mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-17 23:20:19 +01:00
277 lines
8.3 KiB
C++
277 lines
8.3 KiB
C++
#include "pch.h"
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#include "TTableLayer.h"
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#include "loader.h"
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#include "objlist_class.h"
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#include "proj.h"
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#include "render.h"
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#include "TBall.h"
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#include "TLine.h"
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#include "TPinballTable.h"
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TEdgeManager* TTableLayer::edge_manager;
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TTableLayer::TTableLayer(TPinballTable* table): TCollisionComponent(table, -1, false)
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{
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visualStruct visual{};
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rectangle_type rect{};
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auto groupIndex = loader::query_handle("table");
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loader::query_visual(groupIndex, 0, &visual);
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auto projCenter = loader::query_float_attribute(groupIndex, 0, 700);
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proj::recenter(projCenter[0], projCenter[1]);
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render::set_background_zmap(visual.ZMap, 0, 0);
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auto bmp = visual.Bitmap;
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VisBmp = visual.Bitmap;
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rect.XPosition = 0;
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rect.YPosition = 0;
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rect.Width = bmp->Width;
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rect.Height = bmp->Height;
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render::create_sprite(VisualType::None, bmp, visual.ZMap, 0, 0, &rect);
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PinballTable->SoundIndex1 = visual.SoundIndex4;
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PinballTable->SoundIndex2 = visual.SoundIndex3;
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PinballTable->SoundIndex3 = visual.Kicker.SoundIndex;
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auto tableAngleArr = loader::query_float_attribute(groupIndex, 0, 305);
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if (tableAngleArr)
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{
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PinballTable->GravityDirVectMult = tableAngleArr[0];
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PinballTable->GravityAngleX = tableAngleArr[1];
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PinballTable->GravityAnglY = tableAngleArr[2];
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}
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else
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{
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PinballTable->GravityDirVectMult = 25.0f;
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PinballTable->GravityAngleX = 0.5f;
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PinballTable->GravityAnglY = 1.570796f;
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}
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auto table3 = PinballTable;
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GraityDirX = cos(table3->GravityAnglY) * sin(table3->GravityAngleX) * table3->GravityDirVectMult;
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GraityDiY = sin(table3->GravityAnglY) * sin(table3->GravityAngleX) * table3->GravityDirVectMult;
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auto angleMultArr = loader::query_float_attribute(groupIndex, 0, 701);
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if (angleMultArr)
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GraityMult = *angleMultArr;
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else
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GraityMult = 0.2f;
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table->XOffset = bmp->XPosition;
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table->YOffset = bmp->YPosition;
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table->Width = bmp->Width;
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table->Height = bmp->Height;
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MaxCollisionSpeed = visual.Kicker.Unknown1F;
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CollisionMultiplier = 15.0f;
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auto visArrPtr = visual.FloatArr;
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Unknown1F = min(visArrPtr[0], min(visArrPtr[2], visArrPtr[4]));
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Unknown2F = min(visArrPtr[1], min(visArrPtr[3], visArrPtr[5]));
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Unknown3F = max(visArrPtr[0], max(visArrPtr[2], visArrPtr[4]));
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Unknown4F = max(visArrPtr[1], max(visArrPtr[3], visArrPtr[5]));
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auto a2 = Unknown4F - Unknown2F;
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auto a1 = Unknown3F - Unknown1F;
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edge_manager = new TEdgeManager(Unknown1F, Unknown2F, a1, a2);
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for (auto visFloatArrCount = visual.FloatArrCount; visFloatArrCount > 0; visFloatArrCount--)
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{
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auto line = new TLine(this,
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&UnknownBaseFlag2,
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visual.Flag,
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visArrPtr[2],
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visArrPtr[3],
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visArrPtr[0],
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visArrPtr[1]);
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if (line)
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{
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line->place_in_grid();
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EdgeList->Add(line);
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}
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visArrPtr += 2;
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}
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Field.Mask = -1;
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Field.Flag2Ptr = &UnknownBaseFlag2;
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Field.CollisionComp = this;
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edges_insert_square(Unknown2F, Unknown1F, Unknown4F, Unknown3F, nullptr,
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&Field);
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}
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TTableLayer::~TTableLayer()
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{
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if (edge_manager)
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delete edge_manager;
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}
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int TTableLayer::FieldEffect(TBall* ball, vector_type* vecDst)
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{
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vecDst->X = GraityDirX - (0.5f - static_cast<float>(rand()) * 0.00003051850947599719f + ball->Acceleration.X) *
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ball->Speed * GraityMult;
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vecDst->Y = GraityDiY - ball->Acceleration.Y * ball->Speed * GraityMult;
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return 1;
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}
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void TTableLayer::edges_insert_square(float y0, float x0, float y1, float x1, TEdgeSegment* edge,
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field_effect_type* field)
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{
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float widthM = static_cast<float>(static_cast<int>(edge_manager->AdvanceX * 0.001f)); // Sic
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float heightM = static_cast<float>(static_cast<int>(edge_manager->AdvanceY * 0.001f));
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float xMin = x0 - widthM;
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float xMax = x1 + widthM;
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float yMin = y0 - heightM;
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float yMax = y1 + heightM;
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int xMinBox = edge_manager->box_x(xMin);
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int yMinBox = edge_manager->box_y(yMin);
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int xMaxBox = edge_manager->box_x(xMax);
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int yMaxBox = edge_manager->box_y(yMax);
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float boxX = static_cast<float>(xMinBox) * edge_manager->AdvanceX + edge_manager->X;
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for (int indexX = xMinBox; indexX <= xMaxBox; ++indexX)
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{
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float boxY = static_cast<float>(yMinBox) * edge_manager->AdvanceY + edge_manager->Y;
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for (int indexY = yMinBox; indexY <= yMaxBox; ++indexY)
