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>
92 lines
2.4 KiB
C++
92 lines
2.4 KiB
C++
#include "pch.h"
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#include "TSink.h"
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#include "control.h"
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#include "loader.h"
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#include "render.h"
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#include "TPinballTable.h"
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#include "TBall.h"
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#include "TDrain.h"
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#include "timer.h"
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TSink::TSink(TPinballTable* table, int groupIndex) : TCollisionComponent(table, groupIndex, true)
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{
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visualStruct visual{};
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MessageField = 0;
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loader::query_visual(groupIndex, 0, &visual);
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BallThrowDirection = visual.Kicker.ThrowBallDirection;
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ThrowAngleMult = visual.Kicker.ThrowBallAngleMult;
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ThrowSpeedMult1 = visual.Kicker.Boost;
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ThrowSpeedMult2 = visual.Kicker.ThrowBallMult * 0.01f;
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SoundIndex4 = visual.SoundIndex4;
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SoundIndex3 = visual.SoundIndex3;
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auto floatArr = loader::query_float_attribute(groupIndex, 0, 601);
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BallPosition.X = floatArr[0];
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BallPosition.Y = floatArr[1];
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TimerTime = *loader::query_float_attribute(groupIndex, 0, 407);
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}
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int TSink::Message(MessageCode code, float value)
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{
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switch (code)
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{
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case MessageCode::TSinkResetTimer:
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if (value < 0.0f)
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value = TimerTime;
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timer::set(value, this, TimerExpired);
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break;
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case MessageCode::PlayerChanged:
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timer::kill(TimerExpired);
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PlayerMessagefieldBackup[PinballTable->CurrentPlayer] = MessageField;
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MessageField = PlayerMessagefieldBackup[static_cast<int>(floor(value))];
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break;
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case MessageCode::Reset:
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{
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timer::kill(TimerExpired);
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MessageField = 0;
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for (auto &msgBackup : PlayerMessagefieldBackup)
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msgBackup = 0;
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break;
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}
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default:
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break;
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}
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return 0;
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}
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void TSink::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance, TEdgeSegment* edge)
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{
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if (PinballTable->TiltLockFlag)
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{
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PinballTable->Drain->Collision(ball, nextPosition, direction, distance, edge);
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}
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else
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{
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ball->Disable();
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loader::play_sound(SoundIndex4, ball, "TSink1");
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control::handler(MessageCode::ControlCollision, this);
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}
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}
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void TSink::TimerExpired(int timerId, void* caller)
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{
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auto sink = static_cast<TSink*>(caller);
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auto table = sink->PinballTable;
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if (table->BallCountInRect(sink->BallPosition, table->CollisionCompOffset * 2.0f))
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{
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timer::set(0.5f, sink, TimerExpired);
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}
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else
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{
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auto ball = table->AddBall(sink->BallPosition);
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assertm(ball, "Failure to create ball in sink");
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ball->CollisionDisabledFlag = true;
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ball->throw_ball(&sink->BallThrowDirection, sink->ThrowAngleMult, sink->ThrowSpeedMult1,
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sink->ThrowSpeedMult2);
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if (sink->SoundIndex3)
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loader::play_sound(sink->SoundIndex3, ball, "TSink2");
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}
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}
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