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15 changed files with 110 additions and 76 deletions

View file

@ -17,6 +17,7 @@ TBall::TBall(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
visualStruct visual{};
char ballGroupName[10]{"ball"};
TimeNow = 0.0;
RayMaxDistance = 0.0;
ActiveFlag = 1;
CollisionComp = nullptr;
@ -107,11 +108,11 @@ void TBall::not_again(TEdgeSegment* edge)
EdgeCollisionResetFlag = true;
}
bool TBall::already_hit(const TEdgeSegment& edge) const
bool TBall::already_hit(TEdgeSegment* edge)
{
for (int i = 0; i < EdgeCollisionCount; i++)
{
if (Collisions[i] == &edge)
if (Collisions[i] == edge)
return true;
}
@ -151,29 +152,35 @@ void TBall::throw_ball(vector3* direction, float angleMult, float speedMult1, fl
void TBall::EdgeCollision(TBall* ball, float distance)
{
ball->CollisionDisabledFlag = true;
ball->Position.X += ball->Direction.X * distance;
ball->Position.Y += ball->Direction.Y * distance;
ball->AsEdgeCollisionFlag = true;
vector2 nextPos{
ball->Position.X + ball->Direction.X * distance,
ball->Position.Y + ball->Direction.Y * distance
},
collDir{nextPos.X - Position.X, nextPos.Y - Position.Y};
maths::normalize_2d(collDir);
vector2 invCollDir{ -collDir.X, -collDir.Y };
ball->Position.X = nextPos.X;
ball->Position.Y = nextPos.Y;
ball->Direction.X *= ball->Speed;
ball->Direction.Y *= ball->Speed;
Direction.X *= Speed;
Direction.Y *= Speed;
// AB - vector from ball to this, BA - from this to ball; collision direction
vector2 AB{ball->Position.X - Position.X, ball->Position.Y - Position.Y};
maths::normalize_2d(AB);
vector2 BA{-AB.X, -AB.Y};
auto coef = -maths::DotProduct(ball->Direction, collDir);
vector2 v44{collDir.X * coef, collDir.Y * coef};
vector2 v13{ball->Direction.X + v44.X, ball->Direction.Y + v44.Y};
coef = -maths::DotProduct(Direction, invCollDir);
vector2 v11{invCollDir.X * coef, invCollDir.Y * coef};
vector2 v10{Direction.X + v11.X, Direction.Y + v11.Y};
// Projection = difference between ball directions and collision direction
auto projAB = -maths::DotProduct(ball->Direction, AB);
auto projBA = -maths::DotProduct(Direction, BA);
vector2 delta{AB.X * projAB - BA.X * projBA, AB.Y * projAB - BA.Y * projBA};
ball->Direction.X += delta.X;
ball->Direction.Y += delta.Y;
ball->Direction.X = -v11.X + v13.X;
ball->Direction.Y = -v11.Y + v13.Y;
ball->Speed = maths::normalize_2d(ball->Direction);
Direction.X -= delta.X;
Direction.Y -= delta.Y;
Direction.X = -v44.X + v10.X;
Direction.Y = -v44.Y + v10.Y;
Speed = maths::normalize_2d(Direction);
}
@ -192,6 +199,6 @@ vector2 TBall::get_coordinates()
void TBall::Disable()
{
ActiveFlag = false;
CollisionDisabledFlag = true;
AsEdgeCollisionFlag = true;
SpriteSet(-1);
}

View file

@ -9,7 +9,7 @@ public :
TBall(TPinballTable* table, int groupIndex);
void Repaint();
void not_again(TEdgeSegment* edge);
bool already_hit(const TEdgeSegment& edge) const;
bool already_hit(TEdgeSegment* edge);
int Message(MessageCode code, float value) override;
vector2 get_coordinates() override;
void Disable();
@ -24,6 +24,7 @@ public :
float Speed;
float RayMaxDistance;
float TimeDelta;
float TimeNow;
vector2 RampFieldForce{};
TCollisionComponent* CollisionComp;
int CollisionMask;
@ -37,5 +38,5 @@ public :
int StuckCounter = 0;
int LastActiveTime{};
float VisualZArray[50]{};
bool CollisionDisabledFlag{};
bool AsEdgeCollisionFlag{};
};

