SpaceCadetPinball/SpaceCadetPinball/TTableLayer.cpp

105 lines
3.0 KiB
C++

#include "pch.h"
#include "TTableLayer.h"
#include "loader.h"
#include "proj.h"
#include "render.h"
#include "TLine.h"
#include "TPinballTable.h"
TEdgeManager* TTableLayer::edge_manager;
TTableLayer::TTableLayer(TPinballTable* table): TCollisionComponent(table, -1, false)
{
visualStruct visual{};
rectangle_type rect{};
auto groupIndex = loader::query_handle("table");
loader::query_visual(groupIndex, 0, &visual);
auto projCenter = loader::query_float_attribute(groupIndex, 0, 700);
proj::recenter(projCenter[0], projCenter[1]);
render::set_background_zmap(visual.ZMap, 0, 0);
auto bmp = visual.Bitmap;
VisBmp = visual.Bitmap;
rect.XPosition = 0;
rect.YPosition = 0;
rect.Width = bmp->Width;
rect.Height = bmp->Height;
render::create_sprite(VisualType::None, bmp, visual.ZMap, 0, 0, &rect);
PinballTable->SoundIndex1 = visual.SoundIndex4;
PinballTable->SoundIndex2 = visual.SoundIndex3;
PinballTable->SoundIndex3 = visual.Kicker.SoundIndex;
auto tableAngleArr = loader::query_float_attribute(groupIndex, 0, 305);
if (tableAngleArr)
{
PinballTable->TableAngleMult = tableAngleArr[0];
PinballTable->TableAngle1 = tableAngleArr[1];
PinballTable->TableAngle2 = tableAngleArr[2];
}
else
{
PinballTable->TableAngleMult = 25.0f;
PinballTable->TableAngle1 = 0.5f;
PinballTable->TableAngle2 = 1.570796f;
}
auto table3 = PinballTable;
Angle1 = cos(table3->TableAngle2) * sin(table3->TableAngle1) * table3->TableAngleMult;
Angle2 = sin(table3->TableAngle2) * sin(table3->TableAngle1) * table3->TableAngleMult;
auto angleMultArr = loader::query_float_attribute(groupIndex, 0, 701);
if (angleMultArr)
AngleMult = *angleMultArr;
else
AngleMult = 0.2f;
table->XOffset = bmp->XPosition;
table->YOffset = bmp->YPosition;
table->Width = bmp->Width;
table->Height = bmp->Height;
UnknownC7F = visual.Kicker.Unknown1F;
UnknownC6F = 15.0f;
auto visArrPtr = visual.FloatArr;
Unknown1F = min(visArrPtr[0], min(visArrPtr[2], visArrPtr[4]));
Unknown2F = min(visArrPtr[1], min(visArrPtr[3], visArrPtr[5]));
Unknown3F = max(visArrPtr[0], max(visArrPtr[2], visArrPtr[4]));
Unknown4F = max(visArrPtr[1], max(visArrPtr[3], visArrPtr[5]));
auto a2 = Unknown4F - Unknown2F;
auto a1 = Unknown3F - Unknown1F;
edge_manager = new TEdgeManager(Unknown1F, Unknown2F, a1, a2);
for (auto visFloatArrCount = visual.FloatArrCount; visFloatArrCount > 0; visFloatArrCount--)
{
auto line = new TLine(this,
&UnknownBaseFlag2,
visual.Flag,
visArrPtr[2],
visArrPtr[3],
visArrPtr[0],
visArrPtr[1]);
if (line)
{
line->place_in_grid();
EdgeList->Add(line);
}
visArrPtr += 2;
}
Field.Unknown1 = -1;
Field.Flag2Ptr = &UnknownBaseFlag2;
Field.CollisionComp = this;
TEdgeManager::edges_insert_square(Unknown2F, Unknown1F, Unknown4F, Unknown3F, nullptr,
&Field);
}
TTableLayer::~TTableLayer()
{
if (edge_manager)
delete edge_manager;
}