[Scummvm-git-logs] scummvm master -> 7ca83625ee9c822eb08e945ac25f35d46a5962be
AndywinXp
noreply at scummvm.org
Mon Sep 16 20:34:10 UTC 2024
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
7ca83625ee SCUMM: BASKETBALL: Overall u32 code cleanup
Commit: 7ca83625ee9c822eb08e945ac25f35d46a5962be
https://github.com/scummvm/scummvm/commit/7ca83625ee9c822eb08e945ac25f35d46a5962be
Author: AndywinXp (andywinxp at gmail.com)
Date: 2024-09-16T22:34:05+02:00
Commit Message:
SCUMM: BASKETBALL: Overall u32 code cleanup
* Remove unnecessary casts or class names (Class::function()) before calls
* Remove my leftover debug messages
* Fix naming of variables and functions
Changed paths:
engines/scumm/he/basketball/ai.cpp
engines/scumm/he/basketball/collision/bball_collision.cpp
engines/scumm/he/basketball/collision/bball_collision_basketball.cpp
engines/scumm/he/basketball/collision/bball_collision_cylinder.cpp
engines/scumm/he/basketball/collision/bball_collision_node.cpp
engines/scumm/he/basketball/collision/bball_collision_player.cpp
engines/scumm/he/basketball/collision/bball_collision_sphere.cpp
engines/scumm/he/basketball/collision/bball_collision_sphere.h
engines/scumm/he/basketball/collision/bball_collision_support_obj.h
engines/scumm/he/basketball/collision/bball_collision_tree.cpp
engines/scumm/he/basketball/geo_translation.cpp
engines/scumm/he/basketball/obstacle_avoidance.cpp
engines/scumm/he/logic/basketball_logic.cpp
diff --git a/engines/scumm/he/basketball/ai.cpp b/engines/scumm/he/basketball/ai.cpp
index 9a72650baac..120ac5de60d 100644
--- a/engines/scumm/he/basketball/ai.cpp
+++ b/engines/scumm/he/basketball/ai.cpp
@@ -241,8 +241,8 @@ int LogicHEBasketball::u32_userIsPlayerInBounds(int playerID) {
}
int LogicHEBasketball::u32_userIsBallInBounds() {
- int bIsBallInBounds = isPlayerInBounds((U32Sphere *)&_vm->_basketball->_court->_basketBall);
- writeScummVar(_vm1->VAR_U32_USER_VAR_A, bIsBallInBounds);
+ int isBallInBounds = isPlayerInBounds(&_vm->_basketball->_court->_basketBall);
+ writeScummVar(_vm1->VAR_U32_USER_VAR_A, isBallInBounds);
return 1;
}
diff --git a/engines/scumm/he/basketball/collision/bball_collision.cpp b/engines/scumm/he/basketball/collision/bball_collision.cpp
index ead3381d1eb..389c8c19c08 100644
--- a/engines/scumm/he/basketball/collision/bball_collision.cpp
+++ b/engines/scumm/he/basketball/collision/bball_collision.cpp
@@ -156,7 +156,7 @@ int LogicHEBasketball::u32_userInitBall(U32FltPoint3D &ballLocation, U32FltVecto
_vm->_basketball->_court->_basketBall._velocity = bellVelocity;
_vm->_basketball->_court->_basketBall.radius = radius;
_vm->_basketball->_court->_basketBall._collisionEfficiency = 1.0F;
- _vm->_basketball->_court->_basketBall._friction = 0;
+ _vm->_basketball->_court->_basketBall._friction = 0.0F;
_vm->_basketball->_court->_basketBall._ignore = false;
_vm->_basketball->_court->_basketBall.save();
@@ -172,7 +172,7 @@ int LogicHEBasketball::u32_userInitVirtualBall(U32FltPoint3D &ballLocation, U32F
_vm->_basketball->_court->_virtualBall._velocity = bellVelocity;
_vm->_basketball->_court->_virtualBall.radius = radius;
_vm->_basketball->_court->_virtualBall._collisionEfficiency = 1.0F;
- _vm->_basketball->_court->_virtualBall._friction = 0;
+ _vm->_basketball->_court->_virtualBall._friction = 0.0F;
_vm->_basketball->_court->_virtualBall._ignore = false;
_vm->_basketball->_court->_virtualBall.save();
@@ -300,7 +300,7 @@ int LogicHEBasketball::u32_userDetectBallCollision(U32FltPoint3D &ballLocation,
sourceBall->_objectRollingHistory.clear();
// Find out who our potential collision candidates are...
