mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-17 15:20:17 +01:00
199 lines
5.7 KiB
C++
199 lines
5.7 KiB
C++
#include "pch.h"
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#include "TRamp.h"
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#include "control.h"
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#include "loader.h"
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#include "TBall.h"
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#include "TEdgeSegment.h"
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#include "TLine.h"
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#include "TPinballTable.h"
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#include "TTableLayer.h"
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TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
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{
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visualStruct visual{};
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vector2 wall1End{}, wall1Start{}, wall2Start{}, wall2End{};
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MessageField = 0;
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UnusedBaseFlag = 1;
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loader::query_visual(groupIndex, 0, &visual);
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CollisionGroup = visual.CollisionGroup;
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BallFieldMult = loader::query_float_attribute(groupIndex, 0, 701, 0.2f);
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BallZOffsetFlag = static_cast<int>(loader::query_float_attribute(groupIndex, 0, 1305, 0));
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auto floatArr3Plane = loader::query_float_attribute(groupIndex, 0, 1300);
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RampPlaneCount = static_cast<int>(floor(*floatArr3Plane));
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RampPlane = reinterpret_cast<ramp_plane_type*>(floatArr3Plane + 1);
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auto wall0Arr = loader::query_float_attribute(groupIndex, 0, 1303);
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auto wall0CollisionGroup = 1 << static_cast<int>(floor(wall0Arr[0]));
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auto wall0Pts = reinterpret_cast<wall_point_type*>(wall0Arr + 2);
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Line1 = new TLine(this, &ActiveFlag, wall0CollisionGroup, wall0Pts->Pt1, wall0Pts->Pt0);
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Line1->WallValue = nullptr;
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Line1->place_in_grid();
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EdgeList.push_back(Line1);
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auto wall1Arr = loader::query_float_attribute(groupIndex, 0, 1301);
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Wall1CollisionGroup = 1 << static_cast<int>(floor(wall1Arr[0]));
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auto wall1Enabled = static_cast<int>(floor(wall1Arr[1]));
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Wall1BallOffset = wall1Arr[7];
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maths::find_closest_edge(
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RampPlane,
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RampPlaneCount,
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reinterpret_cast<wall_point_type*>(wall1Arr + 3),
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wall1End,
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wall1Start);
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Line2 = new TLine(this, &ActiveFlag, CollisionGroup, wall1Start, wall1End);
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Line2->WallValue = nullptr;
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Line2->place_in_grid();
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EdgeList.push_back(Line2);
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auto wall2Arr = loader::query_float_attribute(groupIndex, 0, 1302);
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Wall2CollisionGroup = 1 << static_cast<int>(floor(wall2Arr[0]));
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auto wall2Enabled = static_cast<int>(floor(wall2Arr[1]));
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Wall2BallOffset = wall2Arr[7];
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maths::find_closest_edge(
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RampPlane,
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RampPlaneCount,
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reinterpret_cast<wall_point_type*>(wall2Arr + 3),
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wall2End,
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wall2Start);
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Line3 = new TLine(this, &ActiveFlag, CollisionGroup, wall2Start, wall2End);
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Line3->WallValue = nullptr;
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Line3->place_in_grid();
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EdgeList.push_back(Line3);
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auto xMin = 1000000000.0f;
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auto yMin = 1000000000.0f;
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auto yMax = -1000000000.0f;
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auto xMax = -1000000000.0f;
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for (auto index = 0; index < RampPlaneCount; index++)
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{
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auto& plane = RampPlane[index];
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vector2* pointOrder[4] = { &plane.V1, &plane.V2, &plane.V3, &plane.V1 };
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xMin = std::min(std::min(std::min(plane.V3.X, plane.V1.X), plane.V2.X), xMin);
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yMin = std::min(std::min(std::min(plane.V3.Y, plane.V1.Y), plane.V2.Y), xMin); // Sic
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xMax = std::max(std::max(std::max(plane.V3.X, plane.V1.X), plane.V2.X), xMin);
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yMax = std::max(std::max(std::max(plane.V3.Y, plane.V1.Y), plane.V2.Y), xMin);
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for (auto pt = 0; pt < 3; pt++)
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{
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auto& point1 = *pointOrder[pt], point2 = *pointOrder[pt + 1];
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auto collisionGroup = 0;
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if (point1 == wall1End && point2 == wall1Start)
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{
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if (wall1Enabled)
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collisionGroup = Wall1CollisionGroup;
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}
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else if (point1 == wall2End && point2 == wall2Start)
