mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
TFlipper, TFlipperEdge ready.
This commit is contained in:
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@ -220,7 +220,7 @@
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<Filter>Header Files\TPinballComponent</Filter>
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</ClInclude>
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<ClInclude Include="TFlipperEdge.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files\TEdgeSegment</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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@ -408,7 +408,7 @@
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<Filter>Source Files\TPinballComponent</Filter>
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</ClCompile>
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<ClCompile Include="TFlipperEdge.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files\TEdgeSegment</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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@ -1,2 +1,188 @@
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#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 "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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#include "TZmapList.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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SoundIndex1 = visual.SoundIndex4;
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SoundIndex2 = visual.SoundIndex3;
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UnknownC4F = visual.Unknown2F;
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Timer = 0;
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UnknownC5F = visual.Unknown1F;
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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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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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&UnknownBaseFlag2,
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visual.Flag,
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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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UnknownC4F,
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UnknownC5F);
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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->Count() - 1);
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BmpCoef2 = flipperEdge->BmpCoef2 / static_cast<float>(ListBitmap->Count() - 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 = SoundIndex1;
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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 = SoundIndex2;
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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->Count();
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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->Count() - 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 = static_cast<gdrv_bitmap8*>(flip->ListBitmap->Get(flip->BmpIndex));
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auto zMap = static_cast<zmap_header_type*>(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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@ -1,11 +1,26 @@
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#pragma once
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#include "TCollisionComponent.h"
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class TFlipperEdge;
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class TFlipper :
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public TCollisionComponent
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{
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public:
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TFlipper(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
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{
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}
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TFlipper(TPinballTable* table, int groupIndex);
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~TFlipper() override;
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int Message(int code, float value) override;
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void port_draw() override;
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void Collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float coef,
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TEdgeSegment* edge) override;
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static void TimerExpired(int timerId, void* caller);
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int BmpIndex;
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TFlipperEdge* FlipperEdge;
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int Timer;
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float BmpCoef1;
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float BmpCoef2;
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float TimerTime;
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float InputTime;
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};
