SpaceCadetPinballPPC/SpaceCadetPinball/TFlipper.cpp
Muzychenko Andrey 49f6132d23 Added loader for Full Tilt .dat files, v1.
Works with some data hacks in lowest resolution.
Seems to work ok, even though BL is still 3DPB.
2021-01-31 17:29:53 +03:00

195 lines
4.2 KiB
C++

#include "pch.h"
#include "TFlipper.h"
#include "control.h"
#include "loader.h"
#include "objlist_class.h"
#include "pb.h"
#include "render.h"
#include "TFlipperEdge.h"
#include "timer.h"
TFlipper::TFlipper(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
{
visualStruct visual{};
loader::query_visual(groupIndex, 0, &visual);
HardHitSoundId = visual.SoundIndex4;
SoftHitSoundId = visual.SoundIndex3;
Elasticity = visual.Elasticity;
Timer = 0;
Smoothness = visual.Smoothness;
auto floatArr = loader::query_float_attribute(groupIndex, 0, 803);
auto floatArr2 = loader::query_float_attribute(groupIndex, 0, 805);
auto floatArr3 = loader::query_float_attribute(groupIndex, 0, 804);
auto collMult = *floatArr;
auto bmpCoef2 = *floatArr2;
auto bmpCoef1 = *floatArr3;
/*Full tilt hack: different flipper speed*/
if (bmpCoef2 > 1)
bmpCoef2 = 0.08f;
if (bmpCoef1 > 1)
bmpCoef1 = 0.04f;
auto vecT2 = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, 0, 802));
auto vecT1 = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, 0, 801));
auto origin = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, 0, 800));
auto flipperEdge = new TFlipperEdge(
this,
&ActiveFlag,
visual.CollisionGroup,
table,
origin,
vecT1,
vecT2,
bmpCoef1,
bmpCoef2,
collMult,
Elasticity,
Smoothness);
FlipperEdge = flipperEdge;
if (flipperEdge)
{
BmpCoef1 = flipperEdge->BmpCoef1 / static_cast<float>(ListBitmap->GetCount() - 1);
BmpCoef2 = flipperEdge->BmpCoef2 / static_cast<float>(ListBitmap->GetCount() - 1);
}
BmpIndex = 0;
InputTime = 0.0;
}
TFlipper::~TFlipper()
{
delete FlipperEdge;
}
int TFlipper::Message(int code, float value)
{
if (code == 1 || code == 2 || code > 1008 && code <= 1011 || code == 1022)
{
float timerTime;
int soundIndex = 0, code2 = code;
if (code == 1)
{
control::handler(1, this);
TimerTime = BmpCoef1;
soundIndex = HardHitSoundId;
}
else if (code == 2)
{
TimerTime = BmpCoef2;
soundIndex = SoftHitSoundId;
}
else
{
code2 = 2;
TimerTime = BmpCoef2;
}
if (soundIndex)
loader::play_sound(soundIndex);
if (Timer)
{
timer::kill(Timer);
Timer = 0;
}
if (MessageField)
{
auto v10 = value - FlipperEdge->InputTime;
timerTime = v10 - floor(v10 / TimerTime) * TimerTime;
if (timerTime < 0.0)
timerTime = 0.0;
}
else
{
timerTime = TimerTime;
}
MessageField = code2;
InputTime = value;
Timer = timer::set(timerTime, this, TimerExpired);
FlipperEdge->SetMotion(code2, value);
}
if (code == 1020 || code == 1024)
{
if (MessageField)
{
if (Timer)
timer::kill(Timer);
BmpIndex = -1;
MessageField = 2;
TimerExpired(Timer, this);
FlipperEdge->SetMotion(code, value);
}
}
return 0;
}
void TFlipper::port_draw()
{
FlipperEdge->port_draw();
}
void TFlipper::Collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float coef, TEdgeSegment* edge)
{
}
void TFlipper::TimerExpired(int timerId, void* caller)
{
auto flip = static_cast<TFlipper*>(caller);
int timer; // eax
bool bmpIndexOutOfBounds = false;
auto bmpIndexAdvance = static_cast<int>(floor((pb::time_now - flip->InputTime) / flip->TimerTime + 0.5f));
int bmpCount = flip->ListBitmap->GetCount();
if (bmpIndexAdvance > bmpCount)
bmpIndexAdvance = bmpCount;
if (bmpIndexAdvance < 0)
bmpIndexAdvance = 0;
if (!bmpIndexAdvance)
bmpIndexAdvance = 1;
if (flip->MessageField == 1)
{
flip->BmpIndex += bmpIndexAdvance;
int countSub1 = flip->ListBitmap->GetCount() - 1;
if (flip->BmpIndex >= countSub1)
{
flip->BmpIndex = countSub1;
bmpIndexOutOfBounds = true;
}
}
if (flip->MessageField == 2)
{
flip->BmpIndex -= bmpIndexAdvance;
timer = 0;
if (flip->BmpIndex <= 0)
{
flip->BmpIndex = 0;
bmpIndexOutOfBounds = true;
}
}
else
{
timer = 0;
}
if (bmpIndexOutOfBounds)
flip->MessageField = 0;
else
timer = timer::set(flip->TimerTime, flip, TimerExpired);
flip->Timer = timer;
auto bmp = flip->ListBitmap->Get(flip->BmpIndex);
auto zMap = flip->ListZMap->Get(flip->BmpIndex);
render::sprite_set(
flip->RenderSprite,
bmp,
zMap,
bmp->XPosition - flip->PinballTable->XOffset,
bmp->YPosition - flip->PinballTable->YOffset);
}