- _vm->_basketball->fillBallTargetList((CCollisionSphere *)sourceBall, &targetList);
+ _vm->_basketball->fillBallTargetList(sourceBall, &targetList);
// See if there was an error while traversing the object tree,
// if there was put the player in the last known safe position...
@@ -309,7 +309,7 @@ int LogicHEBasketball::u32_userDetectBallCollision(U32FltPoint3D &ballLocation,
}
for (int i = 0; (i < MAX_BALL_COLLISION_PASSES) && (!ballIsClear); i++) {
- float totalTime = 0; // The time it takes to back out of all objects we have intersected while on the current vector
+ float totalTime = 0.0F; // The time it takes to back out of all objects we have intersected while on the current vector
ballIsClear = true;
// Go through all of the collision candidates....
@@ -318,20 +318,20 @@ int LogicHEBasketball::u32_userDetectBallCollision(U32FltPoint3D &ballLocation,
assert(targetObject);
// See if we intersect the current object...
- bool intersectionResult = sourceBall->ICollisionObject::testObjectIntersection(*targetObject, &distance);
+ bool intersectionResult = sourceBall->testObjectIntersection(*targetObject, &distance);
if (intersectionResult) {
// If we are intersecting a moving object, make sure that we actually
// ran into them, and they didn't just run into us...
- if (sourceBall->ICollisionObject::validateCollision(*targetObject, &distance)) {
+ if (sourceBall->validateCollision(*targetObject, &distance)) {
// If we are intersecting the object, back out of it...
- if (sourceBall->ICollisionObject::backOutOfObject(*targetObject, &distance, &totalTime)) {
+ if (sourceBall->backOutOfObject(*targetObject, &distance, &totalTime)) {
// Move in to the exact point of collision...
- if (sourceBall->ICollisionObject::nudgeObject(*targetObject, &distance, &totalTime)) {
+ if (sourceBall->nudgeObject(*targetObject, &distance, &totalTime)) {
// Keep track of this object so we can respond to the collision later...
- trackCollisionObject(*(ICollisionObject *)sourceBall, *targetObject, &sourceBall->_objectCollisionHistory);
+ trackCollisionObject(*sourceBall, *targetObject, &sourceBall->_objectCollisionHistory);
if (sourceBall->isCollisionHandled(*targetObject)) {
- trackCollisionObject(*(ICollisionObject *)sourceBall, *targetObject, &collisionVector);
+ trackCollisionObject(*sourceBall, *targetObject, &collisionVector);
ballIsClear = false;
}
@@ -352,13 +352,13 @@ int LogicHEBasketball::u32_userDetectBallCollision(U32FltPoint3D &ballLocation,
}
// See if we are rolling on the current object...
- if (sourceBall->ICollisionObject::isOnObject(*targetObject, distance)) {
+ if (sourceBall->isOnObject(*targetObject, distance)) {
rollingHappened = 1;
if (!intersectionResult) {
// This is not really a collision, but the ball is rolling, so we want to slow it down...
- trackCollisionObject(*(ICollisionObject *)sourceBall, *targetObject, &rollingVector);
- trackCollisionObject(*(ICollisionObject *)sourceBall, *targetObject, &sourceBall->_objectRollingHistory);
+ trackCollisionObject(*sourceBall, *targetObject, &rollingVector);
+ trackCollisionObject(*sourceBall, *targetObject, &sourceBall->_objectRollingHistory);
}
}
}
@@ -370,9 +370,9 @@ int LogicHEBasketball::u32_userDetectBallCollision(U32FltPoint3D &ballLocation,
// Keep track of how long we've been rolling...
if (rollingHappened) {
- ++sourceBall->m_rollingCount;
+ ++sourceBall->_rollingCount;
} else {
- sourceBall->m_rollingCount = 0;
+ sourceBall->_rollingCount = 0;
}
// If there were no errors this frame, save the position...
@@ -445,19 +445,19 @@ int LogicHEBasketball::u32_userDetectPlayerCollision(int playerID, U32FltPoint3D
assert(targetObject);
// See if we intersect the current object...