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@ -12,8 +12,8 @@ line_type TFlipperEdge::lineA, TFlipperEdge::lineB;
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circle_type TFlipperEdge::circlebase, TFlipperEdge::circleT1;
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TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsigned int visualFlag, TPinballTable* table,
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vector_type* origin, vector_type* vecT, vector_type* vec3, float bmpCoef1, float bmpCoef2,
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float a11, float c4F, float c5F): TEdgeSegment(collComp, someFlag, visualFlag)
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vector_type* origin, vector_type* vecT1, vector_type* vecT2, float bmpCoef1, float bmpCoef2,
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float collMult, float c4F, float c5F): TEdgeSegment(collComp, someFlag, visualFlag)
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{
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vector_type crossProd{}, vecDir1{}, vecDir2{};
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@ -21,10 +21,10 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
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CollisionC5F = c5F;
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BmpCoef1 = bmpCoef1;
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BmpCoef2 = bmpCoef2;
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Unknown32F = a11;
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CollisionMult = collMult;
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T1Src = *vecT;
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Unknown36V = *vec3;
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T1Src = *vecT1;
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T2Src = *vecT2;
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RotOrigin.X = origin->X;
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RotOrigin.Y = origin->Y;
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@ -32,17 +32,17 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
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CirclebaseRadiusMSq = CirclebaseRadius * 1.01f * (CirclebaseRadius * 1.01f);
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CirclebaseRadiusSq = CirclebaseRadius * CirclebaseRadius;
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CircleT1Radius = vecT->Z + table->CollisionCompOffset;
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CircleT1Radius = vecT1->Z + table->CollisionCompOffset;
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CircleT1RadiusMSq = CircleT1Radius * 1.01f * (CircleT1Radius * 1.01f);
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CircleT1RadiusSq = CircleT1Radius * CircleT1Radius;
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vecDir1.X = vecT->X - origin->X;
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vecDir1.Y = vecT->Y - origin->Y;
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vecDir1.X = vecT1->X - origin->X;
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vecDir1.Y = vecT1->Y - origin->Y;
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vecDir1.Z = 0.0;
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maths::normalize_2d(&vecDir1);
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vecDir2.X = vec3->X - origin->X;
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vecDir2.Y = vec3->Y - origin->Y;
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vecDir2.X = vecT2->X - origin->X;
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vecDir2.Y = vecT2->Y - origin->Y;
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vecDir2.Z = 0.0;
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maths::normalize_2d(&vecDir2);
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@ -57,15 +57,15 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
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auto dirY1 = -vecDir1.Y;
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A2Src.X = dirY1 * CirclebaseRadius + origin->X;
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A2Src.Y = dirX1 * CirclebaseRadius + origin->Y;
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A1Src.X = dirY1 * CircleT1Radius + vecT->X;
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A1Src.Y = dirX1 * CircleT1Radius + vecT->Y;
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A1Src.X = dirY1 * CircleT1Radius + vecT1->X;
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A1Src.Y = dirX1 * CircleT1Radius + vecT1->Y;
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dirX1 = -dirX1;
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dirY1 = -dirY1;
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B1Src.X = dirY1 * CirclebaseRadius + origin->X;
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B1Src.Y = dirX1 * CirclebaseRadius + origin->Y;
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B2Src.X = dirY1 * CircleT1Radius + vecT->X;
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B2Src.Y = dirX1 * CircleT1Radius + vecT->Y;
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B2Src.X = dirY1 * CircleT1Radius + vecT1->X;
