mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
143 lines
3.1 KiB
C++
143 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"
|
|
#include "TTableLayer.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;
|
|
CollisionMask = 1;
|
|
CollisionFlag = 0;
|
|
Speed = 0.0;
|
|
Direction.Y = 0.0;
|
|
Direction.X = 0.0;
|
|
Position.X = 0.0;
|
|
Position.Y = 0.0;
|
|
|
|
ListBitmap = new std::vector<SpriteData>();
|
|
|
|
/*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);
|
|
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 = new render_sprite(VisualTypes::Ball, nullptr, nullptr, 0, 0, nullptr);
|
|
PinballTable->CollisionCompOffset = Offset;
|
|
Position.Z = Offset;
|
|
GroupIndex = groupIndex;
|
|
}
|
|
|
|
void TBall::Repaint()
|
|
{
|
|
if (CollisionFlag)
|
|
{
|
|
Position.Z =
|
|
CollisionOffset.X * Position.X +
|
|
CollisionOffset.Y * Position.Y +
|
|
Offset + CollisionOffset.Z;
|
|
}
|
|
|
|
auto pos2D = proj::xform_to_2d(Position);
|
|
auto zDepth = proj::z_distance(Position);
|
|
|
|
auto index = 0u;
|
|
for (; index < ListBitmap->size() - 1; ++index)
|
|
{
|
|
if (VisualZArray[index] <= zDepth) break;
|
|
}
|
|
|
|
SpriteSetBall(index, pos2D, zDepth);
|
|
}
|
|
|
|
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(MessageCode code, float value)
|
|
{
|
|
if (code == MessageCode::Reset)
|
|
{
|
|
SpriteSetBall(-1, { 0,0 }, 0.0f);
|
|
Position.X = 0.0;
|
|
CollisionComp = nullptr;
|
|
Position.Y = 0.0;
|
|
ActiveFlag = 0;
|
|
CollisionFlag = 0;
|
|
CollisionMask = 1;
|
|
Direction.Y = 0.0;
|
|
Position.Z = Offset;
|
|
Direction.X = 0.0;
|
|
Speed = 0.0;
|
|
RayMaxDistance = 0.0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void TBall::throw_ball(TBall* ball, vector3* direction, float angleMult, float speedMult1, float speedMult2)
|
|
{
|
|
ball->CollisionComp = nullptr;
|
|
ball->Direction = *direction;
|
|
float rnd = RandFloat();
|
|
float angle = (1.0f - (rnd + rnd)) * angleMult;
|
|
maths::RotateVector(ball->Direction, angle);
|
|
rnd = RandFloat();
|
|
ball->Speed = (1.0f - (rnd + rnd)) * (speedMult1 * speedMult2) + speedMult1;
|
|
}
|
|
|
|
vector2 TBall::get_coordinates()
|
|
{
|
|
return TTableLayer::edge_manager->NormalizeBox(Position);
|
|
}
|
|
|
|
void TBall::Disable()
|
|
{
|
|
ActiveFlag = false;
|
|
SpriteSet(-1);
|
|
}
|