- bool intersectionResult = sourcePlayer->ICollisionObject::testObjectIntersection(*targetObject, &distance);
+ bool intersectionResult = sourcePlayer->testObjectIntersection(*targetObject, &distance);
if (intersectionResult) {
// If we are intersecting a moving object, make sure that we actually
// ran into them, and they didn't just run into us...
- if (sourcePlayer->ICollisionObject::validateCollision(*targetObject, &distance)) {
+ if (sourcePlayer->validateCollision(*targetObject, &distance)) {
// If we are intersecting an object, back out to the exact point of collision...
- if (sourcePlayer->ICollisionObject::backOutOfObject(*targetObject, &distance, &totalTime)) {
+ if (sourcePlayer->backOutOfObject(*targetObject, &distance, &totalTime)) {
// Move in to the exact point of collision...
- if (sourcePlayer->ICollisionObject::nudgeObject(*targetObject, &distance, &totalTime)) {
+ if (sourcePlayer->nudgeObject(*targetObject, &distance, &totalTime)) {
trackCollisionObject(*sourcePlayer, *targetObject, &sourcePlayer->_objectCollisionHistory);
collisionOccurred = true;
- if (sourcePlayer->ICollisionObject::isCollisionHandled(*targetObject)) {
+ if (sourcePlayer->isCollisionHandled(*targetObject)) {
trackCollisionObject(*sourcePlayer, *targetObject, &collisionVector);
playerIsClear = false;
}
@@ -479,7 +479,7 @@ int LogicHEBasketball::u32_userDetectPlayerCollision(int playerID, U32FltPoint3D
}
// See if we are standing on the current object...
- if (sourcePlayer->ICollisionObject::isOnObject(*targetObject, distance)) {
+ if (sourcePlayer->isOnObject(*targetObject, distance)) {
playerIsOnObject = true;
}
}
@@ -550,8 +550,8 @@ int LogicHEBasketball::u32_userGetLastPlayerCollision(int playerID) {
// See if we are standing on the current object
U32Distance3D distance;
- pPlayer->ICollisionObject::testObjectIntersection(*targetObject, &distance);
- if (pPlayer->ICollisionObject::isOnObject(*targetObject, distance)) {
+ pPlayer->testObjectIntersection(*targetObject, &distance);
+ if (pPlayer->isOnObject(*targetObject, distance)) {
playerIsOnObject = true;
}
diff --git a/engines/scumm/he/basketball/collision/bball_collision_basketball.cpp b/engines/scumm/he/basketball/collision/bball_collision_basketball.cpp
index f1451968155..bdd55110526 100644
--- a/engines/scumm/he/basketball/collision/bball_collision_basketball.cpp
+++ b/engines/scumm/he/basketball/collision/bball_collision_basketball.cpp
@@ -36,7 +36,7 @@ bool CCollisionBasketball::testCatch(const ICollisionObject &targetObject, U32Di
if (targetObject._objectType == kPlayer) {
ICollisionObject *object = const_cast<ICollisionObject *>(&targetObject);
CCollisionPlayer *player = static_cast<CCollisionPlayer *>(object);
- return (player->testCatch(*(ICollisionObject *)this, distance, court));
+ return (player->testCatch(*this, distance, court));
} else {
return false;
}
diff --git a/engines/scumm/he/basketball/collision/bball_collision_cylinder.cpp b/engines/scumm/he/basketball/collision/bball_collision_cylinder.cpp
index 6f813c94fd4..3e9002540a8 100644
