Commit Graph

29 Commits

Author SHA1 Message Date
Muzychenko Andrey 4ec30cf472 Render tweaks part 3: bitmap/zMap pairs. 2022-09-29 14:45:14 +03:00
Muzychenko Andrey 7003b01e5d Render tweaks part 2: sprite set by index. 2022-09-22 17:46:00 +03:00
Muzychenko Andrey 9f0ae0434e Render tweaks part 1: refactored sprite struct.
Optimized sprite handling in render.
Fixed switch warning in control.
2022-09-21 16:43:45 +03:00
Muzychenko Andrey 40672845e4 Message code enum part 6: final touches + control light cleanup.
MessageField is often used as int, so it stays unchanged.
2022-09-08 10:51:33 +03:00
Muzychenko Andrey 22603aa126 Message code enum part 5: control codes. 2022-09-07 16:01:38 +03:00
Muzychenko Andrey dfe1665ba1 Message code enum part 4: finalized transition of Message to enum class. 2022-09-06 16:57:56 +03:00
Muzychenko Andrey e80010e3c6 Message code enum part 3: light and light group. 2022-09-06 16:48:09 +03:00
Muzychenko Andrey 803ca14ef2 Message code enum part 2: all components except for lights. 2022-09-06 11:58:35 +03:00
Muzychenko Andrey 44d5fd5097 Message code enum part 1: global messages and some hacks. 2022-09-05 10:17:37 +03:00
Muzychenko Andrey 7feba1e947 Code from FT: simplified score access in TPinballComponent. 2022-08-18 16:23:29 +03:00
Muzychenko Andrey 5d7d7c0822 Cleaned up positional sound. 2022-05-30 11:23:47 +03:00
Patrice Levesque a4c6165094
Implement stereo sound. (#138)
* Implement stereo sound.

Original Space Cadet has mono sound.  To achieve stereo, the following
steps were accomplished:

- Add a game option to turn on/off stereo sound.  Default is on.

- TPinballComponent objects were extended with a method called
  get_coordinates() that returns a single 2D point, approximating the
  on-screen position of the object, re-mapped between 0 and 1 vertically
  and horizontally, {0, 0} being at the top-left.

    - For static objects like bumpers and lights, the coordinate refers
      to the geometric center of the corresponding graphic sprite, and
      is precalculated at initialization.

    - For ball objects, the coordinate refers to the geometric center of
      the ball, calculated during play when requested.

- Extend all calls to sound-playing methods so that they include a
  TPinballComponent* argument that refers to the sound source, e.g.
  where the sound comes from.  For instance, when a flipper is
  activated, its method call to emit a sound now includes a reference to
  the flipper object; when a ball goes under a SkillShotGate, its method
  call to emit a sound now includes a reference to the corresponding
  light; and so on.

  For some cases, like light rollovers, the sound source is taken from
  the ball that triggered the light rollover.

  For other cases, like holes, flags and targets, the sound source is
  taken from the object itself.

  For some special cases like ramp activation, sound source is
  taken from the nearest light position that makes sense.

  For all game-progress sounds, like mission completion sounds or ball
  drain sounds, the sound source is undefined (set to nullptr), and the
  Sound::PlaySound() method takes care of positioning them at a default
  location, where speakers on a pinball machine normally are.

- Make the Sound::PlaySound() method accept a new argument, a
  TPinballComponent reference, as described above.

  If the stereo option is turned on, the Sound::PlaySound() method calls
  the get_coordinates() method of the TPinballComponent reference to get
  the sound position.

  This project uses SDL_mixer and there is a function called
  Mix_SetPosition() that allows placing a sound in the stereo field, by
  giving it a distance and an angle.

  We arbitrarily place the player's ears at the bottom of the table; we
  set the ears' height to half a table's length.  Intensity of the
  stereo effect is directly related to this value; the farther the
  player's ears from the table, the narrowest the stereo picture gets,
  and vice-versa.

  From there we have all we need to calculate distance and angle; we do
  just that and position all the sounds.

* Copy-paste typo fix.
2022-05-30 10:35:29 +03:00
Muzychenko Andrey 261457a959 TPinballComponent: replaced calloc operator new with member initialization. 2021-10-02 18:58:54 +03:00
Muzychenko Andrey 81c2034a16 Replaced objlist_class with std::vector.
Fixed minor bug in TLightGroup.
Cleaned up some warnings.
2021-10-01 18:55:44 +03:00
Muzychenko Andrey 55984fbb08 Fixed x64 build warnings.
Replaced __intN with intN_t.
Some cleanup.
2021-02-16 19:03:45 +03:00
Muzychenko Andrey 6ff457eb68 Cleaned up objlist_class. 2021-01-30 14:19:25 +03:00
oz 262b098610 Some renames, cleanup partman, loader. 2021-01-28 18:01:26 +03:00
oz d4febb4082 control v2. 2021-01-20 17:28:48 +03:00
oz f22077d8c8 TSink, TDemo ready. 2021-01-18 18:30:19 +03:00
oz d19fb0476a TRollover, TOneway, TLightRollover, TTripwire, TEdgeManager ready. 2021-01-08 18:50:12 +03:00
oz a143b820af TBall, nudge v1, ready.
render occlude list.
2020-12-27 18:19:36 +03:00
oz 99fba56a34 TPinballTable v2. 2020-12-25 16:46:06 +03:00
oz a6425b54f3 control v1. 2020-12-19 17:49:31 +03:00
oz fe66d33768 TTextBoxMessage v1, ready.
TTextBox v1.
2020-12-03 17:47:36 +03:00
oz d83c4e2b26 Proj v1, ready.
port_draw in multiple T classes.
pb v1.
proj v1, ready.
WinMain v3.
2020-11-29 18:50:49 +03:00
oz a1678120f8 vector_type is 3 x float, TCollisionComponent v1. 2020-11-28 14:39:12 +03:00
oz 989ba6cdb2 gdrv, render v1. 2020-11-08 18:37:59 +03:00
oz 4157e79c83 Table, Component v2. Strings RC. 2020-11-04 16:22:52 +03:00
oz 5e94b5b513 Score, PinbalTable, PinballComponent v1
Placeholders for T piball component classes.
2020-11-01 18:45:29 +03:00