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B2Src.Y = dirX1 * CircleT1Radius + vecT1->Y;
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if (AngleMax < 0.0)
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{
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@ -73,261 +73,239 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
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maths::vswap(&A2Src, &B2Src);
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}
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auto dx = vecT->X - RotOrigin.X;
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auto dy = vecT->Y - RotOrigin.Y;
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auto distance1 = sqrt(dy * dy + dx * dx) + table->CollisionCompOffset + vecT->Z;
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auto dx = vecT1->X - RotOrigin.X;
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auto dy = vecT1->Y - RotOrigin.Y;
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auto distance1 = sqrt(dy * dy + dx * dx) + table->CollisionCompOffset + vecT1->Z;
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DistanceDivSq = distance1 * distance1;
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float bmpCoef = min(BmpCoef1, BmpCoef2);
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auto distance = maths::Distance(vecT, vec3);
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Unknown40F = bmpCoef / (distance / CircleT1Radius + distance / CircleT1Radius);
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auto distance = maths::Distance(vecT1, vecT2);
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CollisionTimeAdvance = bmpCoef / (distance / CircleT1Radius + distance / CircleT1Radius);
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TFlipperEdge::place_in_grid();
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Unknown44 = 0;
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TimeAngle = 0.0;
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Unknown15 = 0;
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Unknown46F = 0.0;
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EdgeCollisionFlag = 0;
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InputTime = 0.0;
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CollisionFlag1 = 0;
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AngleStopTime = 0.0;
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AngleMult = 0.0;
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}
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void TFlipperEdge::port_draw()
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{
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set_control_points(TimeAngle);
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set_control_points(InputTime);
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build_edges_in_motion();
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}
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float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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{
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auto ogRay = ray;
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ray_type dstRay{}, srcRay{};
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float* pfVar2;
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short uVar3;
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int iVar4;
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int uVar5;
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vector_type* prVar6;
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vector_type* plVar6;
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vector_type* pvVar7;
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float fVar8;
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ray_type ray2;
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ray_type ray1;
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float local_1c;
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float local_18;
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float local_14;
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float local_10;
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float local_c;
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float local_8;
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if (ogRay->TimeNow > this->Unknown46F) {
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this->FlipperFlag = 0;
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if (ogRay->TimeNow > AngleStopTime)
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{
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FlipperFlag = 0;
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}
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if (this->Unknown44 == 0) {
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if (this->FlipperFlag == 0) {
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this->Unknown44 = 0;
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this->Unknown15 = 0;
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this->Unknown16 = 0;
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if (EdgeCollisionFlag == 0)
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{