--- a/engines/scumm/he/basketball/collision/bball_collision_cylinder.cpp
+++ b/engines/scumm/he/basketball/collision/bball_collision_cylinder.cpp
@@ -323,12 +323,12 @@ bool CCollisionCylinder::backStraightOutOfObject(const ICollisionObject &targetO
int loopCounter = 0;
- while (ICollisionObject::testObjectIntersection(targetObject, distance)) {
+ while (testObjectIntersection(targetObject, distance)) {
float collisionTimes[3];
- collisionTimes[X_INDEX] = ICollisionObject::getPenetrationTime(targetObject, *distance, X_INDEX);
- collisionTimes[Y_INDEX] = ICollisionObject::getPenetrationTime(targetObject, *distance, Y_INDEX);
- collisionTimes[Z_INDEX] = ICollisionObject::getPenetrationTime(targetObject, *distance, Z_INDEX);
+ collisionTimes[X_INDEX] = getPenetrationTime(targetObject, *distance, X_INDEX);
+ collisionTimes[Y_INDEX] = getPenetrationTime(targetObject, *distance, Y_INDEX);
+ collisionTimes[Z_INDEX] = getPenetrationTime(targetObject, *distance, Z_INDEX);
Std::sort(collisionTimes, collisionTimes + Z_INDEX + 1);
@@ -811,7 +811,7 @@ void CCollisionCylinder::forceOutOfObject(const ICollisionObject &targetObject,
center.x = intersectionPoint.x + targetVector.x;
center.y = intersectionPoint.y + targetVector.y;
- ICollisionObject::testObjectIntersection(targetObject, distance);
+ testObjectIntersection(targetObject, distance);
break;
@@ -838,7 +838,7 @@ void CCollisionCylinder::forceOutOfObject(const ICollisionObject &targetObject,
center.x = targetCenter.x + targetVector.x;
center.y = targetCenter.y + targetVector.y;
- ICollisionObject::testObjectIntersection(targetObject, distance);
+ testObjectIntersection(targetObject, distance);
}
break;
diff --git a/engines/scumm/he/basketball/collision/bball_collision_node.cpp b/engines/scumm/he/basketball/collision/bball_collision_node.cpp
index 62b91114a36..aa88594c055 100644
--- a/engines/scumm/he/basketball/collision/bball_collision_node.cpp
+++ b/engines/scumm/he/basketball/collision/bball_collision_node.cpp
@@ -35,8 +35,8 @@ CCollisionNode::CCollisionNode() {
_child[i] = nullptr;
}
- _quadrant.SetMinPoint(0, 0);
- _quadrant.SetMaxPoint(0, 0);
+ _quadrant.setMinPoint(0, 0);
+ _quadrant.setMaxPoint(0, 0);
_isExternal = false;
}
@@ -46,8 +46,8 @@ CCollisionNode::CCollisionNode(const CCollisionObjectVector &initObjects) : _obj
_child[i] = nullptr;
}
- _quadrant.SetMinPoint(0, 0);
- _quadrant.SetMaxPoint(0, 0);
+ _quadrant.setMinPoint(0, 0);
+ _quadrant.setMaxPoint(0, 0);
_isExternal = false;
}
@@ -108,13 +108,13 @@ U32BoundingBox CCollisionNode::getChildQuadrant(const U32BoundingBox &parentQuad
}
U32BoundingBox childQuadrant;
- childQuadrant.SetMinPoint(minX, minY);
- childQuadrant.SetMaxPoint(maxX, maxY);
+ childQuadrant.setMinPoint(minX, minY);
+ childQuadrant.setMaxPoint(maxX, maxY);
return childQuadrant;
}
void CCollisionNode::searchTree(const U32BoundingBox &searchRange, CCollisionObjectVector *targetList) const {
- if (searchRange.Intersect(_quadrant)) {
+ if (searchRange.intersect(_quadrant)) {
if (_isExternal) {
// Search through and add points that are within bounds...
