SpaceCadetPinball/SpaceCadetPinball/TRollover.cpp

100 lines
2.2 KiB
C++

#include "pch.h"
#include "TRollover.h"
#include "control.h"
#include "gdrv.h"
#include "loader.h"
#include "objlist_class.h"
#include "render.h"
#include "TBall.h"
#include "TEdgeSegment.h"
#include "timer.h"
#include "TPinballTable.h"
TRollover::TRollover(TPinballTable* table, int groupIndex, bool createWall) : TCollisionComponent(
table, groupIndex, createWall)
{
}
TRollover::TRollover(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
{
RolloverFlag = 0;
if (ListBitmap)
render::sprite_set_bitmap(RenderSprite, ListBitmap->Get(0));
build_walls(groupIndex);
}
int TRollover::Message(int code, float value)
{
if (code == 1024)
{
this->ActiveFlag = 1;
this->RolloverFlag = 0;
if (this->ListBitmap)
render::sprite_set_bitmap(this->RenderSprite, this->ListBitmap->Get(0));
}
return 0;
}
void TRollover::Collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float coef,
TEdgeSegment* edge)
{
ball->Position.X = nextPosition->X;
ball->Position.Y = nextPosition->Y;
ball->RayMaxDistance -= coef;
ball->not_again(edge);
gdrv_bitmap8* bmp = nullptr;
if (!PinballTable->TiltLockFlag)
{
if (RolloverFlag)
{
timer::set(0.1f, this, TimerExpired);
ActiveFlag = 0;
}
else
{
loader::play_sound(SoftHitSoundId);
control::handler(63, this);
}
RolloverFlag = RolloverFlag == 0;
if (ListBitmap)
{
if (!RolloverFlag)
bmp = ListBitmap->Get(0);
render::sprite_set_bitmap(RenderSprite, bmp);
}
}
}
void TRollover::put_scoring(int index, int score)
{
if (index < 2)
Scores[index] = score;
}
int TRollover::get_scoring(int index)
{
return index < 2 ? Scores[index] : 0;
}
void TRollover::build_walls(int groupIndex)
{
visualStruct visual{};
loader::query_visual(groupIndex, 0, &visual);
float* arr1 = loader::query_float_attribute(groupIndex, 0, 600);
TEdgeSegment::install_wall(arr1, this, &ActiveFlag, visual.CollisionGroup, 0.0, 600);
float* arr2 = loader::query_float_attribute(groupIndex, 0, 603);
TEdgeSegment::install_wall(arr2, this, &RolloverFlag, visual.CollisionGroup, 0.0, 603);
}
void TRollover::TimerExpired(int timerId, void* caller)
{
auto roll = static_cast<TRollover*>(caller);
roll->ActiveFlag = 1;
}