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{
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if (wall2Enabled)
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collisionGroup = Wall2CollisionGroup;
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}
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else
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collisionGroup = visual.CollisionGroup;
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if (collisionGroup)
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{
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auto line = new TLine(this, &ActiveFlag, collisionGroup, point1, point2);
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line->WallValue = &plane;
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line->place_in_grid();
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EdgeList.push_back(line);
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}
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}
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plane.FieldForce.X = cos(plane.GravityAngle2) * sin(plane.GravityAngle1) *
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PinballTable->GravityDirVectMult;
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plane.FieldForce.Y = sin(plane.GravityAngle2) * sin(plane.GravityAngle1) *
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PinballTable->GravityDirVectMult;
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}
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Field.ActiveFlag = &ActiveFlag;
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Field.CollisionComp = this;
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Field.CollisionGroup = visual.CollisionGroup;
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auto x1 = xMax;
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auto y1 = yMax;
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auto x0 = xMin;
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auto y0 = yMin;
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TTableLayer::edges_insert_square(y0, x0, y1, x1, nullptr, &Field);
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}
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void TRamp::put_scoring(int index, int score)
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{
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if (index < 4)
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Scores[index] = score;
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}
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int TRamp::get_scoring(int index)
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{
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return index < 4 ? Scores[index] : 0;
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}
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void TRamp::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance, TEdgeSegment* edge)
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{
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ball->not_again(edge);
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ball->Position.X = nextPosition->X;
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ball->Position.Y = nextPosition->Y;
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ball->RayMaxDistance -= distance;
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auto plane = static_cast<ramp_plane_type*>(edge->WallValue);
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if (plane)
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{
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ball->CollisionFlag = 1;
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ball->CollisionOffset.X = plane->BallCollisionOffset.X;
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ball->CollisionOffset.Y = plane->BallCollisionOffset.Y;
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ball->CollisionOffset.Z = plane->BallCollisionOffset.Z;
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ball->RampFieldForce.X = plane->FieldForce.X;
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ball->RampFieldForce.Y = plane->FieldForce.Y;
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ball->Position.Z = ball->Position.X * ball->CollisionOffset.X + ball->Position.Y * ball->CollisionOffset.Y +
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ball->Offset + ball->CollisionOffset.Z;
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ball->CollisionMask = CollisionGroup;
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return;
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}
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if (edge == Line1)
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{
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if (!PinballTable->TiltLockFlag)
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{
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loader::play_sound(SoftHitSoundId);
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control::handler(63, this);
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}
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}
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else
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{
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ball->CollisionFlag = 0;
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if (edge == Line2)
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{
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ball->CollisionMask = Wall1CollisionGroup;
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if (BallZOffsetFlag)
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ball->Position.Z = ball->Offset + Wall1BallOffset;
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}
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else
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{
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ball->CollisionMask = Wall2CollisionGroup;
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if (BallZOffsetFlag)
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ball->Position.Z = ball->Offset + Wall2BallOffset;
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}
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}
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}
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int TRamp::FieldEffect(TBall* ball, vector2* vecDst)
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{
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vecDst->X = ball->RampFieldForce.X - ball->Direction.X * ball->Speed * BallFieldMult;
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vecDst->Y = ball->RampFieldForce.Y - ball->Direction.Y * ball->Speed * BallFieldMult;
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return 1;
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}
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void TRamp::port_draw()
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{
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TCollisionComponent::port_draw();
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}
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