for (CCollisionObjectVector::size_type objectIndex = 0; objectIndex < _objectList.size(); ++objectIndex) {
diff --git a/engines/scumm/he/basketball/collision/bball_collision_player.cpp b/engines/scumm/he/basketball/collision/bball_collision_player.cpp
index c840d0f0246..5fe424c50dc 100644
--- a/engines/scumm/he/basketball/collision/bball_collision_player.cpp
+++ b/engines/scumm/he/basketball/collision/bball_collision_player.cpp
@@ -82,7 +82,7 @@ bool CCollisionPlayer::testCatch(const ICollisionObject &targetObject, U32Distan
int oldHeight = height;
height += _catchHeight;
- bool retVal = ICollisionObject::testObjectIntersection(targetObject, distance);
+ bool retVal = testObjectIntersection(targetObject, distance);
height = oldHeight;
diff --git a/engines/scumm/he/basketball/collision/bball_collision_sphere.cpp b/engines/scumm/he/basketball/collision/bball_collision_sphere.cpp
index 5a889062183..79cac142a9d 100644
--- a/engines/scumm/he/basketball/collision/bball_collision_sphere.cpp
+++ b/engines/scumm/he/basketball/collision/bball_collision_sphere.cpp
@@ -247,12 +247,12 @@ bool CCollisionSphere::backStraightOutOfObject(const ICollisionObject &targetObj
int loopCounter = 0;
- while (ICollisionObject::testObjectIntersection(targetObject, distance)) {
+ while (testObjectIntersection(targetObject, distance)) {
float collisionTimes[3];
- collisionTimes[X_INDEX] = ICollisionObject::getPenetrationTime(targetObject, *distance, X_INDEX);
- collisionTimes[Y_INDEX] = ICollisionObject::getPenetrationTime(targetObject, *distance, Y_INDEX);
- collisionTimes[Z_INDEX] = ICollisionObject::getPenetrationTime(targetObject, *distance, Z_INDEX);
+ collisionTimes[X_INDEX] = getPenetrationTime(targetObject, *distance, X_INDEX);
+ collisionTimes[Y_INDEX] = getPenetrationTime(targetObject, *distance, Y_INDEX);
+ collisionTimes[Z_INDEX] = getPenetrationTime(targetObject, *distance, Z_INDEX);
Std::sort(collisionTimes, collisionTimes + Z_INDEX + 1);
@@ -451,7 +451,7 @@ void CCollisionSphere::defineReflectionPlane(const CCollisionCylinder &targetObj
collisionPlane->collisionEfficiency = targetObject._collisionEfficiency;
}
-void CCollisionSphere::ReboundOffPlane(const U32Plane &collisionPlane, bool isOnObject) {
+void CCollisionSphere::reboundOffPlane(const U32Plane &collisionPlane, bool isOnObject) {
U32FltVector3D normalVector;
U32FltVector3D reflectionVector;
U32FltVector3D parallelVector;
@@ -469,7 +469,7 @@ void CCollisionSphere::ReboundOffPlane(const U32Plane &collisionPlane, bool isOn
parallelVector = reflectionVector - normalVector;
- if ((!isOnObject) || ((m_rollingCount % ROLL_SLOWDOWN_FREQUENCY) == 0)) {
+ if ((!isOnObject) || ((_rollingCount % ROLL_SLOWDOWN_FREQUENCY) == 0)) {
parallelVector -= ((parallelVector * collisionPlane.friction) + (parallelVector * _friction));
}
@@ -528,10 +528,10 @@ void CCollisionSphere::handleCollisions(CCollisionObjectVector *collisionVector,
++objectIt) {
const ICollisionObject *currentObject = *objectIt;
- ICollisionObject::testObjectIntersection(*currentObject, &distance);
+ testObjectIntersection(*currentObject, &distance);
// See if we are rolling on this object...
- isRollingOnObject = ICollisionObject::isOnObject(*currentObject, distance);
+ isRollingOnObject = isOnObject(*currentObject, distance);
if (isRollingOnObject) {
// See if rolling has slowed to the point that we are stopped.
// Never stop on the backboard or rim...