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if (FlipperFlag == 0)
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{
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EdgeCollisionFlag = 0;
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CollisionFlag1 = 0;
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CollisionFlag2 = 0;
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set_control_points(ogRay->TimeNow);
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build_edges_in_motion();
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iVar4 = is_ball_inside( (ogRay->Origin).X, (ogRay->Origin).Y);
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ray1.MinDistance = ogRay->MinDistance;
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if (iVar4 == 0) {
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ray1.Direction.X = (ogRay->Direction).X;
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ray1.Direction.Y = (ogRay->Direction).Y;
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ray1.Direction.Z = (ogRay->Direction).Z;
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ray1.MaxDistance = ogRay->MaxDistance;
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ray1.Origin.X = (ogRay->Origin).X;
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ray1.Origin.Y = (ogRay->Origin).Y;
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ray1.Origin.Z = (ogRay->Origin).Z;
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fVar8 = maths::distance_to_flipper(&ray1, &ray2);
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plVar6 = &ray2.Origin;
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if (fVar8 == 0.0) {
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pvVar7 = &this->NextBallPosition;
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pvVar7->X = ray2.Origin.X;
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(this->NextBallPosition).Y = ray2.Origin.Y;
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(this->NextBallPosition).Z = ray2.Origin.Z;
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pvVar7->X = pvVar7->X - ray1.Direction.X * 1e-05f;
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pfVar2 = &(this->NextBallPosition).Y;
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*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05f;
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auto ballInside = is_ball_inside(ogRay->Origin.X, ogRay->Origin.Y);
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srcRay.MinDistance = ogRay->MinDistance;
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if (ballInside == 0)
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{
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srcRay.Direction = ogRay->Direction;
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srcRay.MaxDistance = ogRay->MaxDistance;
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srcRay.Origin = ogRay->Origin;
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auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
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if (distance == 0.0)
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{
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NextBallPosition = dstRay.Origin;
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NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
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NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
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}
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else {
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pvVar7 = &this->NextBallPosition;
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LAB_0101bab7:
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pvVar7->X = (plVar6)->X;
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pvVar7->Y = (plVar6)->Y;
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pvVar7->Z = (plVar6)->Z;
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else
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{
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NextBallPosition = dstRay.Origin;
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}
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(this->CollisionDirection).X = ray2.Direction.X;
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(this->CollisionDirection).Y = ray2.Direction.Y;
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(this->CollisionDirection).Z = ray2.Direction.Z;
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return fVar8;
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CollisionDirection = dstRay.Direction;
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return distance;
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}
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fVar8 = maths::Distance_Squared(ogRay->Origin, this->RotOrigin);
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if (this->CirclebaseRadiusMSq <= fVar8) {
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fVar8 = maths::Distance_Squared(ogRay->Origin, T1);
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if (this->CircleT1RadiusMSq <= fVar8) {
