mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
79 lines
1.8 KiB
C++
79 lines
1.8 KiB
C++
#include "pch.h"
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#include "TRollover.h"
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#include "control.h"
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#include "gdrv.h"
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#include "loader.h"
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#include "render.h"
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#include "TBall.h"
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#include "TEdgeSegment.h"
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#include "timer.h"
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#include "TPinballTable.h"
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TRollover::TRollover(TPinballTable* table, int groupIndex, bool createWall) : TCollisionComponent(
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table, groupIndex, createWall)
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{
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}
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TRollover::TRollover(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
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{
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SpriteSet(0);
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build_walls(groupIndex);
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}
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int TRollover::Message(MessageCode code, float value)
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{
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if (code == MessageCode::Reset)
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{
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ActiveFlag = 1;
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RolloverFlag = 0;
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SpriteSet(0);
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}
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return 0;
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}
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void TRollover::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance,
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TEdgeSegment* edge)
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{
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ball->Position.X = nextPosition->X;
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ball->Position.Y = nextPosition->Y;
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ball->RayMaxDistance -= distance;
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ball->not_again(edge);
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if (!PinballTable->TiltLockFlag)
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{
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if (RolloverFlag)
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{
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timer::set(0.1f, this, TimerExpired);
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ActiveFlag = 0;
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}
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else
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{
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loader::play_sound(SoftHitSoundId, ball, "TRollover");
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control::handler(MessageCode::ControlCollision, this);
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}
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RolloverFlag = RolloverFlag == 0;
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SpriteSet(RolloverFlag ? -1 : 0);
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}
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}
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void TRollover::build_walls(int groupIndex)
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{
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visualStruct visual{};
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loader::query_visual(groupIndex, 0, &visual);
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float* arr1 = loader::query_float_attribute(groupIndex, 0, 600);
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TEdgeSegment::install_wall(arr1, this, &ActiveFlag, visual.CollisionGroup, 0.0, 600);
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float* arr2 = loader::query_float_attribute(groupIndex, 0, 603);
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TEdgeSegment::install_wall(arr2, this, &RolloverFlag, visual.CollisionGroup, 0.0, 603);
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}
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void TRollover::TimerExpired(int timerId, void* caller)
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{
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auto roll = static_cast<TRollover*>(caller);
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roll->ActiveFlag = 1;
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}
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