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