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ray1.Direction.Y = lineB.PerpendicularL.Y;
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ray1.Direction.X = lineB.PerpendicularL.X;
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if (iVar4 == 4) {
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ray1.Direction.Y = lineA.PerpendicularL.Y;
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ray1.Direction.X = lineA.PerpendicularL.X;
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if (maths::Distance_Squared(ogRay->Origin, RotOrigin) >= CirclebaseRadiusMSq)
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{
|
||||
if (maths::Distance_Squared(ogRay->Origin, T1) >= CircleT1RadiusMSq)
|
||||
{
|
||||
srcRay.Direction.Y = lineB.PerpendicularL.Y;
|
||||
srcRay.Direction.X = lineB.PerpendicularL.X;
|
||||
if (ballInside == 4)
|
||||
{
|
||||
srcRay.Direction.Y = lineA.PerpendicularL.Y;
|
||||
srcRay.Direction.X = lineA.PerpendicularL.X;
|
||||
}
|
||||
ray1.Direction.X = -ray1.Direction.X;
|
||||
ray1.Direction.Y = -ray1.Direction.Y;
|
||||
srcRay.Direction.X = -srcRay.Direction.X;
|
||||
srcRay.Direction.Y = -srcRay.Direction.Y;
|
||||
}
|
||||
else {
|
||||
ray1.Direction.X = T1.X - (ogRay->Origin).X;
|
||||
ray1.Direction.Y = T1.Y - (ogRay->Origin).Y;
|
||||
maths::normalize_2d(&ray1.Direction);
|
||||
else
|
||||
{
|
||||
srcRay.Direction.X = T1.X - ogRay->Origin.X;
|
||||
srcRay.Direction.Y = T1.Y - ogRay->Origin.Y;
|
||||
maths::normalize_2d(&srcRay.Direction);
|
||||
}
|
||||
}
|
||||
else {
|
||||
ray1.Direction.X = (this->RotOrigin).X - (ogRay->Origin).X;
|
||||
ray1.Direction.Y = (this->RotOrigin).Y - (ogRay->Origin).Y;
|
||||
maths::normalize_2d(&ray1.Direction);
|
||||
else
|
||||
{
|
||||
srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
|
||||
srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
|
||||
maths::normalize_2d(&srcRay.Direction);
|
||||
}
|
||||
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
|
||||
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
|
||||
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
|
||||
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
|
||||
if (1e+09 <= fVar8) {
|
||||
ray1.Direction.X = (this->RotOrigin).X - (ogRay->Origin).X;
|
||||
ray1.Direction.Y = (this->RotOrigin).Y - (ogRay->Origin).Y;
|
||||
maths::normalize_2d(&ray1.Direction);
|
||||
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
|
||||
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
|
||||
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
|
||||
if (1e+09 <= fVar8) {
|
||||
|
||||
srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
|
||||
srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
|
||||
srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
|
||||
if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09)
|
||||
{
|
||||
srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
|
||||
srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
|
||||
maths::normalize_2d(&srcRay.Direction);
|
||||
srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
|
||||
srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
|
||||
if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09)
|
||||
{
|
||||
return 1e+09;
|
||||
}
|
||||
}
|
||||
LAB_0101ba1a:
|
||||
(this->NextBallPosition).X = ray2.Origin.X;
|
||||
(this->NextBallPosition).Y = ray2.Origin.Y;
|
||||
(this->NextBallPosition).Z = ray2.Origin.Z;
|
||||
pvVar7 = &this->CollisionDirection;
|
||||
prVar6 = &ray2.Direction;
|
||||
LAB_0101bc82:
|
||||
pvVar7->X = prVar6->X;
|
||||
pvVar7->Y = prVar6->Y;
|
||||
pvVar7->Z = prVar6->Z;
|
||||
(this->NextBallPosition).X = (this->NextBallPosition).X - ray1.Direction.X * 1e-05;
|
||||
pfVar2 = &(this->NextBallPosition).Y;
|
||||
*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05;
|
||||
|
||||
NextBallPosition = dstRay.Origin;
|
||||
CollisionDirection = dstRay.Direction;
|
||||
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
|
||||
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
|
||||
return 0.0;
|
||||
}
|
||||
local_8 = (ogRay->Origin).X;
|
||||
local_14 = this->Unknown40F * ogRay->MaxDistance;
|
||||
local_c = (ogRay->Origin).Y;
|
||||
local_10 = ogRay->TimeNow;
|
||||
local_18 = this->Unknown40F * (ogRay->Direction).X;
|
||||
local_1c = (ogRay->Direction).Y * this->Unknown40F;
|
||||
fVar8 = ogRay->TimeDelta + ogRay->TimeNow;
|
||||
uVar3 = fVar8 <= local_10;// fp flag shift
|
||||
while (uVar3 == 0) {
|
||||
set_control_points( local_10);
|
||||
|
||||
auto posX = ogRay->Origin.X;
|
||||
auto posY = ogRay->Origin.Y;
|
||||
auto posXAdvance = ogRay->Direction.X * CollisionTimeAdvance;
|
||||
auto posYAdvance = ogRay->Direction.Y * CollisionTimeAdvance;
|
||||
auto rayMaxDistance = ogRay->MaxDistance * CollisionTimeAdvance;
|
||||
auto timeNow = ogRay->TimeNow;
|
||||
auto stopTime = ogRay->TimeDelta + ogRay->TimeNow;
|
||||
while (timeNow < stopTime)
|
||||
{
|
||||
set_control_points(timeNow);
|
||||
build_edges_in_motion();
|
||||
iVar4 = is_ball_inside( local_8, local_c);
|
||||
if (iVar4 != 0) {
|
||||
if ((this->FlipperFlag == 1) && (iVar4 != 5)) {
|
||||
plVar6 = &lineA.PerpendicularL;
|
||||
ray1.Direction.Y = lineA.PerpendicularL.Y;
|
||||
ray1.Direction.X = lineA.PerpendicularL.X;
|
||||
auto ballInside = is_ball_inside(posX, posY);
