macrosoft3dpinball/SpaceCadetPinball/TBall.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

42 lines
1.1 KiB
C++

#pragma once
#include "maths.h"
#include "TCollisionComponent.h"
#include "TEdgeSegment.h"
class TBall : public TCollisionComponent, public TEdgeSegment
{
public :
TBall(TPinballTable* table, int groupIndex);
void Repaint();
void not_again(TEdgeSegment* edge);
bool already_hit(const TEdgeSegment& edge) const;
int Message(MessageCode code, float value) override;
vector2 get_coordinates() override;
void Disable();
void throw_ball(vector3* direction, float angleMult, float speedMult1, float speedMult2);
void place_in_grid(RectF* aabb) override {}
void EdgeCollision(TBall* ball, float distance) override;
float FindCollisionDistance(const ray_type& ray) override;
vector3 Position{};
vector3 PrevPosition{};
vector3 Direction{};
float Speed;
float RayMaxDistance;
float TimeDelta;
vector2 RampFieldForce{};
TCollisionComponent* CollisionComp;
int CollisionMask;
TEdgeSegment* Collisions[16]{};
int EdgeCollisionCount;
bool EdgeCollisionResetFlag{};
vector3 CollisionOffset{};
int CollisionFlag;
float Radius;
bool HasGroupFlag;
int StuckCounter = 0;
int LastActiveTime{};
float VisualZArray[50]{};
bool CollisionDisabledFlag{};
};