SpaceCadetPinballEmscripten/SpaceCadetPinball/TLight.cpp

323 lines
7.0 KiB
C++

#include "pch.h"
#include "TLight.h"
#include "control.h"
#include "loader.h"
#include "objlist_class.h"
#include "render.h"
#include "timer.h"
#include "TPinballTable.h"
TLight::TLight(TPinballTable* table, int groupIndex) : TPinballComponent(table, groupIndex, true)
{
Timer1 = 0;
FlasherActive = 0;
Timer2 = 0;
Flasher.Timer = 0;
Reset();
float* floatArr1 = loader::query_float_attribute(groupIndex, 0, 900);
Flasher.TimerDelay[0] = *floatArr1;
FlasherDelay[0] = *floatArr1;
float* floatArr2 = loader::query_float_attribute(groupIndex, 0, 901);
Flasher.TimerDelay[1] = *floatArr2;
FlasherDelay[1] = *floatArr2;
}
int TLight::Message(int code, float value)
{
int bmpIndex;
switch (code)
{
case 1024:
Reset();
for (auto index = 0; index < PinballTable->PlayerCount; ++index)
{
auto playerPtr = &PlayerData[index];
playerPtr->FlasherActive = FlasherActive;
playerPtr->BmpIndex2 = BmpIndex2;
playerPtr->BmpIndex1 = BmpIndex1;
playerPtr->MessageField = MessageField;
}
break;
case 1020:
{
auto playerPtr = &PlayerData[PinballTable->CurrentPlayer];
playerPtr->FlasherActive = FlasherActive;
playerPtr->BmpIndex2 = BmpIndex2;
playerPtr->BmpIndex1 = BmpIndex1;
playerPtr->MessageField = MessageField;
Reset();
playerPtr = &PlayerData[static_cast<int>(floor(value))];
FlasherActive = playerPtr->FlasherActive;
BmpIndex2 = playerPtr->BmpIndex2;
BmpIndex1 = playerPtr->BmpIndex1;
MessageField = playerPtr->MessageField;
if (BmpIndex2)
{
Message(11, static_cast<float>(BmpIndex2));
}
if (BmpIndex1)
Message(1, 0.0);
if (FlasherActive)
Message(4, 0.0);
break;
}
case 0:
BmpIndex1 = 0;
if (FlasherActive == 0 && !FlasherFlag1 && !FlasherFlag2)
render::sprite_set_bitmap(RenderSprite, Flasher.BmpArr[0]);
break;
case 1:
BmpIndex1 = 1;
if (FlasherActive == 0 && !FlasherFlag1 && !FlasherFlag2)
render::sprite_set_bitmap(RenderSprite, Flasher.BmpArr[1]);
break;
case 2:
return BmpIndex1;
case 3:
return FlasherActive;
case 4:
schedule_timeout(0.0);
if (!FlasherActive || !Flasher.Timer)
{
FlasherActive = 1;
FlasherFlag2 = 0;
FlasherFlag1 = 0;
TurnOffAfterFlashingFg = 0;
flasher_start(&Flasher, BmpIndex1);
}
break;
case 5:
Flasher.TimerDelay[0] = value * FlasherDelay[0];
Flasher.TimerDelay[1] = value * FlasherDelay[1];
break;
case 6:
Flasher.TimerDelay[0] = FlasherDelay[0];
Flasher.TimerDelay[1] = FlasherDelay[1];
break;
case 7:
if (!FlasherActive)
flasher_start(&Flasher, BmpIndex1);
FlasherActive = 1;
FlasherFlag2 = 0;
TurnOffAfterFlashingFg = 0;
FlasherFlag1 = 0;
schedule_timeout(value);
break;
case 8:
if (!FlasherFlag1)
{
if (FlasherActive)
{
flasher_stop(&Flasher, 0);
FlasherActive = 0;
}
else
{
render::sprite_set_bitmap(RenderSprite, Flasher.BmpArr[0]);
}
FlasherFlag1 = 1;
FlasherFlag2 = 0;
}
schedule_timeout(value);
break;
case 9:
if (!FlasherFlag2)
{
if (FlasherActive)
{
flasher_stop(&Flasher, 1);
FlasherActive = 0;
}
else
{
render::sprite_set_bitmap(RenderSprite, Flasher.BmpArr[1]);
}
FlasherFlag2 = 1;
FlasherFlag1 = 0;
}
schedule_timeout(value);
break;
case 11:
BmpIndex2 = static_cast<int>(floor(value));
if (BmpIndex2 > ListBitmap->GetCount())
BmpIndex2 = ListBitmap->GetCount();
bmpIndex = 0;
if (BmpIndex2 < 0)
BmpIndex2 = 0;
Flasher.BmpArr[0] = nullptr;
Flasher.BmpArr[1] = ListBitmap->Get(BmpIndex2);
if (FlasherActive == 0)
{
if (!FlasherFlag1)
{
