scummvm/engines/scumm/he/basketball/shooting.cpp

181 lines
6.1 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/>.
*
*/
#include "scumm/he/intern_he.h"
#include "scumm/he/basketball/collision/bball_collision_support_obj.h"
#include "scumm/he/basketball/collision/bball_collision.h"
#include "scumm/he/basketball/court.h"
#include "scumm/he/basketball/geo_translations.h"
#include "scumm/he/basketball/shooting.h"
namespace Scumm {
int LogicHEBasketball::u32_userComputeInitialShotVelocity(int theta, int hDist, int vDist, int gravity) {
double velocity;
double trajectoryAngle;
double targetAngle;
assert(gravity > 0);
if ((hDist == 0) && (vDist == 0)) {
velocity = 0;
} else {
trajectoryAngle = (theta * BBALL_M_PI) / 180;
// Find the angle between the horizon and the line between the source and the target...
targetAngle = atan2(vDist, hDist);
// If the shot is impossible, then return a 0 for velocity, otherwise calculate the
// required velocity...
if ((theta == 90) && (hDist == 0)) {
velocity = sqrt(abs(vDist) * 2 * gravity);
} else if (((targetAngle >= 0) && (targetAngle < (BBALL_M_PI / 2))) &&
((trajectoryAngle <= targetAngle) || (trajectoryAngle >= (BBALL_M_PI / 2)))) {
velocity = 0;
} else if (((targetAngle >= (BBALL_M_PI / 2) && (targetAngle < BBALL_M_PI))) &&
((trajectoryAngle >= targetAngle) || (trajectoryAngle <= (BBALL_M_PI / 2)))) {
velocity = 0;
} else if (((targetAngle >= -BBALL_M_PI && (targetAngle < -(BBALL_M_PI / 2)))) &&
((trajectoryAngle >= targetAngle) || (trajectoryAngle <= (BBALL_M_PI / 2)))) {
velocity = 0;
} else if (((targetAngle >= -(BBALL_M_PI / 2) && (targetAngle < 0))) &&
((trajectoryAngle <= targetAngle) || (trajectoryAngle >= (BBALL_M_PI / 2)))) {
velocity = 0;
} else {
float numerator = gravity * hDist * hDist;
float denominator = (2 * vDist * cos(trajectoryAngle) * cos(trajectoryAngle)) +
(2 * hDist * sin(trajectoryAngle) * cos(trajectoryAngle));
assert((numerator / denominator) >= 0);
if ((numerator / denominator) < 0) {
velocity = 0;
} else {
velocity = sqrt(numerator / denominator);
}
// Hack, because this is off somehow, or because to go in the hoop,
// the ball should hit a little in front...
velocity -= 4;
}
}
writeScummVar(_vm1->VAR_U32_USER_VAR_A, _vm->_basketball->u32DoubleToInt(velocity));
return 1;
}
static double getShotAngle(int hDist, int vDist) {
double degrees;
float hUnits;
float a, b, c;
assert(hDist >= 0);
if (vDist == 0) {
if (hDist == 0)
degrees = MAX_SHOT_ANGLE;
else
degrees = MIN_SHOT_ANGLE;
} else {
hUnits = hDist / -(float)vDist;
a = (float)((2.0 - 4.0) / ((TEN_FOOT_SHOT_ANGLE - MIN_SHOT_ANGLE) * 4.0 * 2.0 - 4.0 * (MAX_SHOT_ANGLE - MIN_SHOT_ANGLE)));
b = a / ((MAX_SHOT_ANGLE - MIN_SHOT_ANGLE) * a - 1.0);
c = MIN_SHOT_ANGLE;
degrees = 1.0 / (a * (hUnits + 1.0) * (hUnits + 1.0)) + 1.0 / (b * (hUnits + 1.0)) + c;
}
return degrees;
}
int LogicHEBasketball::u32_userComputeAngleOfShot(int hDist, int vDist) {
double degrees;
degrees = getShotAngle(hDist, vDist);
writeScummVar(_vm1->VAR_U32_USER_VAR_A, _vm->_basketball->u32DoubleToInt(degrees));
return 1;
}
int LogicHEBasketball::u32_userComputeBankShotTarget(U32FltPoint3D basketLoc, int ballRadius) {
U32FltPoint3D targetPoint;
float backboardDist;
CCollisionBox *backboard;
if (basketLoc.x < (MAX_WORLD_X / 2)) {
// Left basket...
backboard = &(_vm->_basketball->_court->_objectList[_vm->_basketball->_court->_backboardIndex[LEFT_BASKET]]);
backboardDist = basketLoc.x - backboard->maxPoint.x;
} else {
// Right basket...
backboard = &(_vm->_basketball->_court->_objectList[_vm->_basketball->_court->_backboardIndex[RIGHT_BASKET]]);
backboardDist = basketLoc.x - backboard->minPoint.x;
}
targetPoint.x = basketLoc.x - (2 * backboardDist);
targetPoint.y = basketLoc.y;
targetPoint.z = basketLoc.z + ballRadius;
writeScummVar(_vm1->VAR_U32_USER_VAR_A, _vm->_basketball->u32FloatToInt(targetPoint.x));
writeScummVar(_vm1->VAR_U32_USER_VAR_B, _vm->_basketball->u32FloatToInt(targetPoint.y));
writeScummVar(_vm1->VAR_U32_USER_VAR_C, _vm->_basketball->u32FloatToInt(targetPoint.z));
return 1;
}
int LogicHEBasketball::u32_userComputeSwooshTarget(const U32FltPoint3D &basketLoc, int ballRadius) {
U32FltPoint3D targetPoint;
targetPoint.x = basketLoc.x;
targetPoint.y = basketLoc.y;
targetPoint.z = basketLoc.z + ballRadius;
writeScummVar(_vm1->VAR_U32_USER_VAR_A, _vm->_basketball->u32FloatToInt(targetPoint.x));
writeScummVar(_vm1->VAR_U32_USER_VAR_B, _vm->_basketball->u32FloatToInt(targetPoint.y));
writeScummVar(_vm1->VAR_U32_USER_VAR_C, _vm->_basketball->u32FloatToInt(targetPoint.z));
return 1;
}
int LogicHEBasketball::u32_userDetectShotMade(const U32Sphere &basketball, const U32IntVector3D &ballVector, int gravity, int whichBasket) {
int shotWasMade = 0;
U32Distance3D distance;
distance.x = basketball.center.x - _vm->_basketball->_court->_shotSpot[whichBasket].center.x;
distance.y = basketball.center.y - _vm->_basketball->_court->_shotSpot[whichBasket].center.y;
distance.z = basketball.center.z - _vm->_basketball->_court->_shotSpot[whichBasket].center.z;
if (distance.magnitude() <= (_vm->_basketball->_court->_shotSpot[whichBasket].radius + basketball.radius)) {
if (ballVector.z < 0) {
shotWasMade = 1;
}
}
writeScummVar(_vm1->VAR_U32_USER_VAR_A, shotWasMade);
return 1;
}
} // End of namespace Scumm