/* 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 . * */ #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 *targetStack, ERevDirection lastTurn, float *pathDistance, Common::Queue *wayPointQueue, Std::set *obstacleSet, CBBallCourt *court); void pushTargetOutOfObstacle(const U32Circle &playerMarker, const CCollisionPlayer &obstacle, Common::Stack *targetStack); ERevDirection getBestPath(const U32Circle &playerMarker, int playerID, Common::Stack *targetStack, CCollisionPlayer *obstacle, ERevDirection lastTurn, float *distance, Common::Queue *wayPointQueue, Std::set *obstacleSet, CBBallCourt *court); CBBallCourt *_court; CCollisionShieldVector *_shields; private: ScummEngine_v100he *_vm; }; } // End of namespace Scumm #endif // ENABLE_HE #endif // SCUMM_HE_BASKETBALL_BASKETBALL_H