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logic_he.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #if !defined(SCUMM_HE_LOGIC_HE_H) && defined(ENABLE_HE)
23 #define SCUMM_HE_LOGIC_HE_H
24 
25 #include "scumm/resource.h"
26 #include "scumm/scumm.h"
27 #include "scumm/he/wiz_he.h"
28 #include "scumm/he/basketball/basketball.h"
29 #include "scumm/he/basketball/collision/bball_collision_support_obj.h"
30 #include "scumm/he/basketball/obstacle_avoidance.h"
31 
32 namespace Scumm {
33 
34 class ScummEngine_v90he;
35 class ScummEngine_v100he;
36 class ResourceManager;
37 
38 class LogicHE {
39 public:
40  static LogicHE *makeLogicHE(ScummEngine_v90he *vm);
41 
42  virtual ~LogicHE();
43 
44  virtual void beforeBootScript() {}
45  virtual void initOnce() {}
46  virtual int startOfFrame() { return 1; }
47  void endOfFrame() {}
48  void processKeyStroke(int keyPressed) {}
49 
50  virtual int versionID();
51  virtual int32 dispatch(int op, int numArgs, int32 *args);
52  virtual bool userCodeProcessWizImageCmd(const WizImageCommand *icmdPtr) { return false; }
53  virtual bool overrideImageHitTest(int *outValue, int globNum, int state, int x, int y, int32 flags) { return false; }
54  virtual bool overrideImagePixelHitTest(int *outValue, int globNum, int state, int x, int y, int32 flags) { return false; }
55  virtual bool getSpriteProperty(int sprite, int property, int *outValue) { return false; }
56  virtual bool setSpriteProperty(int sprite, int property, int value) { return false; }
57  virtual bool getGroupProperty(int group, int property, int *outValue) { return false; }
58  virtual void spriteNewHook(int sprite) {}
59  virtual void groupNewHook(int group) {}
60 
61 
62 protected:
63  // Only to be used from makeLogicHE()
64  LogicHE(ScummEngine_v90he *vm);
65 
66  ScummEngine_v90he *_vm;
67 
68  void writeScummVar(int var, int32 value);
69  int getFromArray(int arg0, int idx2, int idx1);
70  void putInArray(int arg0, int idx2, int idx1, int val);
71  int32 scummRound(double arg) { return (int32)(arg + 0.5); }
72 
73  #define RAD2DEG (180 / M_PI)
74  #define DEG2RAD (M_PI / 180)
75 };
76 
77 // Logic declarations
78 LogicHE *makeLogicHErace(ScummEngine_v90he *vm);
79 LogicHE *makeLogicHEfunshop(ScummEngine_v90he *vm);
80 LogicHE *makeLogicHEfootball(ScummEngine_v90he *vm);
81 LogicHE *makeLogicHEfootball2002(ScummEngine_v90he *vm);
82 LogicHE *makeLogicHEsoccer(ScummEngine_v90he *vm);
83 LogicHE *makeLogicHEbaseball2001(ScummEngine_v90he *vm);
84 LogicHE *makeLogicHEbasketball(ScummEngine_v100he *vm);
85 LogicHE *makeLogicHEmoonbase(ScummEngine_v100he *vm);
86 
87 
88 // Declarations for Basketball logic live here
89 // instead of in basketball_logic.cpp since
90 // they are defined in multiple files...
