dhewm3/neo/ui/GameBustOutWindow.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

1332 lines
30 KiB
C++

/*
===========================================================================
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.
===========================================================================
*/
#include "sys/platform.h"
#include "framework/Session_local.h"
#include "renderer/Image.h"
#include "sound/sound.h"
#include "ui/DeviceContext.h"
#include "ui/Window.h"
#include "ui/UserInterfaceLocal.h"
#include "ui/GameBustOutWindow.h"
#define BALL_RADIUS 12.f
#define BALL_SPEED 250.f
#define BALL_MAXSPEED 450.f
#define S_UNIQUE_CHANNEL 6
/*
*****************************************************************************
* BOEntity
****************************************************************************
*/
BOEntity::BOEntity(idGameBustOutWindow* _game) {
game = _game;
visible = true;
materialName = "";
material = NULL;
width = height = 8;
color = colorWhite;
powerup = POWERUP_NONE;
position.Zero();
velocity.Zero();
removed = false;
fadeOut = 0;
}
BOEntity::~BOEntity() {
}
/*
======================
BOEntity::WriteToSaveGame
======================
*/
void BOEntity::WriteToSaveGame( idFile *savefile ) {
savefile->Write( &visible, sizeof(visible) );
game->WriteSaveGameString( materialName, savefile );
savefile->Write( &width, sizeof(width) );
savefile->Write( &height, sizeof(height) );
savefile->Write( &color, sizeof(color) );
savefile->Write( &position, sizeof(position) );
savefile->Write( &velocity, sizeof(velocity) );
savefile->Write( &powerup, sizeof(powerup) );
savefile->Write( &removed, sizeof(removed) );
savefile->Write( &fadeOut, sizeof(fadeOut) );
}
/*
======================
BOEntity::ReadFromSaveGame
======================
*/
void BOEntity::ReadFromSaveGame( idFile *savefile, idGameBustOutWindow* _game ) {
game = _game;
savefile->Read( &visible, sizeof(visible) );
game->ReadSaveGameString( materialName, savefile );
SetMaterial( materialName );
savefile->Read( &width, sizeof(width) );
savefile->Read( &height, sizeof(height) );
savefile->Read( &color, sizeof(color) );
savefile->Read( &position, sizeof(position) );
savefile->Read( &velocity, sizeof(velocity) );
savefile->Read( &powerup, sizeof(powerup) );
savefile->Read( &removed, sizeof(removed) );
savefile->Read( &fadeOut, sizeof(fadeOut) );
}
/*
======================
BOEntity::SetMaterial
======================
*/
void BOEntity::SetMaterial(const char* name) {
materialName = name;
material = declManager->FindMaterial( name );
material->SetSort( SS_GUI );
}
/*
======================
BOEntity::SetSize
======================
*/
void BOEntity::SetSize( float _width, float _height ) {
width = _width;
height = _height;
}
/*
======================
BOEntity::SetVisible
======================
*/
void BOEntity::SetColor( float r, float g, float b, float a ) {
color.x = r;
color.y = g;
color.z = b;
color.w = a;
}
/*
======================
BOEntity::SetVisible
======================
*/
void BOEntity::SetVisible( bool isVisible ) {
visible = isVisible;
}
/*
======================
BOEntity::Update
======================
*/
void BOEntity::Update( float timeslice, int guiTime ) {
if ( !visible ) {