|
||||
if (ballInside != 0)
|
||||
{
|
||||
vector_type* linePtr;
|
||||
if (FlipperFlag == 1 && ballInside != 5)
|
||||
{
|
||||
linePtr = &lineA.PerpendicularL;
|
||||
srcRay.Direction.Y = lineA.PerpendicularL.Y;
|
||||
srcRay.Direction.X = lineA.PerpendicularL.X;
|
||||
}
|
||||
else {
|
||||
if ((this->FlipperFlag != 2) || (iVar4 == 4)) {
|
||||
ray1.Direction.X = (this->RotOrigin).X - local_8;
|
||||
this->Unknown15 = 0;
|
||||
this->Unknown16 = 1;
|
||||
ray1.Direction.Y = (this->RotOrigin).Y - local_c;
|
||||
maths::normalize_2d(&ray1.Direction);
|
||||
ray1.Origin.X = local_8 - ray1.Direction.X * 5.0f;
|
||||
ray1.Origin.Y = local_c - ray1.Direction.Y * 5.0f;
|
||||
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
|
||||
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
|
||||
if (1e+09 <= fVar8) {
|
||||
(this->NextBallPosition).X = local_8;
|
||||
(this->CollisionDirection).X = -ray1.Direction.X;
|
||||
(this->NextBallPosition).Y = local_c;
|
||||
(this->CollisionDirection).Y = -ray1.Direction.Y;
|
||||
else
|
||||
{
|
||||
if (FlipperFlag != 2 || ballInside == 4)
|
||||
{
|
||||
CollisionFlag1 = 0;
|
||||
CollisionFlag2 = 1;
|
||||
srcRay.Direction.X = RotOrigin.X - posX;
|
||||
srcRay.Direction.Y = RotOrigin.Y - posY;
|
||||
maths::normalize_2d(&srcRay.Direction);
|
||||
|
||||
srcRay.Origin.X = posX - srcRay.Direction.X * 5.0f;
|
||||
srcRay.Origin.Y = posY - srcRay.Direction.Y * 5.0f;
|
||||
srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
|
||||
if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09)
|
||||
{
|
||||
NextBallPosition.X = posX;
|
||||
NextBallPosition.Y = posY;
|
||||
CollisionDirection.X = -srcRay.Direction.X;
|
||||
CollisionDirection.Y = -srcRay.Direction.Y;
|
||||
return 0.0;
|
||||
}
|
||||
goto LAB_0101ba1a;
|
||||
|
||||
NextBallPosition = dstRay.Origin;
|
||||
CollisionDirection = dstRay.Direction;
|
||||
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
|
||||
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
|
||||
return 0.0;
|
||||
}
|
||||
plVar6 = &lineB.PerpendicularL;
|
||||
ray1.Direction.Y = lineB.PerpendicularL.Y;
|
||||
ray1.Direction.X = lineB.PerpendicularL.X;
|
||||
linePtr = &lineB.PerpendicularL;
|
||||
srcRay.Direction.Y = lineB.PerpendicularL.Y;
|
||||
srcRay.Direction.X = lineB.PerpendicularL.X;
|
||||
}
|
||||
ray1.Direction.X = -ray1.Direction.X;
|
||||
ray1.Direction.Y = -ray1.Direction.Y;
|
||||
(this->Unknown17V).X = plVar6->X;
|
||||
(this->Unknown17V).Y = plVar6->Y;
|
||||
(this->Unknown17V).Z = plVar6->Z;
|
||||
this->Unknown16 = 0;
|
||||
this->Unknown15 = 1;
|
||||
ray1.MinDistance = 0.002;
|
||||
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
|
||||
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
|
||||
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
|
||||
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
|
||||
(this->CollisionDirection).X = ray2.Direction.X;
|
||||
(this->CollisionDirection).Y = ray2.Direction.Y;
|
||||
(this->CollisionDirection).Z = ray2.Direction.Z;
|
||||
if (1e+09 <= fVar8) {
|
||||
|
||||
CollisionLinePerp = *linePtr;
|
||||
CollisionFlag2 = 0;
|
||||
CollisionFlag1 = 1;
|
||||
srcRay.Direction.X = -srcRay.Direction.X;
|
||||
srcRay.Direction.Y = -srcRay.Direction.Y;
|
||||
srcRay.MinDistance = 0.002f;
|
||||
srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
|
||||
srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
|
||||
srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
|
||||
auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
|
||||
CollisionDirection = dstRay.Direction;
|
||||
if (distance >= 1e+09)
|
||||
{
|
||||
return 1e+09;
|
||||
}
|
||||
pvVar7 = &this->NextBallPosition;
|
||||
prVar6 = &ray2.Origin;
|
||||
goto LAB_0101bc82;
|
||||
NextBallPosition = dstRay.Origin;
|
||||
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
|
||||
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
|
||||
return 0.0;
|
||||
}
|
||||
ray1.Direction.X = (ogRay->Direction).X;
|
||||
ray1.Direction.Y = (ogRay->Direction).Y;
|
||||
ray1.Direction.Z = (ogRay->Direction).Z;
|
||||
ray1.MinDistance = ogRay->MinDistance;
|
||||
ray1.Origin.X = (ogRay->Origin).X;
|
||||
ray1.Origin.Y = (ogRay->Origin).Y;
|
||||
ray1.Origin.Z = (ogRay->Origin).Z;
|
||||
ray1.MaxDistance = local_14;
|
||||
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
|
||||
if (fVar8 < 1e+09) {
|
||||
pvVar7 = &this->NextBallPosition;
|
||||
pvVar7->X = ray2.Origin.X;
|
||||
(this->NextBallPosition).Y = ray2.Origin.Y;
|
||||
(this->NextBallPosition).Z = ray2.Origin.Z;
|
||||
pvVar7->X = pvVar7->X - ray1.Direction.X * 1e-05f;
|
||||
pfVar2 = &(this->NextBallPosition).Y;
|
||||
*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05f;
|
||||
uVar5 = this->AngleMax > 0.0;
|
||||
pvVar7 = &this->Unknown17V;
|
||||
if (this->FlipperFlag == 2) {
|
||||
plVar6 = &lineB.PerpendicularL;
|
||||
this->Unknown15 = (uVar5 == 0);
|
||||
|
||||
srcRay.Direction = ogRay->Direction;
|
||||
srcRay.MinDistance = ogRay->MinDistance;
|
||||
srcRay.Origin = ogRay->Origin;
|
||||
srcRay.MaxDistance = rayMaxDistance;
|
||||
auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
|
||||
if (distance < 1e+09)
|
||||
{
|
||||
NextBallPosition = dstRay.Origin;
|
||||
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