@@ -555,7 +555,7 @@ void CCollisionSphere::handleCollisions(CCollisionObjectVector *collisionVector,
}
}
- ICollisionObject::defineReflectionPlane(*currentObject, distance, &collisionPlane);
+ defineReflectionPlane(*currentObject, distance, &collisionPlane);
planeVector.push_back(collisionPlane);
rollingRecord.push_back(isRollingOnObject);
}
@@ -573,11 +573,11 @@ void CCollisionSphere::handleCollisions(CCollisionObjectVector *collisionVector,
planeIt != planeVector.end();
++planeIt, ++recordIt) {
- collisionPlane.Average(*planeIt);
+ collisionPlane.average(*planeIt);
isRollingOnObject = isRollingOnObject || *recordIt;
}
- ReboundOffPlane(collisionPlane, isRollingOnObject);
+ reboundOffPlane(collisionPlane, isRollingOnObject);
}
if (advanceObject) {
diff --git a/engines/scumm/he/basketball/collision/bball_collision_sphere.h b/engines/scumm/he/basketball/collision/bball_collision_sphere.h
index 8d8cccf4c9e..f06f1cd005f 100644
--- a/engines/scumm/he/basketball/collision/bball_collision_sphere.h
+++ b/engines/scumm/he/basketball/collision/bball_collision_sphere.h
@@ -36,7 +36,7 @@ const int ROLL_SLOWDOWN_FREQUENCY = 10; // The ball slows down every x frames wh
class CCollisionSphere : public ICollisionObject, public U32Sphere {
public:
CCollisionSphere() : ICollisionObject(kSphere),
- m_rollingCount(0),
+ _rollingCount(0),
_positionSaved(false) {}
~CCollisionSphere() {}
@@ -73,7 +73,7 @@ public:
void save() override;
void restore() override;
- int m_rollingCount;
+ int _rollingCount;
protected:
@@ -91,7 +91,7 @@ private:
void defineReflectionPlane(const CCollisionBox &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const override;
void defineReflectionPlane(const CCollisionCylinder &targetObject, const U32Distance3D &distance, U32Plane *collisionPlane) const override;
- void ReboundOffPlane(const U32Plane &collisionPlane, bool isOnPlane);
+ void reboundOffPlane(const U32Plane &collisionPlane, bool isOnPlane);
using ICollisionObject::getPenetrationTime;
float getPenetrationTime(const CCollisionBox &targetObject, const U32Distance3D &distance, EDimension dimension) const override;
diff --git a/engines/scumm/he/basketball/collision/bball_collision_support_obj.h b/engines/scumm/he/basketball/collision/bball_collision_support_obj.h
index 4feada55d38..0853ce3d490 100644
--- a/engines/scumm/he/basketball/collision/bball_collision_support_obj.h
+++ b/engines/scumm/he/basketball/collision/bball_collision_support_obj.h
@@ -543,12 +543,12 @@ struct U32BoundingBox {
U32IntPoint3D minPoint;
U32IntPoint3D maxPoint;
- void SetMinPoint(int x, int y) {
+ void setMinPoint(int x, int y) {
minPoint.x = x;
minPoint.y = y;
}
- void SetMaxPoint(int x, int y) {
+ void setMaxPoint(int x, int y) {
maxPoint.x = x;
maxPoint.y = y;
}
@@ -561,7 +561,7 @@ struct U32BoundingBox {
return maxPoint;
}
- bool Intersect(const U32BoundingBox &targetBox) const {
+ bool intersect(const U32BoundingBox &targetBox) const {
return ((((minPoint.x <= targetBox.minPoint.x) &&
(maxPoint.x >= targetBox.minPoint.x)) ||
@@ -612,7 +612,7 @@ struct U32Plane {
float friction;
// Average this plane with another plane
- U32Plane &Average(const U32Plane &otherPlane) {
+ U32Plane &average(const U32Plane &otherPlane) {
point.x = (point.x + otherPlane.point.x) / 2;
point.y = (point.y + otherPlane.point.y) / 2;
point.z = (point.z + otherPlane.point.z) / 2;
diff --git a/engines/scumm/he/basketball/collision/bball_collision_tree.cpp b/engines/scumm/he/basketball/collision/bball_collision_tree.cpp
index 405e8a90060..d3a0b4e3a3f 100644
--- a/engines/scumm/he/basketball/collision/bball_collision_tree.cpp
+++ b/engines/scumm/he/basketball/collision/bball_collision_tree.cpp
@@ -51,8 +51,8 @@ void CCollisionObjectTree::initialize(const CCollisionObjectVector &inputObjects
}
U32BoundingBox buildRange;
- buildRange.SetMinPoint(inputObjects.getMinPoint(X_INDEX), inputObjects.getMinPoint(Y_INDEX));
- buildRange.SetMaxPoint(inputObjects.getMaxPoint(X_INDEX), inputObjects.getMaxPoint(Y_INDEX));
+ buildRange.setMinPoint(inputObjects.getMinPoint(X_INDEX), inputObjects.getMinPoint(Y_INDEX));
+ buildRange.setMaxPoint(inputObjects.getMaxPoint(X_INDEX), inputObjects.getMaxPoint(Y_INDEX));
_root = buildSelectionStructure(inputObjects, 0, buildRange);
}
@@ -108,7 +108,7 @@ CCollisionNode *CCollisionObjectTree::buildSelectionStructure(const CCollisionOb
// Figure out which child each point belongs to...