return;
}
// Move the entity
position += velocity * timeslice;
// Fade out the ent
if ( fadeOut ) {
color.w -= timeslice * 2.5;
if ( color.w <= 0.f ) {
color.w = 0.f;
removed = true;
}
}
}
/*
======================
BOEntity::Draw
======================
*/
void BOEntity::Draw(idDeviceContext *dc) {
if ( visible ) {
dc->DrawMaterialRotated( position.x, position.y, width, height, material, color, 1.0f, 1.0f, DEG2RAD(0.f) );
}
}
/*
*****************************************************************************
* BOBrick
****************************************************************************
*/
BOBrick::BOBrick( void ) {
ent = NULL;
x = y = width = height = 0;
powerup = POWERUP_NONE;
isBroken = false;
}
BOBrick::BOBrick( BOEntity *_ent, float _x, float _y, float _width, float _height ) {
ent = _ent;
x = _x;
y = _y;
width = _width;
height = _height;
powerup = POWERUP_NONE;
isBroken = false;
ent->position.x = x;
ent->position.y = y;
ent->SetSize( width, height );
ent->SetMaterial( "game/bustout/brick" );
ent->game->entities.Append( ent );
}
BOBrick::~BOBrick( void ) {
}
/*
======================
BOBrick::WriteToSaveGame
======================
*/
void BOBrick::WriteToSaveGame( idFile *savefile ) {
savefile->Write( &x, sizeof(x) );
savefile->Write( &y, sizeof(y) );
savefile->Write( &width, sizeof(width) );
savefile->Write( &height, sizeof(height) );
savefile->Write( &powerup, sizeof(powerup) );
savefile->Write( &isBroken, sizeof(isBroken) );
int index = ent->game->entities.FindIndex( ent );
savefile->Write( &index, sizeof(index) );
}
/*
======================
BOBrick::ReadFromSaveGame
======================
*/
void BOBrick::ReadFromSaveGame( idFile *savefile, idGameBustOutWindow *game ) {
savefile->Read( &x, sizeof(x) );
savefile->Read( &y, sizeof(y) );
savefile->Read( &width, sizeof(width) );
savefile->Read( &height, sizeof(height) );
savefile->Read( &powerup, sizeof(powerup) );
savefile->Read( &isBroken, sizeof(isBroken) );
int index;
savefile->Read( &index, sizeof(index) );
ent = game->entities[index];
}
/*
======================
BOBrick::SetColor
======================
*/
void BOBrick::SetColor( idVec4 bcolor ) {
ent->SetColor( bcolor.x, bcolor.y, bcolor.z, bcolor.w );
}
/*
======================
BOBrick::checkCollision
======================
*/
collideDir_t BOBrick::checkCollision( idVec2 pos, idVec2 vel ) {
idVec2 ptA, ptB;
float dist;
collideDir_t result = COLLIDE_NONE;
if ( isBroken ) {
return result;
}
// Check for collision with each edge
idVec2 vec;
// Bottom
ptA.x = x;
ptA.y = y + height;
ptB.x = x + width;
ptB.y = y + height;
if ( vel.y < 0 && pos.y > ptA.y ) {
if( pos.x > ptA.x && pos.x < ptB.x ) {
dist = pos.y - ptA.y;
if ( dist < BALL_RADIUS ) {
result = COLLIDE_DOWN;
}
} else {
if ( pos.x <= ptA.x ) {
vec = pos - ptA;
} else {
vec = pos - ptB;
}
if ( (idMath::Fabs(vec.y) > idMath::Fabs(vec.x)) && (vec.LengthFast() < BALL_RADIUS) ) {
result = COLLIDE_DOWN;
}
}
}
if ( result == COLLIDE_NONE ) {
// Top
ptA.y = y;
ptB.y = y;
if ( vel.y > 0 && pos.y < ptA.y ) {
if( pos.x > ptA.x && pos.x < ptB.x ) {
dist = ptA.y - pos.y;
if ( dist < BALL_RADIUS ) {
result = COLLIDE_UP;
}
} else {
if ( pos.x <= ptA.x ) {
vec = pos - ptA;
} else {
vec = pos - ptB;
}
