SpaceCadetPinballPPC/SpaceCadetPinball/TBall.cpp
Muzychenko Andrey fdf1f6c9f1 Cleaning up maths: part 3.
Demangled methods, vectors args by ref, added comments, more accurate ray_intersect_line.
2022-05-13 11:15:30 +03:00

142 lines
3.1 KiB
C++

#include "pch.h"
#include "TBall.h"
#include "fullscrn.h"
#include "loader.h"
#include "maths.h"
#include "pb.h"
#include "proj.h"
#include "render.h"
#include "TPinballTable.h"
TBall::TBall(TPinballTable* table) : TPinballComponent(table, -1, false)
{
visualStruct visual{};
char ballGroupName[10]{"ball"};
TimeNow = 0.0;
RayMaxDistance = 0.0;
ActiveFlag = 1;
CollisionComp = nullptr;
EdgeCollisionCount = 0;
TimeDelta = 0.0;
FieldFlag = 1;
CollisionFlag = 0;
Speed = 0.0;
Acceleration.Y = 0.0;
Acceleration.X = 0.0;
InvAcceleration.Y = 1000000000.0;
InvAcceleration.X = 1000000000.0;
Position.X = 0.0;
Position.Y = 0.0;
ListBitmap = new std::vector<gdrv_bitmap8*>();
/*Full tilt: ball is ballN, where N[0,2] resolution*/
auto groupIndex = loader::query_handle(ballGroupName);
if (groupIndex < 0)
{
ballGroupName[4] = '0' + fullscrn::GetResolution();
groupIndex = loader::query_handle(ballGroupName);
}
Offset = *loader::query_float_attribute(groupIndex, 0, 500);
auto visualCount = loader::query_visual_states(groupIndex);
for (auto index = 0; index < visualCount; ++index)
{
loader::query_visual(groupIndex, index, &visual);
if (ListBitmap)
ListBitmap->push_back(visual.Bitmap);
auto visVec = reinterpret_cast<vector3*>(loader::query_float_attribute(groupIndex, index, 501));
auto zDepth = proj::z_distance(visVec);
VisualZArray[index] = zDepth;
}
RenderSprite = render::create_sprite(VisualTypes::Ball, nullptr, nullptr, 0, 0, nullptr);
PinballTable->CollisionCompOffset = Offset;
Position.Z = Offset;
}
void TBall::Repaint()
{
int pos2D[2];
if (CollisionFlag)
{
Position.Z =
CollisionOffset.X * Position.X +
CollisionOffset.Y * Position.Y +
Offset + CollisionOffset.Z;
}
proj::xform_to_2d(&Position, pos2D);
auto zDepth = proj::z_distance(&Position);
auto zArrPtr = VisualZArray;
auto index = 0u;
for (; index < ListBitmap->size() - 1; ++index, zArrPtr++)
{
if (*zArrPtr <= zDepth) break;
}
auto bmp = ListBitmap->at(index);
render::ball_set(
RenderSprite,
bmp,
zDepth,
pos2D[0] - bmp->Width / 2,
pos2D[1] - bmp->Height / 2);
}
void TBall::not_again(TEdgeSegment* edge)
{
if (EdgeCollisionCount < 5)
{
Collisions[EdgeCollisionCount] = edge;
++EdgeCollisionCount;
}
}
bool TBall::already_hit(TEdgeSegment* edge)
{
for (int i = 0; i < EdgeCollisionCount; i++)
{
if (Collisions[i] == edge)
return true;
}
return false;
}
int TBall::Message(int code, float value)
{
if (code == 1024)
{
render::ball_set(RenderSprite, nullptr, 0.0, 0, 0);
Position.X = 0.0;
CollisionComp = nullptr;
Position.Y = 0.0;
ActiveFlag = 0;
CollisionFlag = 0;
FieldFlag = 1;
Acceleration.Y = 0.0;
Position.Z = Offset;
Acceleration.X = 0.0;
Speed = 0.0;
RayMaxDistance = 0.0;
}
return 0;
}
void TBall::throw_ball(TBall* ball, vector3* acceleration, float angleMult, float speedMult1, float speedMult2)
{
ball->CollisionComp = nullptr;
ball->Acceleration = *acceleration;
float rnd = RandFloat();
float angle = (1.0f - (rnd + rnd)) * angleMult;
maths::RotateVector(ball->Acceleration, angle);
rnd = RandFloat();
ball->Speed = (1.0f - (rnd + rnd)) * (speedMult1 * speedMult2) + speedMult1;
}