TRamp, TPinballTable ready.

This commit is contained in:
oz 2021-01-19 18:28:48 +03:00
parent f22077d8c8
commit 5252fb1b7e
10 changed files with 263 additions and 39 deletions

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@ -24,9 +24,7 @@ public :
float TimeDelta;
float TimeNow;
vector_type InvAcceleration;
int Unknown13;
int Unknown14;
int Unknown15;
vector_type RampFieldForce;
TCollisionComponent* CollisionComp;
int FieldFlag;
TEdgeSegment* Collisions[5];

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@ -100,7 +100,7 @@ void TDemo::Collision(TBall* ball, vector_type* nextPosition, vector_type* direc
ball->Position.Y = nextPosition->Y;
ball->RayMaxDistance -= coef;
switch (edge->WallValue)
switch (reinterpret_cast<int>(edge->WallValue))
{
case 1400:
if (!FlipLeftTimer && !FlipLeftFlag)
@ -134,7 +134,7 @@ void TDemo::Collision(TBall* ball, vector_type* nextPosition, vector_type* direc
break;
default:
break;
}
}
}
void TDemo::PlungerRelease(int timerId, void* caller)

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@ -20,7 +20,7 @@ void TEdgeSegment::port_draw()
TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* collComp, char* flagPtr,
unsigned int visual_flag,
float offset, int someValue)
float offset, int wallValue)
{
vector_type center{}, start{}, end{}, prevCenter{}, vec1{}, vec2{}, dstVec{};
TEdgeSegment* edge = nullptr;
@ -38,7 +38,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
if (circle)
{
circle->WallValue = someValue;
circle->WallValue = reinterpret_cast<void*>(wallValue);
circle->place_in_grid();
}
@ -56,7 +56,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
if (line)
{
line->WallValue = someValue;
line->WallValue = reinterpret_cast<void*>(wallValue);
line->Offset(offset);
line->place_in_grid();
collComp->EdgeList->Add(line);
@ -103,7 +103,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
if (circle)
{
circle->WallValue = someValue;
circle->WallValue = reinterpret_cast<void*>(wallValue);
circle->place_in_grid();
collComp->EdgeList->Add(circle);
}
@ -119,7 +119,7 @@ TEdgeSegment* TEdgeSegment::install_wall(float* floatArr, TCollisionComponent* c
if (line)
{
line->WallValue = someValue;
line->WallValue = reinterpret_cast<void*>(wallValue);
line->Offset(offset);
line->place_in_grid();
collComp->EdgeList->Add(line);

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@ -16,7 +16,7 @@ public:
TCollisionComponent* CollisionComponent;
char* PinbCompFlag2Ptr;
char ProcessedFlag;
int WallValue;
void* WallValue;
int VisualFlag;
TEdgeSegment(TCollisionComponent* collComp, char* someFlag, unsigned int visualFlag);
@ -28,5 +28,5 @@ public:
virtual float FindCollisionDistance(ray_type* ray) = 0;
static TEdgeSegment* install_wall(float* floatArr, TCollisionComponent* collComp, char* flagPtr,
unsigned int visual_flag, float offset, int someValue);
unsigned int visual_flag, float offset, int wallValue);
};

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@ -9,8 +9,7 @@ public:
line_type Line;
float X0, Y0, X1, Y1;
TLine(TCollisionComponent* collCmp, char* flagPtr, unsigned int visualFlag, float x0, float y0, float x1, float y1);
TLine(TCollisionComponent* collCmp, char* flagPtr, unsigned int visualFlag, struct vector_type* start,
struct vector_type* end);
TLine(TCollisionComponent* collCmp, char* flagPtr, unsigned int visualFlag, vector_type* start, vector_type* end);
void Offset(float offset);
float FindCollisionDistance(ray_type* ray) override;
void EdgeCollision(TBall* ball, float coef) override;

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@ -635,25 +635,14 @@ void TPinballTable::replay_timer_callback(int timerId, void* caller)
void TPinballTable::tilt_timeout(int timerId, void* caller)
{
auto table = static_cast<TPinballTable*>(caller);
vector_type vec{};
table->TiltTimeoutTimer = 0;
if (table->TiltLockFlag)
{
/*v2 = table->ListP2.ListPtr;
v3 = v2->Array;
if (v2->Count > 0)
for (int i = 0; i < table->BallList->Count(); i++)
{
v4 = v2->Count;
do
{
(*(void(__stdcall**)(void*, char*, char*, _DWORD, _DWORD))(*(_DWORD*)table->Drain + 20))(
*v3,
&v5,
&v5,
0.0,
0);
++v3;
--v4;
} while (v4);
}*/
table->Drain->Collision(static_cast<TBall*>(table->BallList->Get(i)), &vec, &vec, 0.0, nullptr);
}
}
}