View file

@ -125,7 +125,7 @@ void TDemo::Collision(TBall* ball, vector2* nextPosition, vector2* direction, fl
case 1404:
if (!PlungerFlag)
{
PinballTable->Message(MessageCode::PlungerInputPressed, 0);
PinballTable->Message(MessageCode::PlungerInputPressed, ball->TimeNow);
float time = RandFloat() + 2.0f;
PlungerFlag = timer::set(time, this, PlungerRelease);
}

View file

@ -76,9 +76,9 @@ int TEdgeManager::TestGridBox(int x, int y, float* distPtr, TEdgeSegment** edgeD
for (auto it = edgeBox->EdgeList.rbegin(); it != edgeBox->EdgeList.rend(); ++it)
{
auto edge = *it;
if (!edge->ProcessedFlag && *edge->ActiveFlagPtr && (edge->CollisionGroup & ray->CollisionMask) != 0)
if (!edge->ProcessedFlag && *edge->ActiveFlagPtr && (edge->CollisionGroup & ray->CollisionMask))
{
if (!ball->already_hit(*edge))
if (!ball->already_hit(edge))
{
++edgeIndex;
*edgePtr = edge;

View file

@ -18,7 +18,7 @@ THole::THole(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
Unknown4 = 0.050000001f;
MessageField = 0;
Timer = 0;
BallCapturedFlag = false;
BallCapturedFlag = 0;
Unknown3 = loader::query_float_attribute(groupIndex, 0, 407, 0.25f);
GravityMult = loader::query_float_attribute(groupIndex, 0, 701, 0.2f);
GravityPull = *loader::query_float_attribute(groupIndex, 0, 305);
@ -33,15 +33,18 @@ THole::THole(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
auto tCircle = new TCircle(this, &ActiveFlag, visual.CollisionGroup,
reinterpret_cast<vector3*>(visual.FloatArr),
Circle.RadiusSq);
tCircle->place_in_grid(&AABB);
EdgeList.push_back(tCircle);
if (tCircle)
{
tCircle->place_in_grid(&AABB);
EdgeList.push_back(tCircle);
}
ZSetValue = loader::query_float_attribute(groupIndex, 0, 408)[2];
CollisionMask = static_cast<int>(floor(*loader::query_float_attribute(groupIndex, 0, 1304)));
// CollisionMask difference: 3DPB - value given as is, FT: mask = 1 << value
// Full tilt hack - CollisionMask should be 1
if (pb::FullTiltMode)
CollisionMask = 1 << CollisionMask;
CollisionMask = 1;
Circle.RadiusSq = visual.FloatArr[2] * visual.FloatArr[2];
circle.RadiusSq = Circle.RadiusSq;
@ -61,7 +64,7 @@ int THole::Message(MessageCode code, float value)
if (Timer)
timer::kill(Timer);
Timer = 0;
BallCapturedSecondStage = true;
BallCapturedSecondStage = 1;
}
return 0;
}
@ -70,14 +73,14 @@ void THole::Collision(TBall* ball, vector2* nextPosition, vector2* direction, fl
{
if (!BallCapturedFlag)
{
BallCapturedSecondStage = false;
Threshold = 1e9f;
BallCapturedFlag = true;
BallCapturedSecondStage = 0;
Threshold = 1000000000.0;
BallCapturedFlag = 1;
ball->CollisionComp = this;
ball->Position.X = Circle.Center.X;
ball->Position.Y = Circle.Center.Y;
ball->Direction.Z = 0.0;
ball->CollisionDisabledFlag = true;
ball->AsEdgeCollisionFlag = true;
// Ramp hole has no delay in FT.
auto captureTime = pb::FullTiltMode ? 0 : 0.5f;
@ -108,13 +111,15 @@ int THole::FieldEffect(TBall* ball, vector2* vecDst)
ball->Position.Z += ball->Direction.Z;
if (ball->Position.Z <= ZSetValue)
{
BallCapturedFlag = false;
BallCapturedSecondStage = false;
BallCapturedFlag = 0;
BallCapturedSecondStage = 0;
ball->Position.Z = ZSetValue;
ball->Direction.Z = 0.0;
ball->CollisionMask = CollisionMask;
ball->Direction.Y = 0.0;
ball->CollisionComp = nullptr;
ball->Direction = {};
ball->Speed = 0.0f;
ball->Direction.X = 0.0;
ball->Speed = 0.0;
loader::play_sound(SoftHitSoundId, ball, "THole2");
control::handler(MessageCode::ControlBallReleased, this);
}
@ -144,5 +149,5 @@ void THole::TimerExpired(int timerId, void* caller)
{
auto hole = static_cast<THole*>(caller);
hole->Timer = 0;
hole->BallCapturedSecondStage = true;
hole->BallCapturedSecondStage = 1;
}

