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>
42 lines
765 B
C++
42 lines
765 B
C++
#include "pch.h"
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#include "TTimer.h"
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#include "control.h"
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#include "timer.h"
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TTimer::TTimer(TPinballTable* table, int groupIndex) : TPinballComponent(table, groupIndex, true)
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{
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Timer = 0;
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}
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int TTimer::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::TTimerResetTimer:
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if (Timer)
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timer::kill(Timer);
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Timer = timer::set(value, this, TimerExpired);
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break;
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case MessageCode::SetTiltLock:
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case MessageCode::GameOver:
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case MessageCode::Reset:
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if (Timer)
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{
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timer::kill(Timer);
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Timer = 0;
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}
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break;
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default: break;
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}
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return 0;
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}
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void TTimer::TimerExpired(int timerId, void* caller)
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{
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auto timer = static_cast<TTimer*>(caller);
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timer->Timer = 0;
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control::handler(MessageCode::ControlTimerExpired, timer);
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}
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