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87 lines
3.5 KiB
C++
87 lines
3.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_HE_BASKETBALL_BASKETBALL_H
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#define SCUMM_HE_BASKETBALL_BASKETBALL_H
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#ifdef ENABLE_HE
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#include "scumm/he/intern_he.h"
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#include "scumm/he/logic_he.h"
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#include "scumm/he/basketball/court.h"
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#include "scumm/he/basketball/collision/bball_collision_player.h"
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#include "scumm/he/basketball/collision/bball_collision_shields.h"
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#include "common/array.h"
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#include "common/stack.h"
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#include "common/queue.h"
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#include "common/std/set.h"
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namespace Scumm {
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class LogicHEBasketball;
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class Basketball {
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public:
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Basketball(ScummEngine_v100he *vm);
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~Basketball();
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int u32FloatToInt(float input);
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int u32DoubleToInt(double input);
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int numOpponentsInCone(int team, float widthDistanceRatio, const U32FltVector2D &end, const U32FltVector2D &focus);
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float congestion(U32FltVector2D pos, bool ignore, int whichPlayer);
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void fillPlayerTargetList(const CCollisionPlayer *sourceObject, CCollisionObjectVector *targetList);
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void fillBallTargetList(const CCollisionSphere *sourceObject, CCollisionObjectVector *targetList);
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double getLaunchAngle(int velocity, int hDist, int vDist, int gravity);
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float getAvoidanceDistance(const U32Circle &playerMarker, const CCollisionPlayer &obstacle);
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CCollisionPlayer *detectObstacle(const U32Circle &playerMarker, int playerID, const U32FltPoint2D &targetLocation, bool targetIsObstacle, U32FltPoint2D *intersection, CBBallCourt *court);
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bool avoidObstacle(const U32Circle &playerMarker, const U32FltPoint2D &targetLocation, const CCollisionPlayer &obstacle, ERevDirection whichDirection, U32FltPoint2D *newTarget);
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ERevDirection getAvoidanceDirection(const U32Circle &playerMarker, const U32FltPoint2D &targetLocation, const CCollisionPlayer &obstacle);
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bool getPathDistance(U32Circle *playerMarker, int playerID, Common::Stack<U32FltPoint2D> *targetStack, ERevDirection lastTurn, float *pathDistance, Common::Queue<U32FltPoint2D> *wayPointQueue, Std::set<int> *obstacleSet, CBBallCourt *court);
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void pushTargetOutOfObstacle(const U32Circle &playerMarker,
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const CCollisionPlayer &obstacle,
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Common::Stack<U32FltPoint2D> *targetStack);
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ERevDirection getBestPath(const U32Circle &playerMarker,
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int playerID,
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Common::Stack<U32FltPoint2D> *targetStack,
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CCollisionPlayer *obstacle,
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ERevDirection lastTurn,
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float *distance,
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Common::Queue<U32FltPoint2D> *wayPointQueue,
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Std::set<int> *obstacleSet,
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CBBallCourt *court);
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CBBallCourt *_court;
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CCollisionShieldVector *_shields;
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private:
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ScummEngine_v100he *_vm;
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};
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} // End of namespace Scumm
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#endif // ENABLE_HE
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#endif // SCUMM_HE_BASKETBALL_BASKETBALL_H
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