1 #include "pch.h"
2 #include "TBall.h"
3
4
5 #include "fullscrn.h"
6 #include "loader.h"
7 #include "maths.h"
8 #include "pb.h"
9 #include "proj.h"
10 #include "render.h"
11 #include "TPinballTable.h"
12
TBall(TPinballTable * table)13 TBall::TBall(TPinballTable* table) : TPinballComponent(table, -1, false)
14 {
15 visualStruct visual{};
16 char ballGroupName[10]{"ball"};
17
18 TimeNow = 0.0;
19 RayMaxDistance = 0.0;
20 ActiveFlag = 1;
21 CollisionComp = nullptr;
22 EdgeCollisionCount = 0;
23 TimeDelta = 0.0;
24 FieldFlag = 1;
25 CollisionFlag = 0;
26 Speed = 0.0;
27 Acceleration.Y = 0.0;
28 Acceleration.X = 0.0;
29 InvAcceleration.Y = 1000000000.0;
30 InvAcceleration.X = 1000000000.0;
31 Position.X = 0.0;
32 Position.Y = 0.0;
33
34 ListBitmap = new std::vector<gdrv_bitmap8*>();
35
36 /*Full tilt: ball is ballN, where N[0,2] resolution*/
37 if (pb::FullTiltMode)
38 ballGroupName[4] = '0' + fullscrn::GetResolution();
39 auto groupIndex = loader::query_handle(ballGroupName);
40
41 Offset = *loader::query_float_attribute(groupIndex, 0, 500);
42
43 auto visualCount = loader::query_visual_states(groupIndex);
44 for (auto index = 0; index < visualCount; ++index)
45 {
46 loader::query_visual(groupIndex, index, &visual);
47 if (ListBitmap)
48 ListBitmap->push_back(visual.Bitmap);
49 auto visVec = reinterpret_cast<vector_type*>(loader::query_float_attribute(groupIndex, index, 501));
50 auto zDepth = proj::z_distance(visVec);
51 VisualZArray[index] = zDepth;
52 }
53 RenderSprite = render::create_sprite(VisualTypes::Ball, nullptr, nullptr, 0, 0, nullptr);
54 PinballTable->CollisionCompOffset = Offset;
55 Position.Z = Offset;
56 }
57
Repaint()58 void TBall::Repaint()
59 {
60 int pos2D[2];
61
62 if (CollisionFlag)
63 {
64 Position.Z =
65 CollisionOffset.X * Position.X +
66 CollisionOffset.Y * Position.Y +
67 Offset + CollisionOffset.Z;
68 }
69
70 proj::xform_to_2d(&Position, pos2D);
71 auto zDepth = proj::z_distance(&Position);
72
73 auto zArrPtr = VisualZArray;
74 auto index = 0u;
75 for (; index < ListBitmap->size() - 1; ++index, zArrPtr++)
76 {
77 if (*zArrPtr <= zDepth) break;
78 }
79
80 auto bmp = ListBitmap->at(index);
81 render::ball_set(
82 RenderSprite,
83 bmp,
84 zDepth,
85 pos2D[0] - bmp->Width / 2,
86 pos2D[1] - bmp->Height / 2);
87 }
88
not_again(TEdgeSegment * edge)89 void TBall::not_again(TEdgeSegment* edge)
90 {
91 if (EdgeCollisionCount < 5)
92 {
93 Collisions[EdgeCollisionCount] = edge;
94 ++EdgeCollisionCount;
95 }
96 }
97
already_hit(TEdgeSegment * edge)98 bool TBall::already_hit(TEdgeSegment* edge)
99 {
100 for (int i = 0; i < EdgeCollisionCount; i++)
101 {
102 if (Collisions[i] == edge)
103 return true;
104 }
105
106 return false;
107 }
108
Message(int code,float value)109 int TBall::Message(int code, float value)
110 {
111 if (code == 1024)
112 {
113 render::ball_set(RenderSprite, nullptr, 0.0, 0, 0);
114 Position.X = 0.0;
115 CollisionComp = nullptr;
116 Position.Y = 0.0;
117 ActiveFlag = 0;
118 CollisionFlag = 0;
119 FieldFlag = 1;
120 Acceleration.Y = 0.0;
121 Position.Z = Offset;
122 Acceleration.X = 0.0;
123 Speed = 0.0;
124 RayMaxDistance = 0.0;
125 }
126 return 0;
127 }
128
throw_ball(TBall * ball,vector_type * acceleration,float angleMult,float speedMult1,float speedMult2)129 void TBall::throw_ball(TBall* ball, vector_type* acceleration, float angleMult, float speedMult1, float speedMult2)
130 {
131 ball->CollisionComp = nullptr;
132 ball->Acceleration = *acceleration;
133 float rnd = RandFloat();
134 float angle = (1.0f - (rnd + rnd)) * angleMult;
135 maths::RotateVector(&ball->Acceleration, angle);
136 rnd = RandFloat();
137 ball->Speed = (1.0f - (rnd + rnd)) * (speedMult1 * speedMult2) + speedMult1;
138 }
139