|
||||
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
|
||||
vector_type* linePtr;
|
||||
if (FlipperFlag == 2)
|
||||
{
|
||||
linePtr = &lineB.PerpendicularL;
|
||||
CollisionFlag1 = AngleMax <= 0.0;
|
||||
}
|
||||
else {
|
||||
this->Unknown15 = uVar5;
|
||||
plVar6 = &lineA.PerpendicularL;
|
||||
else
|
||||
{
|
||||
CollisionFlag1 = AngleMax > 0.0;
|
||||
linePtr = &lineA.PerpendicularL;
|
||||
}
|
||||
goto LAB_0101bab7;
|
||||
CollisionLinePerp = *linePtr;
|
||||
CollisionDirection = dstRay.Direction;
|
||||
return distance;
|
||||
}
|
||||
local_10 = local_10 + this->Unknown40F;
|
||||
local_8 = local_8 + local_18;
|
||||
local_c = local_c + local_1c;
|
||||
fVar8 = ogRay->TimeDelta + ogRay->TimeNow;
|
||||
uVar3 = fVar8 <= local_10;
|
||||
timeNow = timeNow + CollisionTimeAdvance;
|
||||
posX = posX + posXAdvance;
|
||||
posY = posY + posYAdvance;
|
||||
}
|
||||
}
|
||||
else {
|
||||
this->Unknown44 = 0;
|
||||
else
|
||||
{
|
||||
EdgeCollisionFlag = 0;
|
||||
}
|
||||
return 1e+09;
|
||||
}
|
||||
|
||||
void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
|
||||
{
|
||||
Unknown44 = 1;
|
||||
if (!FlipperFlag || !Unknown16 || Unknown15)
|
||||
EdgeCollisionFlag = 1;
|
||||
if (!FlipperFlag || !CollisionFlag2 || CollisionFlag1)
|
||||
{
|
||||
float collMult = 0.0;
|
||||
if (Unknown15)
|
||||
if (CollisionFlag1)
|
||||
{
|
||||
float dx = NextBallPosition.X - RotOrigin.X;
|
||||
float dy = NextBallPosition.Y - RotOrigin.Y;
|
||||
@ -336,12 +314,12 @@ void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
|
||||
{
|
||||
float v11;
|
||||
float v20 = sqrt(distance / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
|
||||
float dot1 = maths::DotProduct(&Unknown17V, &CollisionDirection);
|
||||
float dot1 = maths::DotProduct(&CollisionLinePerp, &CollisionDirection);
|
||||
if (dot1 >= 0.0)
|
||||
v11 = dot1 * v20;
|
||||
else
|
||||
v11 = 0.0;
|
||||
collMult = v11 * Unknown32F;
|
||||
collMult = v11 * CollisionMult;
|
||||
}
|
||||
}
|
||||
|
||||
@ -372,9 +350,9 @@ void TFlipperEdge::place_in_grid()
|
||||
{
|
||||
float x0 = RotOrigin.X - CirclebaseRadius;
|
||||
float y0 = RotOrigin.Y - CirclebaseRadius;
|
||||
float x1 = CirclebaseRadius + RotOrigin.X;
|
||||
float x1 = RotOrigin.X + CirclebaseRadius;
|
||||
float y1 = RotOrigin.Y + CirclebaseRadius;
|
||||
|
||||
float v1 = RotOrigin.Y + CirclebaseRadius;
|
||||
float v2 = T1Src.X - CircleT1Radius;
|
||||
if (v2 < x0)
|
||||
x0 = v2;
|
||||
@ -383,31 +361,30 @@ void TFlipperEdge::place_in_grid()
|
||||
if (v3 < y0)
|
||||
y0 = v3;
|
||||
|
||||
float v4 = CircleT1Radius + T1Src.X;
|
||||
float v4 = T1Src.X + CircleT1Radius;
|
||||
if (v4 > x1)
|
||||
x1 = v4;
|
||||
|
||||
float v5 = T1Src.Y + CircleT1Radius;
|
||||
if (v5 > v1)
|
||||
v1 = v5;
|
||||
if (v5 > y1)
|
||||
y1 = v5;
|
||||
|
||||
float v6 = Unknown36V.X - CircleT1Radius;
|
||||
float v6 = T2Src.X - CircleT1Radius;
|
||||
if (v6 < x0)
|
||||
x0 = v6;
|
||||
|
||||
float v7 = Unknown36V.Y - CircleT1Radius;
|
||||
float v7 = T2Src.Y - CircleT1Radius;
|
||||
if (v7 < y0)
|
||||
y0 = v7;
|
||||
|
||||
float v8 = Unknown36V.X + CircleT1Radius;
|
||||
float v8 = T2Src.X + CircleT1Radius;
|
||||
if (v8 > x1)
|
||||
x1 = v8;
|
||||
|
||||
float v9 = CircleT1Radius + Unknown36V.Y;
|
||||
if (v9 > v1)
|
||||
v1 = v9;
|
||||
float v9 = T2Src.Y + CircleT1Radius;
|
||||
if (v9 > y1)
|
||||
y1 = v9;
|
||||
|
||||
float y1 = v1;
|
||||
TTableLayer::edges_insert_square(y0, x0, y1, x1, this, nullptr);
|
||||
}
|
||||
|
||||
@ -447,7 +424,7 @@ float TFlipperEdge::flipper_angle(float timeNow)
|
||||
angle = -angle;
|
||||
|
||||
if (angle >= 0.0000001)
|
||||
angle = (timeNow - TimeAngle) / angle;
|
||||
angle = (timeNow - InputTime) / angle;
|
||||
else
|
||||
angle = 1.0;
|
||||
|
||||
@ -459,7 +436,7 @@ float TFlipperEdge::flipper_angle(float timeNow)
|
||||
|
||||
int TFlipperEdge::is_ball_inside(float x, float y)
|
||||
{
|
||||
vector_type ptTest{};
|
||||
vector_type testPoint{};
|
||||
float dx = RotOrigin.X - x;
|
||||
float dy = RotOrigin.Y - y;
|
||||
if ((A2.X - A1.X) * (y - A1.Y) - (A2.Y - A1.Y) * (x - A1.X) >= 0.0 &&
|
||||
@ -469,15 +446,16 @@ int TFlipperEdge::is_ball_inside(float x, float y)
|
||||
dy * dy + dx * dx <= CirclebaseRadiusSq ||
|
||||
(T1.Y - y) * (T1.Y - y) + (T1.X - x) * (T1.X - x) < CircleT1RadiusSq)
|
||||
{
|
||||
float flipperLR = AngleMax < 0.0 ? -1 : 1;
|
||||
if (FlipperFlag == 1)
|
||||
ptTest = AngleMax < 0.0 ? B1 : B2;
|
||||
testPoint = AngleMax < 0.0 ? B1 : B2;
|
||||
else if (FlipperFlag == 2)
|
||||
ptTest = AngleMax < 0.0 ? A2 : A1;
|
||||
testPoint = AngleMax < 0.0 ? A2 : A1;
|
||||
else
|
||||
ptTest = T1;
|
||||
testPoint = T1;
|
||||
|
||||
if ((y - ptTest.Y) * (RotOrigin.X - ptTest.X) -
|
||||
(x - ptTest.X) * (RotOrigin.Y - ptTest.Y) >= 0.0f)
|
||||
if (((y - testPoint.Y) * (RotOrigin.X - testPoint.X) -
|
||||
(x - testPoint.X) * (RotOrigin.Y - testPoint.Y)) * flipperLR < 0.0)
|
||||
return 4;
|
||||
return 5;
|
||||
}
|
||||
@ -489,24 +467,24 @@ void TFlipperEdge::SetMotion(int code, float value)
|
||||
switch (code)
|
||||
{
|
||||
case 1:
|
||||
this->Angle2 = flipper_angle(value);
|
||||
this->Angle1 = this->AngleMax;
|
||||
this->AngleMult = this->BmpCoef1;
|
||||
Angle2 = flipper_angle(value);
|
||||
