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>
34 lines
841 B
C++
34 lines
841 B
C++
#pragma once
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class TBall;
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class TCollisionComponent;
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struct ray_type;
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struct RectF;
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enum class wall_type : int
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{
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Circle = 0,
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Line = 1,
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};
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class TEdgeSegment
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{
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public:
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TCollisionComponent* CollisionComponent;
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char* ActiveFlagPtr;
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char ProcessedFlag;
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void* WallValue{};
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unsigned int CollisionGroup;
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TEdgeSegment(TCollisionComponent* collComp, char* activeFlag, unsigned int collisionGroup);
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virtual ~TEdgeSegment() = default;
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virtual void EdgeCollision(TBall* ball, float distance) = 0;
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virtual void port_draw();
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virtual void place_in_grid(RectF* aabb) = 0;
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virtual float FindCollisionDistance(const ray_type& ray) = 0;
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static TEdgeSegment* install_wall(float* floatArr, TCollisionComponent* collComp, char* activeFlagPtr,
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unsigned int collisionGroup, float offset, size_t wallValue);
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};
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