for (childID = 0; childID < NUM_CHILDREN_NODES; ++childID) {
- if (newRange[childID].Intersect(currentObject->getBoundingBox())) {
+ if (newRange[childID].intersect(currentObject->getBoundingBox())) {
newList[childID].push_back(currentObject);
}
}
diff --git a/engines/scumm/he/basketball/geo_translation.cpp b/engines/scumm/he/basketball/geo_translation.cpp
index 14b50434930..7b504da6914 100644
--- a/engines/scumm/he/basketball/geo_translation.cpp
+++ b/engines/scumm/he/basketball/geo_translation.cpp
@@ -78,7 +78,7 @@ int LogicHEBasketball::u32_userInitScreenTranslations() {
return 1;
}
-static U32FltPoint2D World_To_Screen_Translation(const U32FltPoint3D &worldPoint, LogicHEBasketball *logic) {
+static U32FltPoint2D worldToScreenTranslation(const U32FltPoint3D &worldPoint, LogicHEBasketball *logic) {
U32FltPoint2D screenPoint; // The point on the screen that corresponds to worldPoint
float courtWidth; // The width of the court in pixels at the at the current y location
float xOffset; // The number of pixels from the left side of the screen to the court at the current y location
@@ -141,7 +141,7 @@ static U32FltPoint2D World_To_Screen_Translation(const U32FltPoint3D &worldPoint
}
int LogicHEBasketball::u32_userWorldToScreenTranslation(const U32FltPoint3D &worldPoint) {
- U32FltPoint2D screenPoint = World_To_Screen_Translation(worldPoint, this);
+ U32FltPoint2D screenPoint = worldToScreenTranslation(worldPoint, this);
writeScummVar(_vm1->VAR_U32_USER_VAR_A, _vm->_basketball->u32FloatToInt(screenPoint.x));
writeScummVar(_vm1->VAR_U32_USER_VAR_B, _vm->_basketball->u32FloatToInt(screenPoint.y));
diff --git a/engines/scumm/he/basketball/obstacle_avoidance.cpp b/engines/scumm/he/basketball/obstacle_avoidance.cpp
index a0767e775a7..a45304488ea 100644
--- a/engines/scumm/he/basketball/obstacle_avoidance.cpp
+++ b/engines/scumm/he/basketball/obstacle_avoidance.cpp
@@ -56,19 +56,19 @@ CCollisionPlayer *Basketball::detectObstacle(const U32Circle &playerMarker,
poRay._direction = (targetLocation - poRay._origin);
// Cycle through all potential obstacles and see which obstacle is closest...
- CCollisionPlayer *pFinalObstacle = nullptr;
+ CCollisionPlayer *finalObstacle = nullptr;
float minDistance = (float)0x7FFFFFFF;
for (int i = 0; i <= LAST_PLAYER; ++i) {
// Get a pointer to the current obstacle...
- CCollisionPlayer *pCurrentObstacle = court->getPlayerPtr(i);
+ CCollisionPlayer *currentObstacle = court->getPlayerPtr(i);
// Make sure we are not checking ourselves or a bench player...
- if ((pCurrentObstacle->_objectID != playerID) &&
- (pCurrentObstacle->_playerIsInGame)) {
+ if ((currentObstacle->_objectID != playerID) &&
+ (currentObstacle->_playerIsInGame)) {
U32Circle obstacleMarker;
- obstacleMarker.center = pCurrentObstacle->center;
- obstacleMarker.radius = getAvoidanceDistance(playerMarker, *pCurrentObstacle);
+ obstacleMarker.center = currentObstacle->center;
+ obstacleMarker.radius = getAvoidanceDistance(playerMarker, *currentObstacle);
if (poRay.nearIntersection(obstacleMarker, intersection)) {
float obstacleDist = (*intersection - playerMarker.center).magnitude();
@@ -78,11 +78,11 @@ CCollisionPlayer *Basketball::detectObstacle(const U32Circle &playerMarker,
// See if this obstacle is in our way...
if (obstacleDist < alertDistance) {
// See if the target is within the obstacle...