91 class LogicHEBasketball : public LogicHE {
92 public:
93  LogicHEBasketball(ScummEngine_v100he *vm) : LogicHE(vm) { _vm1 = vm; }
94 
95  int versionID() override;
96  int32 dispatch(int op, int numArgs, int32 *args) override;
97 
98  float _courtAngle = 0.0F;
99  float _yTranslationA = 0.0F;
100  float _yTranslationB = 0.0F;
101  float _yTranslationC = 0.0F;
102  float _yRevTranslationA = 0.0F;
103  float _yRevTranslationB = 0.0F;
104  float _yRevTranslationC = 0.0F;
105  int _topScalingPointCutoff = 0;
106  int _bottomScalingPointCutoff = 0;
107 
108 protected:
109  int u32_userInitCourt(int courtID);
110  int u32_userInitBall(U32FltPoint3D &ballLocation, U32FltVector3D &bellVelocity, int radius, int ballID);
111  int u32_userInitVirtualBall(U32FltPoint3D &ballLocation, U32FltVector3D &bellVelocity, int radius, int ballID);
112  int u32_userInitPlayer(int playerID, U32FltPoint3D &playerLocation, int height, int radius, bool bPlayerIsInGame);
113  int u32_userPlayerOff(int playerID);
114  int u32_userPlayerOn(int playerID);
115  int u32_userDetectBallCollision(U32FltPoint3D &ballLocation, U32FltVector3D &ballVector, int recordCollision, int ballID);
116  int u32_userDetectPlayerCollision(int playerID, U32FltPoint3D &playerLocation, U32FltVector3D &playerVector, bool bPlayerHasBall);
117  int u32_userGetLastBallCollision(int ballID);
118  int u32_userGetLastPlayerCollision(int playerID);
119  int u32_userDeinitCourt();
120  int u32_userDeinitBall();
121  int u32_userDeinitVirtualBall();
122  int u32_userDeinitPlayer(int playerID);
123 
124  int u32_userInitScreenTranslations(void);
125  int u32_userWorldToScreenTranslation(const U32FltPoint3D &worldPoint);
126  int u32_userScreenToWorldTranslation(const U32FltPoint2D &screenPoint);
127  int u32_userGetCourtDimensions();
128  int u32_userComputePointsForPixels(int pixels, int yPos);
129 
130  int u32_userComputeTrajectoryToTarget(const U32FltPoint3D &sourcePoint, const U32FltPoint3D &targetPoint, int speed);
131  int u32_userComputeLaunchTrajectory(const U32FltPoint2D &sourcePoint, const U32FltPoint2D &targetPoint, int launchAngle, int iVelocity);
132  int u32_userComputeAngleBetweenVectors(const U32FltVector3D &vector1, const U32FltVector3D &vector2);
133 
134  // Court shields
135  int u32_userRaiseShields(int shieldID);
136  int u32_userLowerShields(int shieldID);
137  int u32_userAreShieldsClear();
138 
139  // Player shields
140  int u32_userShieldPlayer(int playerID, int shieldRadius);
141  int u32_userClearPlayerShield(int playerID);
142 
143  int u32_userComputeAngleOfShot(int hDist, int vDist);
144  int u32_userComputeBankShotTarget(U32FltPoint3D basketLoc, int ballRadius);
145  int u32_userComputeSwooshTarget(const U32FltPoint3D &basketLoc, int ballRadius);
146  int u32_userComputeInitialShotVelocity(int theta, int hDist, int vDist, int gravity);
147  int u32_userDetectShotMade(const U32Sphere &basketball, const U32IntVector3D &ballVector, int gravity, int whichBasket);
148  int u32_userComputeAngleOfPass(int iVelocity, int hDist, int vDist, int gravity);
149  int u32_userComputeAngleOfBouncePass(int iVelocity, int hDist, int currentZ, int destZ, int gravity);
150  int u32_userHitMovingTarget(U32FltPoint2D sourcePlayer, U32FltPoint2D targetPlayer, U32FltVector2D targetVelocity, int passSpeed);
151  int u32_userGetPassTarget(int playerID, const U32FltVector3D &aimVector);
152  int u32_userDetectPassBlocker(int playerID, const U32FltPoint3D &targetPoint);
153  int u32_userGetBallIntercept(int playerID, int ballID, int playerSpeed, int gravity);
154  int u32_userGetAvoidancePath(int playerID, const U32FltPoint2D &targetLocation, EAvoidanceType type);
155 
156  int u32_userGetPlayerClosestToBall(int teamIndex);
157  int u32_userGetPlayerClosestToBall();
158  int u32_userIsPlayerInBounds(int playerID);
159  int u32_userIsBallInBounds();
160  int u32_userGetOpenSpot(int whichPlayer, U32FltVector2D upperLeft, U32FltVector2D lowerRight, U32FltVector2D from, bool attract, U32FltVector2D attract_point);
161 
162  int u32_userUpdateCursorPos(int xScrollVal, int yScrollVal);
163  int u32_userMakeCursorSticky(int lastCursorX, int lastCursorY);
164  int u32_userCursorTrackMovingObject(int xChange, int yChange);
165  int u32_userGetCursorPos();
166 
167 private:
168  ScummEngine_v100he *_vm1;
169 };
170 
171 } // End of namespace Scumm
172 
173 #endif
Definition: actor.h:30