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@ -2,6 +2,224 @@
#include "TRamp.h"
#include "control.h"
#include "loader.h"
#include "objlist_class.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{};
vector_type end{}, start{}, *end2, *start2, *start3, *end3;
MessageField = 0;
UnknownBaseFlag1 = 1;
loader::query_visual(groupIndex, 0, &visual);
VisualFlag = visual.Flag;
auto floatArr1 = loader::query_float_attribute(groupIndex, 0, 701);
if (floatArr1)
BallFieldMult = *floatArr1;
else
BallFieldMult = 0.2f;
auto floatArr2 = loader::query_float_attribute(groupIndex, 0, 1305);
if (floatArr2)
RampFlag1 = static_cast<int>(floor(*floatArr2));
else
RampFlag1 = 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, &UnknownBaseFlag2, 1 << static_cast<int>(floor(floatArr4[0])), &start, &end);
EdgeList->Add(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, &UnknownBaseFlag2, VisualFlag, start2, end2);
EdgeList->Add(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, &UnknownBaseFlag2, VisualFlag, start3, end3);
EdgeList->Add(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 = reinterpret_cast<vector_type*>(&plane->V1);
auto pVec2 = reinterpret_cast<vector_type*>(&plane->V2);
auto pVec3 = reinterpret_cast<vector_type*>(&plane->V3);
xMin = min(min(min(plane->V3.X, plane->V1.X), plane->V2.X), xMin);
yMin = min(min(min(plane->V3.Y, plane->V1.Y), plane->V2.Y), xMin); // Sic
xMax = max(max(max(plane->V3.X, plane->V1.X), plane->V2.X), xMin);
yMax = max(max(max(plane->V3.Y, plane->V1.Y), plane->V2.Y), xMin);
vector_type* pointOrder[4] = {pVec1, pVec2, pVec3, pVec1};
for (auto pt = 0; pt < 3; pt++)
{
auto point1 = pointOrder[pt], point2 = pointOrder[pt + 1];
auto lineFlag = 0;
if (point1 != end2 || point2 != start2)
{
if (point1 != end3 || point2 != start3)
{
lineFlag = visual.Flag;
}
else if (wall2Pt1_2)
{
lineFlag = Wall2PointFirst;
}
}
else if (wallPt1_2)
{
lineFlag = Wall1PointFirst;
}
if (lineFlag)
{
auto line = new TLine(this, &UnknownBaseFlag2, lineFlag, point1, point2);
EdgeList->Add(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 = &UnknownBaseFlag2;
Field.CollisionComp = this;
Field.Mask = visual.Flag;
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, vector_type* nextPosition, vector_type* 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 = VisualFlag;
return;
}
if (edge == Line1)
{
if (!PinballTable->TiltLockFlag)
{
loader::play_sound(SoundIndex2);
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, vector_type* 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();

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@ -1,13 +1,34 @@
#pragma once
#include "TCollisionComponent.h"
#include "TEdgeManager.h"
struct ramp_plane_type;
class TRamp :
public TCollisionComponent
{
public:
TRamp(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, false)
{
}
TRamp(TPinballTable* table, int groupIndex);
void put_scoring(int index, int score) override;
int get_scoring(int index) override;
void Collision(TBall* ball, vector_type* nextPosition, vector_type* direction, float coef,
TEdgeSegment* edge) override;
int FieldEffect(TBall* ball, vector_type* vecDst) override;
void port_draw() override;
int Scores[4];
field_effect_type Field;
int VisualFlag;
int RampFlag1;
int RampPlaneCount;
float BallFieldMult;
ramp_plane_type* RampPlane;
TEdgeSegment* Line2;
TEdgeSegment* Line3;
TEdgeSegment* Line1;
int Wall1PointFirst;
int Wall2PointFirst;
float Wall1PointLast;
float Wall2PointLast;
};

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@ -47,8 +47,8 @@ struct __declspec(align(4)) line_type
struct vector_type2
{
int X;
int Y;
float X;
float Y;
};
struct wall_point_type
@ -61,14 +61,13 @@ struct wall_point_type
struct __declspec(align(4)) ramp_plane_type
{
float Unknown12;
vector_type2 V0;
vector_type BallCollisionOffset;
vector_type2 V1;
vector_type2 V2;
vector_type2 V3;
float GravityAngle1;
float GravityAngle2;
vector_type2 V5_Zero;
vector_type2 FieldForce;
};