#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" 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; FieldFlag = 1; CollisionFlag = 0; Speed = 0.0; Acceleration.Y = 0.0; Acceleration.X = 0.0; InvAcceleration.Y = 1000000000.0; InvAcceleration.X = 1000000000.0; Position.X = 0.0; Position.Y = 0.0; ListBitmap = new std::vector(); /*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); if (ListBitmap) ListBitmap->push_back(visual.Bitmap); auto visVec = reinterpret_cast(loader::query_float_attribute(groupIndex, index, 501)); auto zDepth = proj::z_distance(visVec); VisualZArray[index] = zDepth; } RenderSprite = render::create_sprite(VisualTypes::Ball, nullptr, nullptr, 0, 0, nullptr); PinballTable->CollisionCompOffset = Offset; Position.Z = Offset; } void TBall::Repaint() { int pos2D[2]; if (CollisionFlag) { Position.Z = CollisionOffset.X * Position.X + CollisionOffset.Y * Position.Y + Offset + CollisionOffset.Z; } proj::xform_to_2d(&Position, pos2D); auto zDepth = proj::z_distance(&Position); auto zArrPtr = VisualZArray; auto index = 0u; for (; index < ListBitmap->size() - 1; ++index, zArrPtr++) { if (*zArrPtr <= zDepth) break; } auto bmp = ListBitmap->at(index); render::ball_set( RenderSprite, bmp, zDepth, pos2D[0] - bmp->Width / 2, pos2D[1] - bmp->Height / 2); } 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(int code, float value) { if (code == 1024) { render::ball_set(RenderSprite, nullptr, 0.0, 0, 0); Position.X = 0.0; CollisionComp = nullptr; Position.Y = 0.0; ActiveFlag = 0; CollisionFlag = 0; FieldFlag = 1; Acceleration.Y = 0.0; Position.Z = Offset; Acceleration.X = 0.0; Speed = 0.0; RayMaxDistance = 0.0; } return 0; } void TBall::throw_ball(TBall* ball, vector_type* acceleration, float angleMult, float speedMult1, float speedMult2) { ball->CollisionComp = nullptr; ball->Acceleration = *acceleration; float rnd = RandFloat(); float angle = (1.0f - (rnd + rnd)) * angleMult; maths::RotateVector(&ball->Acceleration, angle); rnd = RandFloat(); ball->Speed = (1.0f - (rnd + rnd)) * (speedMult1 * speedMult2) + speedMult1; }