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2026-02-02 04:50:13 +01:00

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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 WATCHMAKER_BALL_H
#define WATCHMAKER_BALL_H
#include "watchmaker/types.h"
#include "watchmaker/t3d.h"
#include "watchmaker/struct.h"
#include "watchmaker/globvar.h"
namespace Watchmaker {
struct SPhys {
t3dF32 Kg = 0.0f; // costante gravitazionale
t3dF32 Kn = 0.0f; // coefficiente di attrito viscoso
t3dF32 Kc = 0.0f; // percentuale di energia cinetica che si conserva
t3dF32 Kt = 0.0f; // percentuale di energia cinetica che si conserva per terra
t3dF32 Mp = 0.0f; // massa palla
t3dF32 Mb = 0.0f; // massa braccio
t3dF32 Rp = 0.0f; // raggio palla
t3dF32 Td = 0.0f; // differenza di tempo trascorsa tra un istante e l'altro
t3dF32 Ts = 0.0f; // tempo trascorso dall'ultimo impatto
t3dF32 Tb = 0.0f; // tempo di carica del braccio
t3dV3F Fb; // forza braccio
t3dV3F Vb; // velocita' braccio
t3dV3F Fv; // forza del vento
t3dV3F V0; // velocita' iniziale palla
t3dV3F S0; // posizione iniziale palla
t3dV3F St; // posizione attuale
t3dV3F Vt; // velocita' attuale
t3dV3F At; // accelerazione attuale
t3dF32 MVt = 0.0f; // modulo della velocita' attuale
t3dF32 MAt = 0.0f; // modulo dell'accelerazione attuale
uint8 InAir; // Se e' in volo
t3dV3F Angle; // Angolazione colpo
t3dF32 TimeLeft = 0.0f; // Tempo Riamente
SD3DTriangle ViewCone; // Cono visivo
};
void InitPhys(struct SPhys *p);
void ContinuePhys(struct SPhys *p);
void ChangePhys(struct SPhys *p, int flags);
void NextGopher(WGame &game);
void ProcessGopherKeyboard();
void UpdateArrow();
void ProcessGopherCamera(WGame &game);
void UpdateBall(WGame &game, struct SPhys *p);
extern struct SPhys Ball[];
} // End of namespace Watchmaker
#endif // WATCHMAKER_BALL_H