View file

@ -15,8 +15,8 @@ public:
static void TimerExpired(int timerId, void* caller);
bool BallCapturedFlag{};
bool BallCapturedSecondStage{};
int BallCapturedFlag;
int BallCapturedSecondStage{};
int Timer;
float Unknown3;
float Unknown4;

View file

@ -105,7 +105,7 @@ void TKickout::Collision(TBall* ball, vector2* nextPosition, vector2* direction,
ball->Position.Y = Circle.Center.Y;
OriginalBallZ = ball->Position.Z;
ball->Position.Z = CollisionBallSetZ;
ball->CollisionDisabledFlag = true;
ball->AsEdgeCollisionFlag = true;
if (PinballTable->TiltLockFlag)
{
Message(MessageCode::TKickoutRestartTimer, 0.1f);

View file

@ -59,7 +59,7 @@ TPinballTable::TPinballTable(): TPinballComponent(nullptr, -1, false)
MultiballFlag = false;
PlayerCount = 0;
auto ball = AddBall({0.0f, 0.0f});
auto ball = AddBall(0.0f, 0.0f);
ball->Disable();
new TTableLayer(this);
@ -595,7 +595,7 @@ int TPinballTable::Message(MessageCode code, float value)
return 0;
}
TBall* TPinballTable::AddBall(vector2 position)
TBall* TPinballTable::AddBall(float x, float y)
{
TBall* ball = nullptr;
@ -615,6 +615,7 @@ TBall* TPinballTable::AddBall(vector2 position)
ball->Direction = {};
ball->Speed = 0;
ball->TimeDelta = 0;
ball->TimeNow = 0;
ball->EdgeCollisionCount = 0;
ball->CollisionFlag = 0;
ball->CollisionMask = 1;
@ -628,8 +629,8 @@ TBall* TPinballTable::AddBall(vector2 position)
BallList.push_back(ball);
}
ball->Position.X = position.X;
ball->Position.Y = position.Y;
ball->Position.X = x;
ball->Position.Y = y;
ball->PrevPosition = ball->Position;
ball->StuckCounter = 0;
ball->LastActiveTime = pb::time_ticks;

View file

@ -1,6 +1,5 @@
#pragma once
#include "maths.h"
#include "TPinballComponent.h"
class TBall;
@ -10,6 +9,7 @@ class TPlunger;
class TDrain;
class TDemo;
class TLightGroup;
struct RectF;
struct score_struct_super
{
@ -35,7 +35,7 @@ public:
void tilt(float time);
void port_draw() override;
int Message(MessageCode code, float value) override;
TBall* AddBall(vector2 position);
TBall* AddBall(float x, float y);
int BallCountInRect(const RectF& rect);
int BallCountInRect(const vector2& pos, float margin);
@ -77,7 +77,8 @@ public:
float GravityAngleX{};
float GravityAnglY{};
float CollisionCompOffset{};
vector2 PlungerPosition{};
float PlungerPositionX{};
float PlungerPositionY{};
int ScoreMultiplier{};
int ScoreAdded{};
int ScoreSpecial1{};

View file

@ -35,7 +35,8 @@ TPlunger::TPlunger(TPinballTable* table, int groupIndex) : TCollisionComponent(t
PullbackIncrement = MaxPullback / (ListBitmap->size() * 8.0f);
PullbackDelay = 0.025f;
float* floatArr = loader::query_float_attribute(groupIndex, 0, 601);
table->PlungerPosition = {floatArr[0], floatArr[1]};
table->PlungerPositionX = floatArr[0];
table->PlungerPositionY = floatArr[1];
}
void TPlunger::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance, TEdgeSegment* edge)
@ -71,13 +72,18 @@ int TPlunger::Message(MessageCode code, float value)
break;
case MessageCode::PlungerFeedBall:
{
if (PinballTable->BallCountInRect(PinballTable->PlungerPosition, PinballTable->CollisionCompOffset * 1.2f))
RectF rect{};
rect.XMin = PinballTable->CollisionCompOffset * -1.2f + PinballTable->PlungerPositionX;
rect.XMax = PinballTable->CollisionCompOffset * 1.2f + PinballTable->PlungerPositionX;
rect.YMin = PinballTable->CollisionCompOffset * -1.2f + PinballTable->PlungerPositionY;
rect.YMax = PinballTable->CollisionCompOffset * 1.2f + PinballTable->PlungerPositionY;
if(PinballTable->BallCountInRect(rect))
{
timer::set(1.0f, this, BallFeedTimer);
}
else
else
{
auto ball = PinballTable->AddBall(PinballTable->PlungerPosition);
auto ball = PinballTable->AddBall(PinballTable->PlungerPositionX, PinballTable->PlungerPositionY);
assertm(ball, "Failure to create ball in plunger");
PinballTable->MultiballCount++;
PinballTable->BallInDrainFlag = 0;

