dhewm3/neo/ui/GameBustOutWindow.h

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2011-11-22 21:28:15 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __GAME_BUSTOUT_WINDOW_H__
#define __GAME_BUSTOUT_WINDOW_H__
class idGameBustOutWindow;
typedef enum {
POWERUP_NONE = 0,
POWERUP_BIGPADDLE,
POWERUP_MULTIBALL
} powerupType_t;
class BOEntity {
public:
bool visible;
idStr materialName;
const idMaterial * material;
float width, height;
idVec4 color;
idVec2 position;
idVec2 velocity;
powerupType_t powerup;
bool removed;
bool fadeOut;
idGameBustOutWindow * game;
public:
BOEntity(idGameBustOutWindow* _game);
virtual ~BOEntity();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameBustOutWindow* _game );
void SetMaterial(const char* name);
void SetSize( float _width, float _height );
void SetColor( float r, float g, float b, float a );
void SetVisible( bool isVisible );
virtual void Update( float timeslice, int guiTime );
virtual void Draw(idDeviceContext *dc);
private:
};
typedef enum {
COLLIDE_NONE = 0,
COLLIDE_DOWN,
COLLIDE_UP,
COLLIDE_LEFT,
COLLIDE_RIGHT
} collideDir_t;
class BOBrick {
public:
float x;
float y;
float width;
float height;
powerupType_t powerup;
bool isBroken;
BOEntity *ent;
public:
BOBrick();
BOBrick( BOEntity *_ent, float _x, float _y, float _width, float _height );
~BOBrick();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameBustOutWindow *game );
void SetColor( idVec4 bcolor );
collideDir_t checkCollision( idVec2 pos, idVec2 vel );
private:
};
#define BOARD_ROWS 12
class idGameBustOutWindow : public idWindow {
public:
idGameBustOutWindow(idUserInterfaceLocal *gui);
idGameBustOutWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
~idGameBustOutWindow();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile );
virtual const char* HandleEvent(const sysEvent_t *event, bool *updateVisuals);
virtual void PostParse();
virtual void Draw(int time, float x, float y);
virtual const char* Activate(bool activate);
virtual idWinVar * GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
idList<BOEntity*> entities;
private:
void CommonInit();
void ResetGameState();
void ClearBoard();
void ClearPowerups();
void ClearBalls();
void LoadBoardFiles();
void SetCurrentBoard();
void UpdateGame();
void UpdatePowerups();
void UpdatePaddle();
void UpdateBall();
void UpdateScore();
BOEntity * CreateNewBall();
BOEntity * CreatePowerup( BOBrick *brick );
virtual bool ParseInternalVar(const char *name, idParser *src);
private:
idWinBool gamerunning;
idWinBool onFire;
idWinBool onContinue;
idWinBool onNewGame;
idWinBool onNewLevel;
float timeSlice;
bool gameOver;
int numLevels;
byte * levelBoardData;
bool boardDataLoaded;
int numBricks;
int currentLevel;
bool updateScore;
int gameScore;
int nextBallScore;
int bigPaddleTime;
float paddleVelocity;
float ballSpeed;
int ballsRemaining;
int ballsInPlay;
bool ballHitCeiling;
idList<BOEntity*> balls;
idList<BOEntity*> powerUps;
BOBrick *paddle;
idList<BOBrick*> board[BOARD_ROWS];
};
#endif //__GAME_BUSTOUT_WINDOW_H__