Angle1 = AngleMax;
|
||||
AngleMult = BmpCoef1;
|
||||
break;
|
||||
case 2:
|
||||
this->Angle2 = flipper_angle(value);
|
||||
this->Angle1 = 0.0;
|
||||
this->AngleMult = this->BmpCoef2;
|
||||
Angle2 = flipper_angle(value);
|
||||
Angle1 = 0.0;
|
||||
AngleMult = BmpCoef2;
|
||||
break;
|
||||
case 1024:
|
||||
this->FlipperFlag = 0;
|
||||
this->Angle1 = 0.0;
|
||||
FlipperFlag = 0;
|
||||
Angle1 = 0.0;
|
||||
return;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (!this->FlipperFlag)
|
||||
this->TimeAngle = value;
|
||||
this->FlipperFlag = code;
|
||||
this->Unknown46F = this->AngleMult + this->TimeAngle;
|
||||
if (!FlipperFlag)
|
||||
InputTime = value;
|
||||
FlipperFlag = code;
|
||||
AngleStopTime = AngleMult + InputTime;
|
||||
}
|
||||
|
@ -8,7 +8,7 @@ class TFlipperEdge : public TEdgeSegment
|
||||
{
|
||||
public:
|
||||
TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsigned int visualFlag, TPinballTable* table,
|
||||
vector_type* origin, vector_type* vecT, vector_type* vec3, float bmpCoef1, float bmpCoef2, float a11,
|
||||
vector_type* origin, vector_type* vecT1, vector_type* vecT2, float bmpCoef1, float bmpCoef2, float collMult,
|
||||
float c4F, float c5F);
|
||||
void port_draw() override;
|
||||
float FindCollisionDistance(ray_type* ray) override;
|
||||
@ -33,22 +33,22 @@ public:
|
||||
float AngleMax;
|
||||
float Angle2;
|
||||
float Angle1;
|
||||
int Unknown15;
|
||||
int Unknown16;
|
||||
vector_type Unknown17V;
|
||||
int CollisionFlag1;
|
||||
int CollisionFlag2;
|
||||
vector_type CollisionLinePerp;
|
||||
vector_type A1Src;
|
||||
vector_type A2Src;
|
||||
vector_type B1Src;
|
||||
vector_type B2Src;
|
||||
float Unknown32F;
|
||||
float CollisionMult;
|
||||
vector_type T1Src;
|
||||
vector_type Unknown36V;
|
||||
vector_type T2Src;
|
||||
float DistanceDivSq;
|
||||
float Unknown40F;
|
||||
float CollisionTimeAdvance;
|
||||
vector_type CollisionDirection;
|
||||
int Unknown44;
|
||||
float TimeAngle;
|
||||
float Unknown46F;
|
||||
int EdgeCollisionFlag;
|
||||
float InputTime;
|
||||
float AngleStopTime;
|
||||
float AngleMult;
|
||||
float BmpCoef1;
|
||||
float BmpCoef2;
|
||||
|
@ -2,6 +2,7 @@
|
||||
#include "maths.h"
|
||||
|
||||
#include "TBall.h"
|
||||
#include "TFlipperEdge.h"
|
||||
|
||||
|
||||
void maths::enclosing_box(rectangle_type* rect1, rectangle_type* rect2, rectangle_type* dstRect)
|
||||
@ -341,5 +342,69 @@ void maths::RotatePt(vector_type* point, float sin, float cos, vector_type* orig
|
||||
|
||||
float maths::distance_to_flipper(ray_type* ray1, ray_type* ray2)
|
||||
{
|
||||
return 0;
|
||||
auto distance = 1000000000.0f;
|
||||
auto distanceType = -1;
|
||||
auto newDistance = ray_intersect_line(ray1, &TFlipperEdge::lineA);
|
||||
if (newDistance < 1000000000.0)
|
||||
{
|
||||
distance = newDistance;
|
||||
distanceType = 0;
|
||||
}
|
||||
newDistance = ray_intersect_circle(ray1, &TFlipperEdge::circlebase);
|
||||
if (newDistance < distance)
|
||||
{
|
||||
distance = newDistance;
|
||||
distanceType = 2;
|
||||
}
|
||||
newDistance = ray_intersect_circle(ray1, &TFlipperEdge::circleT1);
|
||||
if (newDistance < distance)
|
||||
{
|
||||
distance = newDistance;
|
||||
distanceType = 3;
|
||||
}
|
||||
newDistance = ray_intersect_line(ray1, &TFlipperEdge::lineB);
|
||||
if (newDistance < distance)
|
||||
{
|
||||
distance = newDistance;
|
||||
distanceType = 1;
|
||||
}
|
||||
if (!ray2 || distance >= 1000000000.0)
|
||||
return distance;
|
||||
|
||||
if (distanceType != -1)
|
||||
{
|
||||
vector_type* nextOrigin;
|
||||
if (distanceType)
|
||||
{
|
||||
if (distanceType != 1)
|
||||
{
|
||||
float dirY;
|
||||
ray2->Origin.X = distance * ray1->Direction.X + ray1->Origin.X;
|
||||
ray2->Origin.Y = distance * ray1->Direction.Y + ray1->Origin.Y;
|
||||
if (distanceType == 2)
|
||||
{
|
||||
ray2->Direction.X = ray2->Origin.X - TFlipperEdge::circlebase.Center.X;
|
||||
dirY = ray2->Origin.Y - TFlipperEdge::circlebase.Center.Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
ray2->Direction.X = ray2->Origin.X - TFlipperEdge::circleT1.Center.X;
|
||||
dirY = ray2->Origin.Y - TFlipperEdge::circleT1.Center.Y;
|
||||
}
|
||||
ray2->Direction.Y = dirY;
|
||||
normalize_2d(&ray2->Direction);
|
||||
return distance;
|
||||
}
|
||||
ray2->Direction = TFlipperEdge::lineB.PerpendicularL;
|
||||
nextOrigin = &TFlipperEdge::lineB.RayIntersect;
|
||||
}
|
||||
else
|
||||
{
|
||||
ray2->Direction = TFlipperEdge::lineA.PerpendicularL;
|
||||
nextOrigin = &TFlipperEdge::lineA.RayIntersect;
|
||||
}
|
||||
ray2->Origin = *nextOrigin;
|
||||
return distance;
|
||||
}
|
||||
return 1000000000.0;
|
||||
}
|
||||
|
@ -9,7 +9,7 @@ class pb
|
||||
{
|
||||
public:
|
||||
static int time_ticks;
|
||||
static float ball_speed_limit;
|
||||
static float ball_speed_limit, time_now;
|
||||
static int cheat_mode, game_mode;
|
||||
static datFileStruct* record_table;
|
||||
static TPinballTable* MainTable;
|
||||
@ -39,7 +39,7 @@ public:
|
||||
static float collide(float timeNow, float timeDelta, TBall* ball);
|
||||
private :
|
||||
static int demo_mode, mode_countdown_;
|
||||
static float time_now, time_next;
|
||||
static float time_next;
|
||||
static high_score_struct highscore_table[5];
|
||||
static int state;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user