macrosoft3dpinball/SpaceCadetPinball/TLightRollover.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

68 lines
1.5 KiB
C++

#include "pch.h"
#include "TLightRollover.h"
#include "control.h"
#include "loader.h"
#include "render.h"
#include "TBall.h"
#include "timer.h"
#include "TPinballTable.h"
TLightRollover::TLightRollover(TPinballTable* table, int groupIndex) : TRollover(table, groupIndex, false)
{
RolloverFlag = 0;
Timer = 0;
SpriteSet(-1);
build_walls(groupIndex);
FloatArr = *loader::query_float_attribute(groupIndex, 0, 407);
}
int TLightRollover::Message(MessageCode code, float value)
{
if (code == MessageCode::Reset)
{
ActiveFlag = 1;
RolloverFlag = 0;
if (Timer)
timer::kill(Timer);
Timer = 0;
SpriteSet(-1);
}
return 0;
}
void TLightRollover::Collision(TBall* ball, vector2* nextPosition, vector2* direction, float distance,
TEdgeSegment* edge)
{
ball->Position.X = nextPosition->X;
ball->Position.Y = nextPosition->Y;
ball->RayMaxDistance -= distance;
ball->not_again(edge);
if (!PinballTable->TiltLockFlag)
{
if (RolloverFlag)
{
timer::set(0.1f, this, TimerExpired);
ActiveFlag = 0;
RolloverFlag = RolloverFlag == 0;
if (Timer == 0)
Timer = timer::set(FloatArr, this, delay_expired);
}
else
{
loader::play_sound(SoftHitSoundId, this, "TLightRollover");
control::handler(MessageCode::ControlCollision, this);
RolloverFlag = RolloverFlag == 0;
SpriteSet(0);
}
}
}
void TLightRollover::delay_expired(int timerId, void* caller)
{
auto roll = static_cast<TLightRollover*>(caller);
roll->SpriteSet(-1);
roll->Timer = 0;
}