mirror of
https://github.com/iAmInActions/SpaceCadetPinballPPC.git
synced 2024-11-22 12:10:10 +00:00
49f6132d23
Works with some data hacks in lowest resolution. Seems to work ok, even though BL is still 3DPB.
195 lines
4.2 KiB
C++
195 lines
4.2 KiB
C++
#include "pch.h"
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#include "TFlipper.h"
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#include "control.h"
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#include "loader.h"
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#include "objlist_class.h"
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#include "pb.h"
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#include "render.h"
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#include "TFlipperEdge.h"
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#include "timer.h"
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TFlipper::TFlipper(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
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{
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visualStruct visual{};
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loader::query_visual(groupIndex, 0, &visual);
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HardHitSoundId = visual.SoundIndex4;
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SoftHitSoundId = visual.SoundIndex3;
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Elasticity = visual.Elasticity;
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Timer = 0;
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Smoothness = visual.Smoothness;
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auto floatArr = loader::query_float_attribute(groupIndex, 0, 803);
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auto floatArr2 = loader::query_float_attribute(groupIndex, 0, 805);
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auto floatArr3 = loader::query_float_attribute(groupIndex, 0, 804);
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auto collMult = *floatArr;
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auto bmpCoef2 = *floatArr2;
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auto bmpCoef1 = *floatArr3;
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/*Full tilt hack: different flipper speed*/
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if (bmpCoef2 > 1)
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bmpCoef2 = 0.08f;
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if (bmpCoef1 > 1)
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bmpCoef1 = 0.04f;
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auto vecT2 = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, 0, 802));
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auto vecT1 = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, 0, 801));
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auto origin = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, 0, 800));
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auto flipperEdge = new TFlipperEdge(
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this,
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&ActiveFlag,
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visual.CollisionGroup,
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table,
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origin,
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vecT1,
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vecT2,
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bmpCoef1,
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bmpCoef2,
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collMult,
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Elasticity,
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Smoothness);
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FlipperEdge = flipperEdge;
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if (flipperEdge)
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{
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BmpCoef1 = flipperEdge->BmpCoef1 / static_cast<float>(ListBitmap->GetCount() - 1);
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BmpCoef2 = flipperEdge->BmpCoef2 / static_cast<float>(ListBitmap->GetCount() - 1);
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}
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BmpIndex = 0;
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InputTime = 0.0;
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}
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TFlipper::~TFlipper()
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{
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delete FlipperEdge;
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}
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int TFlipper::Message(int code, float value)
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{
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if (code == 1 || code == 2 || code > 1008 && code <= 1011 || code == 1022)
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{
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float timerTime;
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int soundIndex = 0, code2 = code;
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if (code == 1)
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{
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control::handler(1, this);
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TimerTime = BmpCoef1;
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soundIndex = HardHitSoundId;
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}
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else if (code == 2)
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{
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TimerTime = BmpCoef2;
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soundIndex = SoftHitSoundId;
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}
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else
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{
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code2 = 2;
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TimerTime = BmpCoef2;
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}
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if (soundIndex)
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loader::play_sound(soundIndex);
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if (Timer)
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{
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timer::kill(Timer);
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Timer = 0;
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}
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if (MessageField)
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{
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auto v10 = value - FlipperEdge->InputTime;
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timerTime = v10 - floor(v10 / TimerTime) * TimerTime;
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if (timerTime < 0.0)
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timerTime = 0.0;
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}
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else
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{
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timerTime = TimerTime;
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}
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MessageField = code2;
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InputTime = value;
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Timer = timer::set(timerTime, this, TimerExpired);
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FlipperEdge->SetMotion(code2, value);
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}
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if (code == 1020 || code == 1024)
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{
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if (MessageField)
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{
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if (Timer)
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timer::kill(Timer);
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BmpIndex = -1;
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MessageField = 2;
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TimerExpired(Timer, this);
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FlipperEdge->SetMotion(code, value);
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}
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}
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return 0;
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}
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void TFlipper::port_draw()
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{
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FlipperEdge->port_draw();
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}
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void TFlipper::Collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float coef, TEdgeSegment* edge)
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{
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}
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void TFlipper::TimerExpired(int timerId, void* caller)
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{
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auto flip = static_cast<TFlipper*>(caller);
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int timer; // eax
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bool bmpIndexOutOfBounds = false;
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auto bmpIndexAdvance = static_cast<int>(floor((pb::time_now - flip->InputTime) / flip->TimerTime + 0.5f));
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int bmpCount = flip->ListBitmap->GetCount();
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if (bmpIndexAdvance > bmpCount)
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bmpIndexAdvance = bmpCount;
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if (bmpIndexAdvance < 0)
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bmpIndexAdvance = 0;
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if (!bmpIndexAdvance)
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bmpIndexAdvance = 1;
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if (flip->MessageField == 1)
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{
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flip->BmpIndex += bmpIndexAdvance;
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int countSub1 = flip->ListBitmap->GetCount() - 1;
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if (flip->BmpIndex >= countSub1)
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{
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flip->BmpIndex = countSub1;
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bmpIndexOutOfBounds = true;
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}
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}
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if (flip->MessageField == 2)
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{
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flip->BmpIndex -= bmpIndexAdvance;
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timer = 0;
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if (flip->BmpIndex <= 0)
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{
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flip->BmpIndex = 0;
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bmpIndexOutOfBounds = true;
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}
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}
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else
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{
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timer = 0;
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}
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if (bmpIndexOutOfBounds)
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flip->MessageField = 0;
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else
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timer = timer::set(flip->TimerTime, flip, TimerExpired);
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flip->Timer = timer;
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auto bmp = flip->ListBitmap->Get(flip->BmpIndex);
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auto zMap = flip->ListZMap->Get(flip->BmpIndex);
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render::sprite_set(
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flip->RenderSprite,
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bmp,
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zMap,
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bmp->XPosition - flip->PinballTable->XOffset,
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bmp->YPosition - flip->PinballTable->YOffset);
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}
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