SpaceCadetPinball/SpaceCadetPinball/TRamp.cpp

218 lines
5.8 KiB
C++

#include "pch.h"
#include "TRamp.h"
#include "control.h"
#include "loader.h"
#include "TBall.h"
#include "TEdgeSegment.h"
#include "TLine.h"
#include "TPinballTable.h"
#include "TTableLayer.h"
TRamp::TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
{
visualStruct visual{};
vector2 end{}, start{}, *end2, *start2, *start3, *end3;
MessageField = 0;
UnusedBaseFlag = 1;
loader::query_visual(groupIndex, 0, &visual);
CollisionGroup = visual.CollisionGroup;
BallFieldMult = loader::query_float_attribute(groupIndex, 0, 701, 0.2f);
RampFlag1 = static_cast<int>(loader::query_float_attribute(groupIndex, 0, 1305, 0));
auto floatArr3Plane = loader::query_float_attribute(groupIndex, 0, 1300);
RampPlaneCount = static_cast<int>(floor(*floatArr3Plane));
RampPlane = reinterpret_cast<ramp_plane_type*>(floatArr3Plane + 1);
auto floatArr4 = loader::query_float_attribute(groupIndex, 0, 1303);
end.X = floatArr4[2];
end.Y = floatArr4[3];
start.X = floatArr4[4];
start.Y = floatArr4[5];
Line1 = new TLine(this, &ActiveFlag, 1 << static_cast<int>(floor(floatArr4[0])), &start, &end);
EdgeList.push_back(Line1);
if (Line1)
{
Line1->WallValue = nullptr;
Line1->place_in_grid();
}
auto floatArr5WallPoint = loader::query_float_attribute(groupIndex, 0, 1301);
Wall1PointFirst = 1 << static_cast<int>(floor(floatArr5WallPoint[0]));
auto wallPt1_2 = static_cast<int>(floor(floatArr5WallPoint[1]));
Wall1PointLast = floatArr5WallPoint[7];
maths::find_closest_edge(
RampPlane,
RampPlaneCount,
reinterpret_cast<wall_point_type*>(floatArr5WallPoint + 3),
&end2,
&start2);
Line2 = new TLine(this, &ActiveFlag, CollisionGroup, start2, end2);
EdgeList.push_back(Line2);
if (Line2)
{
Line2->WallValue = nullptr;
Line2->place_in_grid();
}
auto floatArr6WallPoint = loader::query_float_attribute(groupIndex, 0, 1302);
auto wall2Pt1_2 = static_cast<int>(floor(floatArr6WallPoint[1]));
Wall2PointFirst = 1 << static_cast<int>(floor(floatArr6WallPoint[0]));
Wall2PointLast = floatArr6WallPoint[7];
maths::find_closest_edge(
RampPlane,
RampPlaneCount,
reinterpret_cast<wall_point_type*>(floatArr6WallPoint + 3),
&end3,
&start3);
Line3 = new TLine(this, &ActiveFlag, CollisionGroup, start3, end3);
EdgeList.push_back(Line3);
if (Line3)
{
Line3->WallValue = nullptr;
Line3->place_in_grid();
}
auto xMin = 1000000000.0f;
auto yMin = 1000000000.0f;
auto yMax = -1000000000.0f;
auto xMax = -1000000000.0f;
for (auto index = 0; index < RampPlaneCount; index++)
{
auto plane = &RampPlane[index];
auto pVec1 = &plane->V1;
auto pVec2 = &plane->V2;
auto pVec3 = &plane->V3;
xMin = std::min(std::min(std::min(plane->V3.X, plane->V1.X), plane->V2.X), xMin);
yMin = std::min(std::min(std::min(plane->V3.Y, plane->V1.Y), plane->V2.Y), xMin); // Sic
xMax = std::max(std::max(std::max(plane->V3.X, plane->V1.X), plane->V2.X), xMin);
yMax = std::max(std::max(std::max(plane->V3.Y, plane->V1.Y), plane->V2.Y), xMin);
vector2* pointOrder[4] = {pVec1, pVec2, pVec3, pVec1};
for (auto pt = 0; pt < 3; pt++)
{
auto point1 = pointOrder[pt], point2 = pointOrder[pt + 1];
auto collisionGroup = 0;
if (point1 != end2 || point2 != start2)
{
if (point1 != end3 || point2 != start3)
{
collisionGroup = visual.CollisionGroup;
}
else if (wall2Pt1_2)
{
collisionGroup = Wall2PointFirst;
}
}
else if (wallPt1_2)
{
collisionGroup = Wall1PointFirst;
}
if (collisionGroup)
{
auto line = new TLine(this, &ActiveFlag, collisionGroup, point1, point2);
EdgeList.push_back(line);
if (line)
{
line->WallValue = plane;
line->place_in_grid();
}
}
}
plane->FieldForce.X = cos(plane->GravityAngle2) * sin(plane->GravityAngle1) *
PinballTable->GravityDirVectMult;
plane->FieldForce.Y = sin(plane->GravityAngle2) * sin(plane->GravityAngle1) *
PinballTable->GravityDirVectMult;
}
Field.Flag2Ptr = &ActiveFlag;
Field.CollisionComp = this;
Field.Mask = visual.CollisionGroup;
auto x1 = xMax;
auto y1 = yMax;
auto x0 = xMin;
auto y0 = yMin;
TTableLayer::edges_insert_square(y0, x0, y1, x1, nullptr, &Field);
}
void TRamp::put_scoring(int index, int score)
{
if (index < 4)
Scores[index] = score;
}
int TRamp::get_scoring(int index)
{
return index < 4 ? Scores[index] : 0;
}
void TRamp::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float coef, TEdgeSegment* edge)
{
ball->not_again(edge);
ball->Position.X = nextPosition->X;
ball->Position.Y = nextPosition->Y;
ball->RayMaxDistance -= coef;
auto plane = static_cast<ramp_plane_type*>(edge->WallValue);
if (plane)
{
ball->CollisionFlag = 1;
ball->CollisionOffset.X = plane->BallCollisionOffset.X;
ball->CollisionOffset.Y = plane->BallCollisionOffset.Y;
ball->CollisionOffset.Z = plane->BallCollisionOffset.Z;
ball->RampFieldForce.X = plane->FieldForce.X;
ball->RampFieldForce.Y = plane->FieldForce.Y;
ball->Position.Z = ball->Position.X * ball->CollisionOffset.X + ball->Position.Y * ball->CollisionOffset.Y +
ball->Offset + ball->CollisionOffset.Z;
ball->FieldFlag = CollisionGroup;
return;
}
if (edge == Line1)
{
if (!PinballTable->TiltLockFlag)
{
loader::play_sound(SoftHitSoundId);
control::handler(63, this);
}
}
else
{
ball->CollisionFlag = 0;
if (edge == Line2)
{
ball->FieldFlag = Wall1PointFirst;
if (!RampFlag1)
return;
ball->Position.Z = ball->Offset + Wall1PointLast;
}
else
{
ball->FieldFlag = Wall2PointFirst;
if (!RampFlag1)
return;
ball->Position.Z = ball->Offset + Wall2PointLast;
}
}
}
int TRamp::FieldEffect(TBall* ball, vector2* vecDst)
{
vecDst->X = ball->RampFieldForce.X - ball->Acceleration.X * ball->Speed * BallFieldMult;
vecDst->Y = ball->RampFieldForce.Y - ball->Acceleration.Y * ball->Speed * BallFieldMult;
return 1;
}
void TRamp::port_draw()
{
TCollisionComponent::port_draw();
}