- float otDist = (targetLocation - pCurrentObstacle->center).magnitude();
+ float otDist = (targetLocation - currentObstacle->center).magnitude();
if ((otDist > obstacleMarker.radius) || targetIsObstacle) {
// See if this obstacle is the closest one yet...
if (obstacleDist < minDistance) {
- pFinalObstacle = pCurrentObstacle;
+ finalObstacle = currentObstacle;
minDistance = obstacleDist;
}
}
@@ -91,7 +91,7 @@ CCollisionPlayer *Basketball::detectObstacle(const U32Circle &playerMarker,
}
}
- return pFinalObstacle;
+ return finalObstacle;
}
bool Basketball::avoidObstacle(const U32Circle &playerMarker, const U32FltPoint2D &targetLocation, const CCollisionPlayer &obstacle, ERevDirection whichDirection, U32FltPoint2D *newTarget) {
diff --git a/engines/scumm/he/logic/basketball_logic.cpp b/engines/scumm/he/logic/basketball_logic.cpp
index 6cfa81fc87e..a4602a33885 100644
--- a/engines/scumm/he/logic/basketball_logic.cpp
+++ b/engines/scumm/he/logic/basketball_logic.cpp
@@ -346,7 +346,6 @@ int32 LogicHEBasketball::dispatch(int cmdID, int paramCount, int32 *params) {
flt3DVector1.z = (float)params[5];
- debug("Basketball INIT (%.6f,%.6f,%.6f)", flt3DPoint1.x, flt3DPoint1.y, flt3DPoint1.z);
retValue = u32_userInitBall(flt3DPoint1, flt3DVector1, params[6], params[7]);
break;
@@ -408,8 +407,6 @@ int32 LogicHEBasketball::dispatch(int cmdID, int paramCount, int32 *params) {
flt3DPoint1.y = (float)params[1];
flt3DPoint1.z = (float)params[2];
- debug(3, "Basketball SET_BALL_LOCATION (%.6f,%.6f,%.6f)",
- flt3DPoint1.x, flt3DPoint1.y, flt3DPoint1.z);
_vm->_basketball->_court->getBallPtr(params[3])->center = flt3DPoint1;
@@ -421,12 +418,6 @@ int32 LogicHEBasketball::dispatch(int cmdID, int paramCount, int32 *params) {
flt3DPoint1 = _vm->_basketball->_court->getBallPtr(params[0])->center;
- debug(3, "Basketball GET_BALL_LOCATION (%.6f,%.6f,%.6f), (converted as %d,%d,%d)",
- flt3DPoint1.x, flt3DPoint1.y, flt3DPoint1.z,
- _vm->_basketball->u32FloatToInt(flt3DPoint1.x),
- _vm->_basketball->u32FloatToInt(flt3DPoint1.y),
- _vm->_basketball->u32FloatToInt(flt3DPoint1.z));
-
writeScummVar(_vm1->VAR_U32_USER_VAR_A, _vm->_basketball->u32FloatToInt(flt3DPoint1.x));
writeScummVar(_vm1->VAR_U32_USER_VAR_B, _vm->_basketball->u32FloatToInt(flt3DPoint1.y));
writeScummVar(_vm1->VAR_U32_USER_VAR_C, _vm->_basketball->u32FloatToInt(flt3DPoint1.z));
@@ -470,7 +461,6 @@ int32 LogicHEBasketball::dispatch(int cmdID, int paramCount, int32 *params) {
flt3DVector1.x = (float)params[3];
flt3DVector1.y = (float)params[4];
flt3DVector1.z = (float)params[5];
- debug(3, "Basketball DETECT_BALL_COLLISION will be put at (%.6f,%.6f,%.6f)", flt3DPoint1.x, flt3DPoint1.y, flt3DPoint1.z);
retValue = u32_userDetectBallCollision(flt3DPoint1, flt3DVector1, params[6], params[7]);
break;
@@ -512,9 +502,6 @@ int32 LogicHEBasketball::dispatch(int cmdID, int paramCount, int32 *params) {
int3DVector1.x = params[3];
int3DVector1.y = params[4];
int3DVector1.z = params[5];
- debug(3, "Basketball DETECT_SHOT_MADE sphere (%.6f,%.6f,%.6f), vector (%d,%d,%d)",
- flt3DPoint1.x, flt3DPoint1.y, flt3DPoint1.z,
- int3DVector1.x, int3DVector1.y, int3DVector1.z);
retValue = u32_userDetectShotMade(sphere1, int3DVector1, params[7], params[8]);
break;
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