View file

@ -72,17 +72,24 @@ void TSink::Collision(TBall* ball, vector2* nextPosition, vector2* direction, fl
void TSink::TimerExpired(int timerId, void* caller)
{
RectF rect{};
auto sink = static_cast<TSink*>(caller);
auto table = sink->PinballTable;
if (table->BallCountInRect(sink->BallPosition, table->CollisionCompOffset * 2.0f))
rect.XMin = table->CollisionCompOffset * -2.0f + sink->BallPosition.X;
rect.XMax = table->CollisionCompOffset * 2.0f + sink->BallPosition.X;
rect.YMin = table->CollisionCompOffset * -2.0f + sink->BallPosition.Y;
rect.YMax = table->CollisionCompOffset * 2.0f + sink->BallPosition.Y;
if (table->BallCountInRect(rect))
{
timer::set(0.5f, sink, TimerExpired);
}
else
{
auto ball = table->AddBall(sink->BallPosition);
auto ball = table->AddBall(sink->BallPosition.X, sink->BallPosition.Y);
assertm(ball, "Failure to create ball in sink");
ball->CollisionDisabledFlag = true;
ball->AsEdgeCollisionFlag = true;
ball->throw_ball(&sink->BallThrowDirection, sink->ThrowAngleMult, sink->ThrowSpeedMult1,
sink->ThrowSpeedMult2);
if (sink->SoundIndex3)

View file

@ -251,8 +251,8 @@ vector2 maths::vector_mul(const vector2& vec1, float val)
float maths::basic_collision(TBall* ball, vector2* nextPosition, vector2* direction, float elasticity, float smoothness,
float threshold, float boost)
{
ball->Position.X = nextPosition->X + direction->X * 0.0005f;
ball->Position.Y = nextPosition->Y + direction->Y * 0.0005f;
ball->Position.X = nextPosition->X;
ball->Position.Y = nextPosition->Y;
// Project ball direction on collision rebound direction
auto reboundProj = -DotProduct(*direction, ball->Direction);

View file

@ -52,6 +52,7 @@ struct ray_type
vector2 Direction;
float MaxDistance;
float MinDistance;
float TimeNow;
int CollisionMask;
};

