mirror of
https://github.com/iAmInActions/SpaceCadetPinballPPC.git
synced 2024-11-25 05:30:09 +00:00
5cd01807b2
Cleaned up some of the PR changes.
139 lines
3.1 KiB
C++
139 lines
3.1 KiB
C++
#include "pch.h"
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#include "TBall.h"
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#include "fullscrn.h"
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#include "loader.h"
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#include "maths.h"
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#include "pb.h"
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#include "proj.h"
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#include "render.h"
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#include "TPinballTable.h"
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TBall::TBall(TPinballTable* table) : TPinballComponent(table, -1, false)
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{
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visualStruct visual{};
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char ballGroupName[10]{"ball"};
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TimeNow = 0.0;
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RayMaxDistance = 0.0;
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ActiveFlag = 1;
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CollisionComp = nullptr;
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EdgeCollisionCount = 0;
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TimeDelta = 0.0;
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FieldFlag = 1;
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CollisionFlag = 0;
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Speed = 0.0;
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Acceleration.Y = 0.0;
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Acceleration.X = 0.0;
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InvAcceleration.Y = 1000000000.0;
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InvAcceleration.X = 1000000000.0;
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Position.X = 0.0;
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Position.Y = 0.0;
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ListBitmap = new std::vector<gdrv_bitmap8*>();
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/*Full tilt: ball is ballN, where N[0,2] resolution*/
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if (pb::FullTiltMode)
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ballGroupName[4] = '0' + fullscrn::GetResolution();
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auto groupIndex = loader::query_handle(ballGroupName);
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Offset = *loader::query_float_attribute(groupIndex, 0, 500);
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auto visualCount = loader::query_visual_states(groupIndex);
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for (auto index = 0; index < visualCount; ++index)
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{
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loader::query_visual(groupIndex, index, &visual);
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if (ListBitmap)
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ListBitmap->push_back(visual.Bitmap);
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auto visVec = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, index, 501));
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auto zDepth = proj::z_distance(visVec);
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VisualZArray[index] = zDepth;
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}
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RenderSprite = render::create_sprite(VisualTypes::Ball, nullptr, nullptr, 0, 0, nullptr);
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PinballTable->CollisionCompOffset = Offset;
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Position.Z = Offset;
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}
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void TBall::Repaint()
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{
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int pos2D[2];
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if (CollisionFlag)
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{
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Position.Z =
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CollisionOffset.X * Position.X +
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CollisionOffset.Y * Position.Y +
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Offset + CollisionOffset.Z;
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}
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proj::xform_to_2d(&Position, pos2D);
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auto zDepth = proj::z_distance(&Position);
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auto zArrPtr = VisualZArray;
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auto index = 0u;
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for (; index < ListBitmap->size() - 1; ++index, zArrPtr++)
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{
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if (*zArrPtr <= zDepth) break;
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}
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auto bmp = ListBitmap->at(index);
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render::ball_set(
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RenderSprite,
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bmp,
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zDepth,
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pos2D[0] - bmp->Width / 2,
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pos2D[1] - bmp->Height / 2);
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}
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void TBall::not_again(TEdgeSegment* edge)
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{
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if (EdgeCollisionCount < 5)
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{
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Collisions[EdgeCollisionCount] = edge;
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++EdgeCollisionCount;
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}
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}
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bool TBall::already_hit(TEdgeSegment* edge)
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{
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for (int i = 0; i < EdgeCollisionCount; i++)
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{
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if (Collisions[i] == edge)
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return true;
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}
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return false;
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}
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int TBall::Message(int code, float value)
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{
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if (code == 1024)
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{
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render::ball_set(RenderSprite, nullptr, 0.0, 0, 0);
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Position.X = 0.0;
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CollisionComp = nullptr;
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Position.Y = 0.0;
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ActiveFlag = 0;
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CollisionFlag = 0;
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FieldFlag = 1;
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Acceleration.Y = 0.0;
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Position.Z = Offset;
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Acceleration.X = 0.0;
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Speed = 0.0;
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RayMaxDistance = 0.0;
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}
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return 0;
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}
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void TBall::throw_ball(TBall* ball, vector_type* acceleration, float angleMult, float speedMult1, float speedMult2)
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{
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ball->CollisionComp = nullptr;
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ball->Acceleration = *acceleration;
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float rnd = RandFloat();
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float angle = (1.0f - (rnd + rnd)) * angleMult;
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maths::RotateVector(&ball->Acceleration, angle);
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rnd = RandFloat();
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ball->Speed = (1.0f - (rnd + rnd)) * (speedMult1 * speedMult2) + speedMult1;
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}
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