mirror of https://github.com/stella-emu/stella.git
Revert "improved inlining in VS (I hope this doesn't break the code again)"
This reverts commit 46f2b6aac0
.
This commit is contained in:
parent
46f2b6aac0
commit
51f8d904d2
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@ -165,80 +165,14 @@ class Ball : public Serializable
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bool load(Serializer& in) override;
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bool load(Serializer& in) override;
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/**
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/**
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Process a single movement tick. Inline for performance.
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Process a single movement tick. Inline for performance (implementation below).
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*/
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*/
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FORCE_INLINE void movementTick(uInt32 clock, bool hblank)
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FORCE_INLINE void movementTick(uInt32 clock, bool hblank);
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{
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myLastMovementTick = myCounter;
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// Stop movement once the number of clocks according to HMBL is reached
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if (clock == myHmmClocks)
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isMoving = false;
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if(isMoving)
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{
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// Process the tick if we are in hblank. Otherwise, the tick is either masked
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// by an ordinary tick or merges two consecutive ticks into a single tick (inverted
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// movement clock phase mode).
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if (hblank) tick(false);
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// Track a tick outside hblank for later processing
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myInvertedPhaseClock = !hblank;
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}
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}
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/**
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/**
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Tick one color clock. Inline for performance.
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Tick one color clock. Inline for performance (implementation below).
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*/
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*/
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FORCE_INLINE void tick(bool isReceivingRegularClock = true)
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FORCE_INLINE void tick(bool isReceivingRegularClock = true);
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{
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// If we are in inverted movement clock phase mode and a movement tick occurred, it
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// will supress the tick.
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if(myUseInvertedPhaseClock && myInvertedPhaseClock)
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{
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myInvertedPhaseClock = false;
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return;
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}
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// Turn on the signal if the render counter reaches the threshold
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mySignalActive = myIsRendering && myRenderCounter >= 0;
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// Consider enabled status and the signal to determine visibility (as represented
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// by the collision mask)
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collision = (mySignalActive && myIsEnabled) ? myCollisionMaskEnabled : myCollisionMaskDisabled;
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// Regular clock pulse during movement -> starfield mode
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const bool starfieldEffect = isMoving && isReceivingRegularClock;
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// Decode value that triggers rendering
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if (myCounter == 156) {
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myIsRendering = true;
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myRenderCounter = renderCounterOffset;
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// What follows is an effective description of ball width in starfield mode.
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const uInt8 starfieldDelta = (myCounter + TIAConstants::H_PIXEL - myLastMovementTick) % 4;
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if (starfieldEffect && starfieldDelta == 3 && myWidth < 4) ++myRenderCounter;
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switch (starfieldDelta) {
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case 3:
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myEffectiveWidth = myWidth == 1 ? 2 : myWidth;
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break;
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case 2:
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myEffectiveWidth = 0;
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break;
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default:
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myEffectiveWidth = myWidth;
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break;
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}
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} else if (myIsRendering && ++myRenderCounter >= (starfieldEffect ? myEffectiveWidth : myWidth))
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myIsRendering = false;
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if (++myCounter >= TIAConstants::H_PIXEL)
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myCounter = 0;
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}
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public:
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public:
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@ -402,4 +336,80 @@ class Ball : public Serializable
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Ball& operator=(Ball&&) = delete;
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Ball& operator=(Ball&&) = delete;
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};
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};
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// ############################################################################
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// Implementation
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// ############################################################################
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FORCE_INLINE void Ball::movementTick(uInt32 clock, bool hblank)
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{
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myLastMovementTick = myCounter;
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// Stop movement once the number of clocks according to HMBL is reached
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if (clock == myHmmClocks)
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isMoving = false;
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if(isMoving)
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{
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// Process the tick if we are in hblank. Otherwise, the tick is either masked
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// by an ordinary tick or merges two consecutive ticks into a single tick (inverted
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// movement clock phase mode).
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if (hblank) tick(false);
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// Track a tick outside hblank for later processing
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myInvertedPhaseClock = !hblank;
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}
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FORCE_INLINE void Ball::tick(bool isReceivingRegularClock)
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{
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// If we are in inverted movement clock phase mode and a movement tick occurred, it
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// will supress the tick.
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if(myUseInvertedPhaseClock && myInvertedPhaseClock)
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{
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myInvertedPhaseClock = false;
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return;
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}
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// Turn on the signal if the render counter reaches the threshold
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mySignalActive = myIsRendering && myRenderCounter >= 0;
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// Consider enabled status and the signal to determine visibility (as represented
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// by the collision mask)
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collision = (mySignalActive && myIsEnabled) ? myCollisionMaskEnabled : myCollisionMaskDisabled;
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// Regular clock pulse during movement -> starfield mode
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const bool starfieldEffect = isMoving && isReceivingRegularClock;
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// Decode value that triggers rendering
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if (myCounter == 156) {
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myIsRendering = true;
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myRenderCounter = renderCounterOffset;
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// What follows is an effective description of ball width in starfield mode.