View file

@ -285,7 +285,7 @@ void pb::frame(float dtMilliSec)
float dtSec = dtMilliSec * 0.001f;
time_next = time_now + dtSec;
timed_frame(dtSec);
timed_frame(time_now, dtSec, true);
time_now = time_next;
dtMilliSec += time_ticks_remainder;
@ -318,7 +318,7 @@ void pb::frame(float dtMilliSec)
}
}
void pb::timed_frame(float timeDelta)
void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
{
for (auto ball : MainTable->BallList)
{
@ -346,20 +346,19 @@ void pb::timed_frame(float timeDelta)
}
}
int ballSteps[20]{};
int ballSteps[20]{-1};
float ballStepsDistance[20]{};
int maxStep = -1;
for (auto index = 0u; index < MainTable->BallList.size(); index++)
{
auto ball = MainTable->BallList[index];
ballSteps[index] = -1;
if (ball->ActiveFlag != 0)
{
vector2 vecDst{};
ball->TimeDelta = timeDelta;
if (ball->TimeDelta > 0.01f && ball->Speed < 0.8f)
ball->TimeDelta = 0.01f;
ball->CollisionDisabledFlag = false;
ball->AsEdgeCollisionFlag = false;
if (ball->CollisionComp)
{
ball->CollisionComp->FieldEffect(ball, &vecDst);
@ -367,8 +366,8 @@ void pb::timed_frame(float timeDelta)
else
{
TTableLayer::edge_manager->FieldEffects(ball, &vecDst);
vecDst.X *= ball->TimeDelta;
vecDst.Y *= ball->TimeDelta;
vecDst.X *= timeDelta;
vecDst.Y *= timeDelta;
ball->Direction.X *= ball->Speed;
ball->Direction.Y *= ball->Speed;
maths::vector_add(ball->Direction, vecDst);
@ -402,15 +401,16 @@ void pb::timed_frame(float timeDelta)
for (auto ballIndex = 0u; ballIndex < MainTable->BallList.size(); ballIndex++)
{
auto ball = MainTable->BallList[ballIndex];
if (!ball->CollisionDisabledFlag && ballSteps[ballIndex] >= step)
if (!ball->AsEdgeCollisionFlag && step <= ballSteps[ballIndex])
{
ray.CollisionMask = ball->CollisionMask;
ball->TimeNow = timeNow;
for (auto distanceSum = 0.0f; distanceSum < BallHalfRadius;)
{
ray.Origin = ball->Position;
ray.Direction = ball->Direction;
if (ballSteps[ballIndex] <= step)
if (step >= ballSteps[ballIndex])
{
ray.MaxDistance = ballStepsDistance[ballIndex] - ballSteps[ballIndex] * BallHalfRadius;
}
@ -418,6 +418,7 @@ void pb::timed_frame(float timeDelta)
{
ray.MaxDistance = BallHalfRadius;
}
ray.TimeNow = ball->TimeNow;
TEdgeSegment* edge = nullptr;
auto distance = TTableLayer::edge_manager->FindCollisionDistance(&ray, ball, &edge);
@ -442,7 +443,7 @@ void pb::timed_frame(float timeDelta)
}
edge->EdgeCollision(ball, distance);
if (distance <= 0.0f || ball->CollisionDisabledFlag)
if (distance <= 0.0f || ball->AsEdgeCollisionFlag)
break;
distanceSum += distance;
}
@ -461,10 +462,13 @@ void pb::timed_frame(float timeDelta)
flipper->UpdateSprite();
}
for (auto ball : MainTable->BallList)
if (drawBalls)
{
if (ball->ActiveFlag)
ball->Repaint();
for (auto ball : MainTable->BallList)
{
if (ball->ActiveFlag)
ball->Repaint();
}
}
}
@ -602,7 +606,8 @@ void pb::InputDown(GameInput input)
case 'b':
{
vector2 pos{6.0f, 7.0f};
if (!MainTable->BallCountInRect(pos, MainTable->CollisionCompOffset * 1.2f) && MainTable->AddBall(pos))
if (!MainTable->BallCountInRect(pos, MainTable->CollisionCompOffset * 1.2f) && MainTable->AddBall(
pos.X, pos.Y))
MainTable->MultiballCount++;
break;
}
@ -755,9 +760,9 @@ void pb::ShowMessageBox(Uint32 flags, LPCSTR title, LPCSTR message)
float pb::BallToBallCollision(const ray_type& ray, const TBall& ball, TEdgeSegment** edge, float collisionDistance)
{
for (const auto curBall : MainTable->BallList)
for (auto curBall : MainTable->BallList)
{
if (curBall->ActiveFlag && curBall != &ball && (curBall->CollisionMask & ball.CollisionMask) != 0 &&
if (curBall->ActiveFlagPtr && curBall != &ball && (curBall->CollisionMask & ball.CollisionMask) != 0 &&
std::abs(curBall->Position.X - ball.Position.X) < BallToBallCollisionDistance &&
std::abs(curBall->Position.Y - ball.Position.Y) < BallToBallCollisionDistance)
{
@ -765,7 +770,7 @@ float pb::BallToBallCollision(const ray_type& ray, const TBall& ball, TEdgeSegme
if (distance < 1e9f)
{
distance = std::max(0.0f, distance - 0.002f);
if (distance < collisionDistance)
if (collisionDistance > distance)
{
collisionDistance = distance;
*edge = curBall;

View file

@ -66,7 +66,7 @@ public:
static void replay_level(bool demoMode);
static void ballset(float dx, float dy);
static void frame(float dtMilliSec);
static void timed_frame(float timeDelta);
static void timed_frame(float timeNow, float timeDelta, bool drawBalls);
static void pause_continue();
static void loose_focus();
static void InputUp(GameInput input);