stack<U32FltPoint2D> *targetStack, ERevDirection lastTurn, float *pathDistance, Common::Queue<U32FltPoint2D> *wayPointQueue, Std::set<int> *obstacleSet, CBBallCourt *court);
void pushTargetOutOfObstacle(const U32Circle &playerMarker,
const CCollisionPlayer &obstacle,
Common::Stack<U32FltPoint2D> *targetStack);
ERevDirection getBestPath(const U32Circle &playerMarker,
int playerID,
Common::Stack<U32FltPoint2D> *targetStack,
CCollisionPlayer *obstacle,
ERevDirection lastTurn,
float *distance,
Common::Queue<U32FltPoint2D> *wayPointQueue,
Std::set<int> *obstacleSet,
CBBallCourt *court);
CBBallCourt *_court;
CCollisionShieldVector *_shields;
private:
ScummEngine_v100he *_vm;
};
} // End of namespace Scumm
#endif // ENABLE_HE
#endif // SCUMM_HE_BASKETBALL_BASKETBALL_H