Commit Graph

23 Commits

Author SHA1 Message Date
Muzychenko Andrey 75d2d98a46 Fixed plunger pullback speed in 3DPB mode.
Issue #193
2023-10-18 08:37:54 +03:00
Muzychenko Andrey 18c80a0ff8 Fixed plunger pullback following FT rules in 3DPB mode.
Issue #179.
2023-07-11 12:25:22 +03:00
Muzychenko Andrey e0424bed65 FT collision part5: cleanup. 2023-03-13 08:25:49 +03:00
Muzychenko Andrey 7003b01e5d Render tweaks part 2: sprite set by index. 2022-09-22 17:46:00 +03:00
Muzychenko Andrey 9f0ae0434e Render tweaks part 1: refactored sprite struct.
Optimized sprite handling in render.
Fixed switch warning in control.
2022-09-21 16:43:45 +03:00
Muzychenko Andrey 22603aa126 Message code enum part 5: control codes. 2022-09-07 16:01:38 +03:00
Muzychenko Andrey dfe1665ba1 Message code enum part 4: finalized transition of Message to enum class. 2022-09-06 16:57:56 +03:00
Muzychenko Andrey 44d5fd5097 Message code enum part 1: global messages and some hacks. 2022-09-05 10:17:37 +03:00
Muzychenko Andrey c1c74878df Multiball part 1: control and component changes from FT.
The result is 3DPB/FT hybrid, with control closer to 3DPB and components closer to FT.
2022-08-25 17:09:17 +03:00
Patrice Levesque a4c6165094
Implement stereo sound. (#138)
* Implement stereo sound.

Original Space Cadet has mono sound.  To achieve stereo, the following
steps were accomplished:

- Add a game option to turn on/off stereo sound.  Default is on.

- TPinballComponent objects were extended with a method called
  get_coordinates() that returns a single 2D point, approximating the
  on-screen position of the object, re-mapped between 0 and 1 vertically
  and horizontally, {0, 0} being at the top-left.

    - For static objects like bumpers and lights, the coordinate refers
      to the geometric center of the corresponding graphic sprite, and
      is precalculated at initialization.

    - For ball objects, the coordinate refers to the geometric center of
      the ball, calculated during play when requested.

- Extend all calls to sound-playing methods so that they include a
  TPinballComponent* argument that refers to the sound source, e.g.
  where the sound comes from.  For instance, when a flipper is
  activated, its method call to emit a sound now includes a reference to
  the flipper object; when a ball goes under a SkillShotGate, its method
  call to emit a sound now includes a reference to the corresponding
  light; and so on.

  For some cases, like light rollovers, the sound source is taken from
  the ball that triggered the light rollover.

  For other cases, like holes, flags and targets, the sound source is
  taken from the object itself.

  For some special cases like ramp activation, sound source is
  taken from the nearest light position that makes sense.

  For all game-progress sounds, like mission completion sounds or ball
  drain sounds, the sound source is undefined (set to nullptr), and the
  Sound::PlaySound() method takes care of positioning them at a default
  location, where speakers on a pinball machine normally are.

- Make the Sound::PlaySound() method accept a new argument, a
  TPinballComponent reference, as described above.

  If the stereo option is turned on, the Sound::PlaySound() method calls
  the get_coordinates() method of the TPinballComponent reference to get
  the sound position.

  This project uses SDL_mixer and there is a function called
  Mix_SetPosition() that allows placing a sound in the stereo field, by
  giving it a distance and an angle.

  We arbitrarily place the player's ears at the bottom of the table; we
  set the ears' height to half a table's length.  Intensity of the
  stereo effect is directly related to this value; the farther the
  player's ears from the table, the narrowest the stereo picture gets,
  and vice-versa.

  From there we have all we need to calculate distance and angle; we do
  just that and position all the sounds.

* Copy-paste typo fix.
2022-05-30 10:35:29 +03:00
Muzychenko Andrey 97aea20586 Renamed some collision variables. 2022-05-20 11:51:00 +03:00
Muzychenko Andrey 2d0da712e3 Cleaning up maths: part 2.
Renamed vector2.
2022-05-11 16:47:13 +03:00
Muzychenko Andrey 5cd01807b2 winmain: converted int to bool.
Cleaned up some of the PR changes.
2021-10-23 09:02:51 +03:00
toxie 57af3af800
Increase precision of mode_countdown_ handling (#52)
* fix harmless warnings and properly try/catch allocations via new

otherwise the error handling will never be triggered

* increase precision of mode_countdown_ handling

potentially there could be modes running a bit too long, depending on passed in ms (which were implicitly truncated before when passing in)

also fix some harmless warnings

* document warnings that i cannot handle on my own

* revert changes to have a new cleaner PR after review/cherry picks

* increase precision of mode_countdown_ handling

potentially there could be modes running a bit too long, depending on passed in ms (which were implicitly truncated before when passing in)

also fix some harmless warnings and add comments where original code is 'correct' but weird
2021-10-23 07:33:04 +03:00
Muzychenko Andrey 685dfe78c2 TPlunger: removed duplicated code.
Ref PR#52.
2021-10-18 10:52:13 +03:00
Muzychenko Andrey 81c2034a16 Replaced objlist_class with std::vector.
Fixed minor bug in TLightGroup.
Cleaned up some warnings.
2021-10-01 18:55:44 +03:00
Muzychenko Andrey 28e2417ef9 Made it compile with GCC on Linux.
Fixed GCC warnings and Windows specifics.
Restored C++11, switch to 14 was not supposed to happen.
Not 100% sure about my Find* module section.
2021-09-09 11:40:54 +03:00
Muzychenko Andrey 6ff457eb68 Cleaned up objlist_class. 2021-01-30 14:19:25 +03:00
oz 262b098610 Some renames, cleanup partman, loader. 2021-01-28 18:01:26 +03:00
oz 7d15427dd9 midi ready, TCollision cleanup. 2021-01-23 13:33:30 +03:00
oz 7e8f52c156 TDrain, TKickout, TLightBargraph, TPopupTarget, TSoloTarget ready. 2021-01-17 18:26:03 +03:00
oz 9bd064bf15 TPlunger ready. TEdgeManager v1. 2021-01-07 19:00:38 +03:00
oz 5e94b5b513 Score, PinbalTable, PinballComponent v1
Placeholders for T piball component classes.
2020-11-01 18:45:29 +03:00