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const uInt8 starfieldDelta = (myCounter + TIAConstants::H_PIXEL - myLastMovementTick) % 4;
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if (starfieldEffect && starfieldDelta == 3 && myWidth < 4) ++myRenderCounter;
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switch (starfieldDelta) {
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case 3:
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myEffectiveWidth = myWidth == 1 ? 2 : myWidth;
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break;
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case 2:
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myEffectiveWidth = 0;
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break;
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default:
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myEffectiveWidth = myWidth;
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break;
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}
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} else if (myIsRendering && ++myRenderCounter >= (starfieldEffect ? myEffectiveWidth : myWidth))
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myIsRendering = false;
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if (++myCounter >= TIAConstants::H_PIXEL)
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myCounter = 0;
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}
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#endif // TIA_BALL
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#endif // TIA_BALL
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@ -76,69 +76,9 @@ class Missile : public Serializable
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bool save(Serializer& out) const override;
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bool save(Serializer& out) const override;
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bool load(Serializer& in) override;
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bool load(Serializer& in) override;
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/**
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FORCE_INLINE void movementTick(uInt8 clock, uInt8 hclock, bool hblank);
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Process a single movement tick. Inline for performance.
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*/
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FORCE_INLINE void movementTick(uInt8 clock, uInt8 hclock, bool hblank)
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{
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if(clock == myHmmClocks) isMoving = false;
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if (isMoving)
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FORCE_INLINE void tick(uInt8 hclock, bool isReceivingMclock = true);
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{
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if (hblank) tick(hclock, false);
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myInvertedPhaseClock = !hblank;
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}
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}
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/**
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Tick one color clock. Inline for performance.
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*/
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FORCE_INLINE void tick(uInt8 hclock, bool isReceivingMclock = true)
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{
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if(myUseInvertedPhaseClock && myInvertedPhaseClock)
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{
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myInvertedPhaseClock = false;
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return;
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}
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myIsVisible =
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myIsRendering &&
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(myRenderCounter >= 0 || (isMoving && isReceivingMclock && myRenderCounter == -1 && myWidth < 4 && ((hclock + 1) % 4 == 3)));
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collision = (myIsVisible && myIsEnabled) ? myCollisionMaskEnabled : myCollisionMaskDisabled;
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if (myDecodes[myCounter] && !myResmp) {
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myIsRendering = true;
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myRenderCounter = renderCounterOffset;
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myCopy = myDecodes[myCounter];
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} else if (myIsRendering) {
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if (myRenderCounter == -1) {
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if (isMoving && isReceivingMclock) {
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switch ((hclock + 1) % 4) {
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case 3:
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myEffectiveWidth = myWidth == 1 ? 2 : myWidth;
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if (myWidth < 4) ++myRenderCounter;
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break;
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case 2:
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myEffectiveWidth = 0;
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break;
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default:
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myEffectiveWidth = myWidth;
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break;
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}
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} else {
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myEffectiveWidth = myWidth;
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}
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}
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if (++myRenderCounter >= (isMoving ? myEffectiveWidth : myWidth)) myIsRendering = false;
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}
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if (++myCounter >= TIAConstants::H_PIXEL) myCounter = 0;
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}
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public:
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public:
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@ -196,4 +136,68 @@ class Missile : public Serializable
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Missile& operator=(Missile&&) = delete;
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Missile& operator=(Missile&&) = delete;
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};
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};
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// ############################################################################
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// Implementation
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// ############################################################################
