SpaceCadetPinball/SpaceCadetPinball/TBall.cpp

198 lines
4.8 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, int groupIndex) : TCollisionComponent(table, groupIndex, false),
TEdgeSegment(this, &ActiveFlag, 0)
{
visualStruct visual{};
char ballGroupName[10]{"ball"};
RayMaxDistance = 0.0;
ActiveFlag = 1;
CollisionComp = nullptr;
EdgeCollisionCount = 0;
TimeDelta = 0.0;
CollisionFlag = 0;
Speed = 0.0;
Direction.Y = 0.0;
Direction.X = 0.0;
ListBitmap = new std::vector<SpriteData>();
if (groupIndex == -1)
{
HasGroupFlag = false;
Position = {0, 0, 0};
CollisionMask = 1;
}
else
{
HasGroupFlag = true;
loader::query_visual(groupIndex, 0, &visual);
CollisionMask = visual.CollisionGroup;
auto floatArr = loader::query_float_attribute(groupIndex, 0, 408);
Position = {floatArr[0], floatArr[1], floatArr[3]};
}
/*Full tilt: ball is ballN, where N[0,2] resolution*/
groupIndex = loader::query_handle(ballGroupName);
if (groupIndex < 0)
{
ballGroupName[4] = '0' + fullscrn::GetResolution();
groupIndex = loader::query_handle(ballGroupName);
}
Radius = *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 = Radius;
Position.Z = Radius;
GroupIndex = groupIndex;
}
void TBall::Repaint()
{
if (CollisionFlag)
{
Position.Z =
CollisionOffset.X * Position.X +
CollisionOffset.Y * Position.Y +
Radius + 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 < 16)
{
Collisions[EdgeCollisionCount] = edge;
++EdgeCollisionCount;
}
else
{
for (int i = 0; i < 8; i++)
Collisions[i] = Collisions[i + 8];
Collisions[8] = edge;
EdgeCollisionCount = 9;
}
EdgeCollisionResetFlag = true;
}
bool TBall::already_hit(const TEdgeSegment& edge) const
{
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 = Radius;
Direction.X = 0.0;
Speed = 0.0;
RayMaxDistance = 0.0;
}
return 0;
}
void TBall::throw_ball(vector3* direction, float angleMult, float speedMult1, float speedMult2)
{
CollisionComp = nullptr;
Direction = *direction;
float rnd = RandFloat();
float angle = (1.0f - (rnd + rnd)) * angleMult;
maths::RotateVector(Direction, angle);
rnd = RandFloat();
Speed = (1.0f - (rnd + rnd)) * (speedMult1 * speedMult2) + speedMult1;
}
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->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};
// 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->Speed = maths::normalize_2d(ball->Direction);
Direction.X -= delta.X;
Direction.Y -= delta.Y;
Speed = maths::normalize_2d(Direction);
}
float TBall::FindCollisionDistance(const ray_type& ray)
{
// Original inherits TCircle and aliases position.
const circle_type ballCircle{{Position.X, Position.Y}, Radius * Radius * 4.0f};
return maths::ray_intersect_circle(ray, ballCircle);
}
vector2 TBall::get_coordinates()
{
return TTableLayer::edge_manager->NormalizeBox(Position);
}
void TBall::Disable()
{
ActiveFlag = false;
CollisionDisabledFlag = true;
SpriteSet(-1);
}