SpaceCadetPinball/SpaceCadetPinball/TRamp.cpp

189 lines
5.6 KiB
C++

#include "pch.h"
#include "TRamp.h"
#include "control.h"
#include "loader.h"
#include "TBall.h"
#include "TEdgeSegment.h"
#include "TLine.h"
#include "TPinballTable.h"
#include "TTableLayer.h"
TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
{
visualStruct visual{};
vector2 wall1End{}, wall1Start{}, wall2Start{}, wall2End{};
MessageField = 0;
UnusedBaseFlag = 1;
loader::query_visual(groupIndex, 0, &visual);
CollisionGroup = visual.CollisionGroup;
BallFieldMult = loader::query_float_attribute(groupIndex, 0, 701, 0.2f);
BallZOffsetFlag = static_cast<int>(loader::query_float_attribute(groupIndex, 0, 1305, 0));
auto floatArr3Plane = loader::query_float_attribute(groupIndex, 0, 1300);
RampPlaneCount = static_cast<int>(floor(*floatArr3Plane));
RampPlane = reinterpret_cast<ramp_plane_type*>(floatArr3Plane + 1);
auto wall0Arr = loader::query_float_attribute(groupIndex, 0, 1303);
auto wall0CollisionGroup = 1 << static_cast<int>(floor(wall0Arr[0]));
auto wall0Pts = reinterpret_cast<wall_point_type*>(wall0Arr + 2);
Line1 = new TLine(this, &ActiveFlag, wall0CollisionGroup, wall0Pts->Pt1, wall0Pts->Pt0);
Line1->WallValue = nullptr;
Line1->place_in_grid(&AABB);
EdgeList.push_back(Line1);
auto wall1Arr = loader::query_float_attribute(groupIndex, 0, 1301);
Wall1CollisionGroup = 1 << static_cast<int>(floor(wall1Arr[0]));
auto wall1Enabled = static_cast<int>(floor(wall1Arr[1]));
Wall1BallOffset = wall1Arr[7];
maths::find_closest_edge(
RampPlane,
RampPlaneCount,
reinterpret_cast<wall_point_type*>(wall1Arr + 3),
wall1End,
wall1Start);
Line2 = new TLine(this, &ActiveFlag, CollisionGroup, wall1Start, wall1End);
Line2->WallValue = nullptr;
Line2->place_in_grid(&AABB);
EdgeList.push_back(Line2);
auto wall2Arr = loader::query_float_attribute(groupIndex, 0, 1302);
Wall2CollisionGroup = 1 << static_cast<int>(floor(wall2Arr[0]));
auto wall2Enabled = static_cast<int>(floor(wall2Arr[1]));
Wall2BallOffset = wall2Arr[7];
maths::find_closest_edge(
RampPlane,
RampPlaneCount,
reinterpret_cast<wall_point_type*>(wall2Arr + 3),
wall2End,
wall2Start);
Line3 = new TLine(this, &ActiveFlag, CollisionGroup, wall2Start, wall2End);
Line3->WallValue = nullptr;
Line3->place_in_grid(&AABB);
EdgeList.push_back(Line3);
auto xMin = 1000000000.0f;
auto yMin = 1000000000.0f;
auto yMax = -1000000000.0f;
auto xMax = -1000000000.0f;
for (auto index = 0; index < RampPlaneCount; index++)
{
auto& plane = RampPlane[index];
vector2* pointOrder[4] = { &plane.V1, &plane.V2, &plane.V3, &plane.V1 };
xMin = std::min(std::min(std::min(plane.V3.X, plane.V1.X), plane.V2.X), xMin);
yMin = std::min(std::min(std::min(plane.V3.Y, plane.V1.Y), plane.V2.Y), xMin); // Sic
xMax = std::max(std::max(std::max(plane.V3.X, plane.V1.X), plane.V2.X), xMin);
yMax = std::max(std::max(std::max(plane.V3.Y, plane.V1.Y), plane.V2.Y), xMin);
for (auto pt = 0; pt < 3; pt++)
{
auto& point1 = *pointOrder[pt], point2 = *pointOrder[pt + 1];
auto collisionGroup = 0;
if (point1 == wall1End && point2 == wall1Start)
{
if (wall1Enabled)
collisionGroup = Wall1CollisionGroup;
}
else if (point1 == wall2End && point2 == wall2Start)
{
if (wall2Enabled)
collisionGroup = Wall2CollisionGroup;
}
else
collisionGroup = visual.CollisionGroup;
if (collisionGroup)
{
auto line = new TLine(this, &ActiveFlag, collisionGroup, point1, point2);
line->WallValue = &plane;
line->place_in_grid(&AABB);
EdgeList.push_back(line);
}
}
plane.FieldForce.X = cos(plane.GravityAngle2) * sin(plane.GravityAngle1) *
PinballTable->GravityDirVectMult;
plane.FieldForce.Y = sin(plane.GravityAngle2) * sin(plane.GravityAngle1) *
PinballTable->GravityDirVectMult;
}
Field.ActiveFlag = &ActiveFlag;
Field.CollisionComp = this;
Field.CollisionGroup = visual.CollisionGroup;
auto x1 = xMax;
auto y1 = yMax;
auto x0 = xMin;
auto y0 = yMin;
TTableLayer::edges_insert_square(y0, x0, y1, x1, nullptr, &Field);
}
void TRamp::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance, TEdgeSegment* edge)
{
ball->not_again(edge);
ball->Position.X = nextPosition->X;
ball->Position.Y = nextPosition->Y;
ball->RayMaxDistance -= distance;
auto plane = static_cast<ramp_plane_type*>(edge->WallValue);
if (plane)
{
ball->CollisionFlag = 1;
ball->CollisionOffset.X = plane->BallCollisionOffset.X;
ball->CollisionOffset.Y = plane->BallCollisionOffset.Y;
ball->CollisionOffset.Z = plane->BallCollisionOffset.Z;
ball->RampFieldForce.X = plane->FieldForce.X;
ball->RampFieldForce.Y = plane->FieldForce.Y;
ball->Position.Z = ball->Position.X * ball->CollisionOffset.X + ball->Position.Y * ball->CollisionOffset.Y +
ball->Radius + ball->CollisionOffset.Z;
ball->CollisionMask = CollisionGroup;
return;
}
if (edge == Line1)
{
if (!PinballTable->TiltLockFlag)
{
loader::play_sound(SoftHitSoundId, ball, "TRamp");
control::handler(MessageCode::ControlCollision, this);
}
}
else
{
ball->CollisionFlag = 0;
if (edge == Line2)
{
ball->CollisionMask = Wall1CollisionGroup;
if (BallZOffsetFlag)
ball->Position.Z = ball->Radius + Wall1BallOffset;
}
else
{
ball->CollisionMask = Wall2CollisionGroup;
if (BallZOffsetFlag)
ball->Position.Z = ball->Radius + Wall2BallOffset;
}
}
}
int TRamp::FieldEffect(TBall* ball, vector2* vecDst)
{
vecDst->X = ball->RampFieldForce.X - ball->Direction.X * ball->Speed * BallFieldMult;
vecDst->Y = ball->RampFieldForce.Y - ball->Direction.Y * ball->Speed * BallFieldMult;
return 1;
}
void TRamp::port_draw()
{
TCollisionComponent::port_draw();
}