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FORCE_INLINE void Missile::movementTick(uInt8 clock, uInt8 hclock, bool hblank)
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{
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if(clock == myHmmClocks) isMoving = false;
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if (isMoving)
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{
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if (hblank) tick(hclock, false);
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myInvertedPhaseClock = !hblank;
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}
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FORCE_INLINE void Missile::tick(uInt8 hclock, bool isReceivingMclock)
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{
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if(myUseInvertedPhaseClock && myInvertedPhaseClock)
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{
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myInvertedPhaseClock = false;
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return;
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}
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myIsVisible =
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myIsRendering &&
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(myRenderCounter >= 0 || (isMoving && isReceivingMclock && myRenderCounter == -1 && myWidth < 4 && ((hclock + 1) % 4 == 3)));
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collision = (myIsVisible && myIsEnabled) ? myCollisionMaskEnabled : myCollisionMaskDisabled;
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if (myDecodes[myCounter] && !myResmp) {
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myIsRendering = true;
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myRenderCounter = renderCounterOffset;
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myCopy = myDecodes[myCounter];
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} else if (myIsRendering) {
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if (myRenderCounter == -1) {
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if (isMoving && isReceivingMclock) {
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switch ((hclock + 1) % 4) {
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case 3:
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myEffectiveWidth = myWidth == 1 ? 2 : myWidth;
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if (myWidth < 4) ++myRenderCounter;
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break;
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case 2:
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myEffectiveWidth = 0;
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break;
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default:
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myEffectiveWidth = myWidth;
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break;
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}
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} else {
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myEffectiveWidth = myWidth;
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}
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}
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if (++myRenderCounter >= (isMoving ? myEffectiveWidth : myWidth)) myIsRendering = false;
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}
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if (++myCounter >= TIAConstants::H_PIXEL) myCounter = 0;
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}
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#endif // TIA_MISSILE
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#endif // TIA_MISSILE
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@ -87,71 +87,9 @@ class Player : public Serializable
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bool save(Serializer& out) const override;
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bool save(Serializer& out) const override;
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bool load(Serializer& in) override;
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bool load(Serializer& in) override;
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/**
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FORCE_INLINE void movementTick(uInt32 clock, bool hblank);
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Process a single movement tick. Inline for performance.
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*/
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FORCE_INLINE void movementTick(uInt32 clock, bool hblank)
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{
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if (clock == myHmmClocks)
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isMoving = false;
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if(isMoving)
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{
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if (hblank) tick();
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myInvertedPhaseClock = !hblank;
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}
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}
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/**
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Tick one color clock. Inline for performance.
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*/
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FORCE_INLINE void tick()
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{
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if(myUseInvertedPhaseClock && myInvertedPhaseClock)
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{
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myInvertedPhaseClock = false;
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return;
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}
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if (!myIsRendering || myRenderCounter < myRenderCounterTripPoint)
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collision = myCollisionMaskDisabled;
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else
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collision = (myPattern & (1 << mySampleCounter)) ? myCollisionMaskEnabled : myCollisionMaskDisabled;
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if (myDecodes[myCounter]) {
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myIsRendering = true;
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mySampleCounter = 0;
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myRenderCounter = renderCounterOffset;
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myCopy = myDecodes[myCounter];
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} else if (myIsRendering) {
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++myRenderCounter;
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switch (myDivider) {
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case 1:
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if (myRenderCounter > 0)
