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scummvm-cursorfix/engines/scumm/he/basketball/collision/bball_collision_cylinder.h
2026-02-02 04:50:13 +01:00

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/* 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 SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_CYLINDER_H
#define SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_CYLINDER_H
#ifdef ENABLE_HE
#include "scumm/he/basketball/collision/bball_collision_object.h"
#include "scumm/he/basketball/collision/bball_collision_stack.h"
namespace Scumm {
#define MAX_STEP_HEIGHT 50
// An object's velocity can either be carried
// out as straight or circular movement...
enum EMovementType {
kStraight = 0,
kCircular = 1 // 2D circular motion along the horizon plane
};
class CCollisionCylinder : public ICollisionObject, public U32Cylinder {
public:
CCollisionCylinder() : ICollisionObject(kCylinder),
height(0),
_shieldRadius(0),
_movementType(EMovementType::kStraight),
_revCenter(nullptr),
_positionSaved(false) {}
~CCollisionCylinder() {}
using ICollisionObject::getObjectDistance;
float getObjectDistance(const CCollisionSphere &targetObject) const override;
float getObjectDistance(const CCollisionBox &targetObject) const override;
float getObjectDistance(const CCollisionCylinder &targetObject) const override;
using ICollisionObject::testObjectIntersection;
bool testObjectIntersection(const CCollisionSphere &targetObject, U32Distance3D *distance) const override;
bool testObjectIntersection(const CCollisionBox &targetObject, U32Distance3D *distance) const override;
bool testObjectIntersection(const CCollisionCylinder &targetObject, U32Distance3D *distance) const override;
using ICollisionObject::validateCollision;
bool validateCollision(const CCollisionCylinder &targetObject, U32Distance3D *distance) override;
using ICollisionObject::backOutOfObject;
bool backOutOfObject(const CCollisionBox &targetObject, U32Distance3D *distance, float *timeUsed) override;
bool backOutOfObject(const CCollisionCylinder &targetObject, U32Distance3D *distance, float *timeUsed) override;
using ICollisionObject::nudgeObject;
bool nudgeObject(const CCollisionBox &targetObject, U32Distance3D *distance, float *timeUsed) override;
bool nudgeObject(const CCollisionCylinder &targetObject, U32Distance3D *distance, float *timeUsed) override;
using ICollisionObject::isCollisionHandled;
bool isCollisionHandled(const CCollisionSphere &targetObject) const override { return false; };
void handleCollisions(CCollisionObjectVector *collisionVector, float *timeUsed, bool advanceObject) override;
void handleCollision(const CCollisionCylinder &targetCylinder, float *timeUsed, U32Distance3D *distance, bool advanceObject) override;
void handleCollision(const CCollisionBox &targetBox, float *pTimeUsed, U32Distance3D *distance, bool advanceObject) override;
using ICollisionObject::isOnObject;
bool isOnObject(const CCollisionSphere &targetObject, const U32Distance3D &distance) const override;
bool isOnObject(const CCollisionBox &targetObject, const U32Distance3D &distance) const override;
bool isOnObject(const CCollisionCylinder &targetObject, const U32Distance3D &distance) const override;
U32FltPoint3D findNearestPoint(const U32FltPoint3D &testPoint) const override;
int getEquidistantPoint(U32FltPoint2D inPoint1, float distance1, U32FltPoint2D inPoint2, float distance2, U32FltPoint2D *outPoint1, U32FltPoint2D *outPoint2);
U32BoundingBox getBoundingBox() const override;
U32BoundingBox getBigBoundingBox() const override;
void save() override;
void restore() override;
float height;
float _shieldRadius; // Sometimes we may want ot temporarily increase a player's
// effective collision radius. This value keeps track of
// how much their radius has been increased by.
EMovementType _movementType;
const ICollisionObject *_revCenter; // If an object is moving with circular motion,
// this is the object it is revolving around.
U32FltPoint2D _revCenterPt; // This is the center of the _revCenter.
protected:
float getDimensionDistance(const CCollisionBox &targetObject, EDimension dimension) const;
float getDimensionDistance(const CCollisionSphere &targetObject, EDimension dimension) const;
float getDimensionDistance(const CCollisionCylinder &targetObject, EDimension dimension) const;
private:
bool _positionSaved;
U32FltPoint3D _safetyPoint;
U32FltVector3D _safetyVelocity;
bool backStraightOutOfObject(const ICollisionObject &targetObject, U32Distance3D *distance, float *timeUsed);
bool circleOutOfObject(const CCollisionBox &targetObject, U32Distance3D *distance, float *timeUsed);
bool circleOutOfObject(const CCollisionCylinder &targetObject, U32Distance3D *distance, float *timeUsed);
ERevDirection getRevDirection() const;
using ICollisionObject::getPenetrationTime;
float getPenetrationTime(const CCollisionBox &targetObject, const U32Distance3D &distance, EDimension dimension) const override;
float getPenetrationTime(const CCollisionCylinder &targetObject, const U32Distance3D &distance, EDimension dimension) const override;
float getPointOfCollision(const CCollisionBox &targetBox, U32Distance3D distance, EDimension dimension) const;
void forceOutOfObject(const ICollisionObject &targetObject, U32Distance3D *distance);
bool getCornerIntersection(const CCollisionBox &targetObject, const U32Distance3D &distance, U32FltPoint2D *intersection);
};
} // End of namespace Scumm
#endif // ENABLE_HE
#endif // SCUMM_HE_BASKETBALL_COLLISION_BBALL_COLLISION_CYLINDER_H