macrosoft3dpinball/SpaceCadetPinball/TWall.cpp
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

45 lines
894 B
C++

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