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++mySampleCounter;
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if (myRenderCounter >= 0 && myDividerChangeCounter >= 0 && myDividerChangeCounter-- == 0)
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setDivider(myDividerPending);
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break;
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default:
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if (myRenderCounter > 1 && (((myRenderCounter - 1) % myDivider) == 0))
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++mySampleCounter;
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if (myRenderCounter > 0 && myDividerChangeCounter >= 0 && myDividerChangeCounter-- == 0)
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setDivider(myDividerPending);
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break;
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}
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if (mySampleCounter > 7) myIsRendering = false;
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}
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if (++myCounter >= TIAConstants::H_PIXEL) myCounter = 0;
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}
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FORCE_INLINE void tick();
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public:
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public:
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@ -214,4 +152,69 @@ class Player : public Serializable
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Player& operator=(Player&&) = delete;
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Player& operator=(Player&&) = delete;
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};
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};
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// ############################################################################
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// Implementation
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// ############################################################################
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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FORCE_INLINE void Player::movementTick(uInt32 clock, bool hblank)
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{
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if (clock == myHmmClocks)
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isMoving = false;
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if(isMoving)
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{
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if (hblank) tick();
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myInvertedPhaseClock = !hblank;
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}
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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||||||
|
FORCE_INLINE void Player::tick()
|
||||||
|
{
|
||||||
|
if(myUseInvertedPhaseClock && myInvertedPhaseClock)
|
||||||
|
{
|
||||||
|
myInvertedPhaseClock = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!myIsRendering || myRenderCounter < myRenderCounterTripPoint)
|
||||||
|
collision = myCollisionMaskDisabled;
|
||||||
|
else
|
||||||
|
collision = (myPattern & (1 << mySampleCounter)) ? myCollisionMaskEnabled : myCollisionMaskDisabled;
|
||||||
|
|
||||||
|
if (myDecodes[myCounter]) {
|
||||||
|
myIsRendering = true;
|
||||||
|
mySampleCounter = 0;
|
||||||
|
myRenderCounter = renderCounterOffset;
|
||||||
|
myCopy = myDecodes[myCounter];
|
||||||
|
} else if (myIsRendering) {
|
||||||
|
++myRenderCounter;
|
||||||
|
|
||||||
|
switch (myDivider) {
|
||||||
|
case 1:
|
||||||
|
if (myRenderCounter > 0)
|
||||||
|
++mySampleCounter;
|
||||||
|
|
||||||
|
if (myRenderCounter >= 0 && myDividerChangeCounter >= 0 && myDividerChangeCounter-- == 0)
|
||||||
|
setDivider(myDividerPending);
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
if (myRenderCounter > 1 && (((myRenderCounter - 1) % myDivider) == 0))
|
||||||
|
++mySampleCounter;
|
||||||
|
|
||||||
|
if (myRenderCounter > 0 && myDividerChangeCounter >= 0 && myDividerChangeCounter-- == 0)
|
||||||
|
setDivider(myDividerPending);
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mySampleCounter > 7) myIsRendering = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (++myCounter >= TIAConstants::H_PIXEL) myCounter = 0;
|
||||||
|
}
|
||||||
|
|
||||||
#endif // TIA_PLAYER
|
#endif // TIA_PLAYER
|
||||||
|
|
|
@ -132,31 +132,9 @@ class Playfield : public Serializable
|
||||||
bool load(Serializer& in) override;
|
bool load(Serializer& in) override;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
Tick one color clock. Inline for performance.
|
Tick one color clock. Inline for performance (implementation below).
|
||||||
*/
|
*/
|
||||||
FORCE_INLINE void tick(uInt32 x)
|
FORCE_INLINE void tick(uInt32 x);
|
||||||
{
|
|
||||||
myX = x;
|
|
||||||
|
|
||||||
// Reflected flag is updated only at x = 0 or x = 79
|
|
||||||
if (myX == TIAConstants::H_PIXEL / 2-1 || myX == 0) myRefp = myReflected;
|
|
||||||
|
|
||||||
if (x & 0x03) return;
|
|
||||||
|
|
||||||
uInt32 currentPixel;
|
|
||||||
|
|
||||||
if (myEffectivePattern == 0) {
|
|
||||||
currentPixel = 0;
|
|
||||||
} else if (x < TIAConstants::H_PIXEL / 2 - 1) {
|
|
||||||
currentPixel = myEffectivePattern & (1 << (x >> 2));
|
|
||||||
} else if (myRefp) {
|
|
||||||
currentPixel = myEffectivePattern & (1 << (39 - (x >> 2)));
|
|
||||||
} else {
|
|
||||||
currentPixel = myEffectivePattern & (1 << ((x >> 2) - 20));
|
|
||||||
}
|
|
||||||
|
|
||||||
collision = currentPixel ? myCollisionMaskEnabled : myCollisionMaskDisabled;
|
|
||||||
}
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
|
@ -283,4 +261,33 @@ class Playfield : public Serializable
|
||||||
Playfield& operator=(Playfield&&) = delete;
|
Playfield& operator=(Playfield&&) = delete;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// ############################################################################
|
||||||
|
// Implementation
|
||||||
|
// ############################################################################
|
||||||
|
|
||||||
|
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|
||||||
|
FORCE_INLINE void Playfield::tick(uInt32 x)
|
||||||
|
{
|
||||||
|
myX = x;
|
||||||
|
|
||||||
|
// Reflected flag is updated only at x = 0 or x = 79
|
||||||
|
if (myX == TIAConstants::H_PIXEL / 2-1 || myX == 0) myRefp = myReflected;
|
||||||
|
|
||||||
|
if (x & 0x03) return;
|
||||||
|
|
||||||
|
uInt32 currentPixel;
|
||||||
|
|
||||||
|
if (myEffectivePattern == 0) {
|
||||||
|
currentPixel = 0;
|
||||||
|
} else if (x < TIAConstants::H_PIXEL / 2 - 1) {
|
||||||
|
currentPixel = myEffectivePattern & (1 << (x >> 2));
|
||||||
|
} else if (myRefp) {
|
||||||
|
currentPixel = myEffectivePattern & (1 << (39 - (x >> 2)));
|
||||||
|
} else {
|
||||||
|
currentPixel = myEffectivePattern & (1 << ((x >> 2) - 20));
|
||||||
|
}
|
||||||
|
|
||||||
|
collision = currentPixel ? myCollisionMaskEnabled : myCollisionMaskDisabled;
|
||||||
|
}
|
||||||
|
|
||||||
#endif // TIA_PLAYFIELD
|
#endif // TIA_PLAYFIELD
|
||||||
|
|
Loading…
Reference in New Issue