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{
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if (xMax >= boxX && xMin <= boxX + edge_manager->AdvanceX &&
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yMax >= boxY && yMin <= boxY + edge_manager->AdvanceY)
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{
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if (edge)
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{
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edge_manager->add_edge_to_box(indexX, indexY, edge);
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}
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if (field)
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{
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edge_manager->add_field_to_box(indexX, indexY, field);
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}
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}
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boxY += edge_manager->AdvanceY;
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}
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boxX += edge_manager->AdvanceX;
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}
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}
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void TTableLayer::edges_insert_circle(circle_type* circle, TEdgeSegment* edge, field_effect_type* field)
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{
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ray_type ray{};
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vector_type vec1{};
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auto radiusM = sqrt(circle->RadiusSq) + edge_manager->AdvanceX * 0.001f;
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auto radiusMSq = radiusM * radiusM;
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auto xMin = circle->Center.X - radiusM;
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auto yMin = circle->Center.Y - radiusM;
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auto xMax = radiusM + circle->Center.X;
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auto yMax = radiusM + circle->Center.Y;
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auto xMinBox = edge_manager->box_x(xMin);
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auto yMinBox = edge_manager->box_y(yMin);
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auto xMaxBox = edge_manager->box_x(xMax);
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auto yMaxBox = edge_manager->box_y(yMax);
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auto dirX = xMinBox - 1 <= 0 ? 0 : xMinBox - 1;
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auto dirY = yMinBox - 1 <= 0 ? 0 : yMinBox - 1;
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xMaxBox = edge_manager->increment_box_x(xMaxBox);
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yMaxBox = edge_manager->increment_box_y(yMaxBox);
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vec1.X = static_cast<float>(dirX) * edge_manager->AdvanceX + edge_manager->X;
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for (auto indexX = dirX; indexX <= xMaxBox; ++indexX)
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{
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vec1.Y = static_cast<float>(dirY) * edge_manager->AdvanceY + edge_manager->Y;
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for (int indexY = dirY; indexY <= yMaxBox; ++indexY)
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{
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auto vec1XAdv = vec1.X + edge_manager->AdvanceX;
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auto vec1YAdv = vec1.Y + edge_manager->AdvanceY;
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if (xMax >= vec1.X && xMin <= vec1XAdv &&
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yMax >= vec1.Y && yMin <= vec1YAdv)
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{
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bool collision = true;
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do
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{
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if (circle->Center.X <= vec1XAdv && circle->Center.X >= vec1.X &&
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circle->Center.Y <= vec1YAdv && circle->Center.Y >= vec1.Y)
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break;
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auto vec2 = vec1;
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if (maths::Distance_Squared(vec1, circle->Center) <= radiusMSq)
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break;
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vec2.X = vec2.X + edge_manager->AdvanceX;
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if (maths::Distance_Squared(vec2, circle->Center) <= radiusMSq)
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break;
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vec2.Y = vec2.Y + edge_manager->AdvanceY;
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if (maths::Distance_Squared(vec2, circle->Center) <= radiusMSq)
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break;
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vec2.X = vec2.X - edge_manager->AdvanceX;
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if (maths::Distance_Squared(vec2, circle->Center) <= radiusMSq)
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break;
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ray.Origin = vec1;
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ray.Direction.X = 1.0;
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ray.Direction.Y = 0.0;
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ray.MaxDistance = edge_manager->AdvanceX;
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if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0)
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break;
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ray.Direction.X = -1.0;
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ray.Origin.X = ray.Origin.X + edge_manager->AdvanceX;
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if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0)
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break;
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ray.Direction.X = 0.0;
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ray.Direction.Y = 1.0;
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ray.MaxDistance = edge_manager->AdvanceY;
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if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0)
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break;
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ray.Direction.Y = -1.0;
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ray.Origin.Y = ray.Origin.Y + edge_manager->AdvanceY;
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if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0)
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break;
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ray.Direction.Y = 0.0;
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ray.Direction.X = -1.0;
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ray.MaxDistance = edge_manager->AdvanceX;
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if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0)
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break;
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ray.Direction.X = 1.0;
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ray.Origin.X = ray.Origin.X - edge_manager->AdvanceX;
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if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0)
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break;
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ray.Direction.X = 0.0;
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ray.Direction.Y = -1.0;
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ray.MaxDistance = edge_manager->AdvanceY;
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if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0)
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break;
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ray.Direction.Y = 1.0;
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ray.Origin.Y = ray.Origin.Y - edge_manager->AdvanceY;
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if (maths::ray_intersect_circle(&ray, circle) < 1000000000.0)
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break;
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collision = false;
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}
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while (false);
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if (collision)
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{
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if (edge)
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{
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edge_manager->add_edge_to_box(indexX, indexY, edge);
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}
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if (field)
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{
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edge_manager->add_field_to_box(indexX, indexY, field);
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}
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}
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}
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vec1.Y += edge_manager->AdvanceY;
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}
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vec1.X += edge_manager->AdvanceX;
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}
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}
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