if (FlasherFlag2)
bmpIndex = 1;
else
bmpIndex = BmpIndex1;
}
}
else
{
bmpIndex = Flasher.BmpIndex;
}
render::sprite_set_bitmap(RenderSprite, Flasher.BmpArr[bmpIndex]);
break;
case 12:
bmpIndex = BmpIndex2 + 1;
if (bmpIndex > ListBitmap->GetCount())
bmpIndex = ListBitmap->GetCount();
Message(11, static_cast<float>(bmpIndex));
break;
case 13:
bmpIndex = BmpIndex2 - 1;
if (bmpIndex < 0)
bmpIndex = 0;
Message(11, static_cast<float>(bmpIndex));
break;
case 14:
if (Timer1)
timer::kill(Timer1);
Timer1 = 0;
if (FlasherActive != 0)
flasher_stop(&Flasher, -1);
FlasherActive = 0;
FlasherFlag1 = 0;
FlasherFlag2 = 0;
render::sprite_set_bitmap(RenderSprite, Flasher.BmpArr[BmpIndex1]);
break;
case 15:
TurnOffAfterFlashingFg = 0;
if (Timer2)
timer::kill(Timer2);
Timer2 = 0;
Message(1, 0.0);
Message(7, value);
break;
case 16:
if (Timer2)
timer::kill(Timer2);
Timer2 = 0;
Message(7, value);
TurnOffAfterFlashingFg = 1;
break;
case 17:
Message(static_cast<int>(floor(value)) != 0, 0.0);
return BmpIndex1;
case 18:
Message(17, value);
Message(14, 0.0);
return BmpIndex1;
case 19:
Message(1, 0.0);
Message(14, 0.0);
break;
case 20:
Message(0, 0.0);
Message(14, 0.0);
break;
case 21:
Message(17, static_cast<float>(BmpIndex1 == 0));
return BmpIndex1;
case 22:
Message(18, static_cast<float>(BmpIndex1 == 0));
return BmpIndex1;
case 23:
MessageField = static_cast<int>(floor(value));
break;
default:
break;
}
return 0;
}
void TLight::Reset()
{
if (Timer1)
timer::kill(Timer1);
if (Timer2)
timer::kill(Timer2);
if (FlasherActive)
flasher_stop(&Flasher, -1);
Unknown20F = 1.0;
Timer1 = 0;
Timer2 = 0;
BmpIndex1 = 0;
BmpIndex2 = 0;
FlasherFlag1 = 0;
FlasherFlag2 = 0;
FlasherActive = 0;
TurnOffAfterFlashingFg = 0;
render::sprite_set_bitmap(RenderSprite, nullptr);
Flasher.Sprite = RenderSprite;
Flasher.BmpArr[0] = nullptr;
if (ListBitmap)
Flasher.BmpArr[1] = ListBitmap->Get(0);
Flasher.Unknown4 = 0;
Flasher.Unknown3 = 0;
MessageField = 0;
}
void TLight::schedule_timeout(float time)
{
Flasher.TimerDelay[0] = FlasherDelay[0];
Flasher.TimerDelay[1] = FlasherDelay[1];
if (Timer1)
timer::kill(Timer1);
Timer1 = 0;
if (time > 0.0f)
Timer1 = timer::set(time, this, TimerExpired);
}
void TLight::TimerExpired(int timerId, void* caller)
{
auto light = static_cast<TLight*>(caller);
if (light->FlasherActive)
flasher_stop(&light->Flasher, -1);
render::sprite_set_bitmap(light->RenderSprite, light->Flasher.BmpArr[light->BmpIndex1]);
light->FlasherFlag1 = 0;
light->FlasherFlag2 = 0;
light->FlasherActive = 0;
light->Timer1 = 0;
if (light->TurnOffAfterFlashingFg != 0)
{
light->TurnOffAfterFlashingFg = 0;
light->Message(20, 0.0);
}
if (light->Control)
control::handler(60, light);
}
void TLight::flasher_stop(flasher_type* flash, int bmpIndex)
{
if (flash->Timer)
timer::kill(flash->Timer);
flash->Timer = 0;
if (bmpIndex >= 0)
{
flash->BmpIndex = bmpIndex;
render::sprite_set_bitmap(flash->Sprite, flash->BmpArr[bmpIndex]);
}
}
void TLight::flasher_start(flasher_type* flash, int bmpIndex)
{
flash->BmpIndex = bmpIndex;
flasher_callback(0, flash);
}
void TLight::flasher_callback(int timerId, void* caller)
{
auto flash = static_cast<flasher_type*>(caller);
auto index = 1 - flash->BmpIndex;
flash->BmpIndex = index;
render::sprite_set_bitmap(flash->Sprite, flash->BmpArr[index]);
flash->Timer = timer::set(flash->TimerDelay[flash->BmpIndex], flash, flasher_callback);
}