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>
45 lines
894 B
C++
45 lines
894 B
C++
#include "pch.h"
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#include "TWall.h"
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#include "control.h"
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#include "render.h"
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#include "timer.h"
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TWall::TWall(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, true)
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{
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if (RenderSprite)
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SpriteSet(-1);
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}
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int TWall::Message(MessageCode code, float value)
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{
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if (code == MessageCode::Reset && Timer)
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{
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timer::kill(Timer);
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TimerExpired(Timer, this);
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}
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return 0;
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}
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void TWall::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance, TEdgeSegment* edge)
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{
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if (DefaultCollision(ball, nextPosition, direction))
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{
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if (ListBitmap)
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{
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SpriteSet(0);
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Timer = timer::set(0.1f, this, TimerExpired);
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}
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control::handler(MessageCode::ControlCollision, this);
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}
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}
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void TWall::TimerExpired(int timerId, void* caller)
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{
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auto wall = static_cast<TWall*>(caller);
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wall->SpriteSet(-1);
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wall->Timer = 0;
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wall->MessageField = 0;
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}
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