macrosoft3dpinball/SpaceCadetPinball/TLight.h
type-two b671975742 Vendor SpaceCadetPinball, build for Apple Silicon
Reverse-engineered reimplementation of 3D Pinball for Windows - Space Cadet
from k4zmu2a/SpaceCadetPinball (MIT), upstream cb9b7b8, vendored rather than
submoduled so local patches are just edits.

- CMakeLists: stop hard-setting CMAKE_OSX_ARCHITECTURES so the documented -D
  override works; brew's SDL2 is arm64-only and universal linking failed.
- gitignore original .DAT/.MID assets, which are not ours to redistribute.
- CLAUDE.md: build line, upstream deviation, and where game data goes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-27 19:05:12 +10:00

47 lines
1.0 KiB
C++

#pragma once
#include "TPinballComponent.h"
struct TLight_player_backup
{
int MessageField;
bool LightOnFlag;
int LightOnBmpIndex;
bool FlasherOnFlag;
};
class TLight :
public TPinballComponent
{
public:
TLight(TPinballTable* table, int groupIndex);
int Message(MessageCode code, float value) override;
void Reset();
void schedule_timeout(float time);
void flasher_stop(int bmpIndex);
void flasher_start(bool bmpIndex);
void SetSpriteBmp(int index);
bool light_on() const;
static void TimerExpired(int timerId, void* caller);
static void flasher_callback(int timerId, void* caller);
static void UndoTmpOverride(int timerId, void* caller);
int BmpArr[2]{-1};
float FlashDelay[2]{};
int FlashTimer;
bool FlashLightOnFlag{};
bool LightOnFlag{};
bool FlasherOnFlag;
bool ToggledOffFlag{};
bool ToggledOnFlag{};
bool TurnOffAfterFlashingFg{};
int LightOnBmpIndex{};
float SourceDelay[2]{};
int TimeoutTimer;
int UndoOverrideTimer;
bool TemporaryOverrideFlag{};
int PreviousBitmap = -1;
TLight_player_backup PlayerData[4]{};
};