if ( (idMath::Fabs(vec.y) > idMath::Fabs(vec.x)) && (vec.LengthFast() < BALL_RADIUS) ) {
result = COLLIDE_UP;
}
}
}
if ( result == COLLIDE_NONE ) {
// Left side
ptA.x = x;
ptA.y = y;
ptB.x = x;
ptB.y = y + height;
if ( vel.x > 0 && pos.x < ptA.x ) {
if( pos.y > ptA.y && pos.y < ptB.y ) {
dist = ptA.x - pos.x;
if ( dist < BALL_RADIUS ) {
result = COLLIDE_LEFT;
}
} else {
if ( pos.y <= ptA.y ) {
vec = pos - ptA;
} else {
vec = pos - ptB;
}
if ( (idMath::Fabs(vec.x) >= idMath::Fabs(vec.y)) && (vec.LengthFast() < BALL_RADIUS) ) {
result = COLLIDE_LEFT;
}
}
}
if ( result == COLLIDE_NONE ) {
// Right side
ptA.x = x + width;
ptB.x = x + width;
if ( vel.x < 0 && pos.x > ptA.x ) {
if( pos.y > ptA.y && pos.y < ptB.y ) {
dist = pos.x - ptA.x;
if ( dist < BALL_RADIUS ) {
result = COLLIDE_LEFT;
}
} else {
if ( pos.y <= ptA.y ) {
vec = pos - ptA;
} else {
vec = pos - ptB;
}
if ( (idMath::Fabs(vec.x) >= idMath::Fabs(vec.y)) && (vec.LengthFast() < BALL_RADIUS) ) {
result = COLLIDE_LEFT;
}
}
}
}
}
}
return result;
}
/*
*****************************************************************************
* idGameBustOutWindow
****************************************************************************
*/
idGameBustOutWindow::idGameBustOutWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
dc = d;
gui = g;
CommonInit();
}
idGameBustOutWindow::idGameBustOutWindow(idUserInterfaceLocal *g) : idWindow(g) {
gui = g;
CommonInit();
}
idGameBustOutWindow::~idGameBustOutWindow() {
entities.DeleteContents(true);
Mem_Free( levelBoardData );
}
/*
=============================
idGameBustOutWindow::WriteToSaveGame
=============================
*/
void idGameBustOutWindow::WriteToSaveGame( idFile *savefile ) {
idWindow::WriteToSaveGame( savefile );
gamerunning.WriteToSaveGame( savefile );
onFire.WriteToSaveGame( savefile );
onContinue.WriteToSaveGame( savefile );
onNewGame.WriteToSaveGame( savefile );
onNewLevel.WriteToSaveGame( savefile );
savefile->Write( &timeSlice, sizeof(timeSlice) );
savefile->Write( &gameOver, sizeof(gameOver) );
savefile->Write( &numLevels, sizeof(numLevels) );
// Board Data is loaded when GUI is loaded, don't need to save
savefile->Write( &numBricks, sizeof(numBricks) );
savefile->Write( &currentLevel, sizeof(currentLevel) );
savefile->Write( &updateScore, sizeof(updateScore) );
savefile->Write( &gameScore, sizeof(gameScore) );
savefile->Write( &nextBallScore, sizeof(nextBallScore) );
savefile->Write( &bigPaddleTime, sizeof(bigPaddleTime) );
savefile->Write( &paddleVelocity, sizeof(paddleVelocity) );
savefile->Write( &ballSpeed, sizeof(ballSpeed) );
savefile->Write( &ballsRemaining, sizeof(ballsRemaining) );
savefile->Write( &ballsInPlay, sizeof(ballsInPlay) );
savefile->Write( &ballHitCeiling, sizeof(ballHitCeiling) );
// Write Entities
int i;
int numberOfEnts = entities.Num();
savefile->Write( &numberOfEnts, sizeof(numberOfEnts) );
for ( i=0; i<numberOfEnts; i++ ) {
entities[i]->WriteToSaveGame( savefile );
}
// Write Balls
numberOfEnts = balls.Num();
savefile->Write( &numberOfEnts, sizeof(numberOfEnts) );
for ( i=0; i<numberOfEnts; i++ ) {
int ballIndex = entities.FindIndex( balls[i] );
savefile->Write( &ballIndex, sizeof(ballIndex) );
}
// Write Powerups
numberOfEnts = powerUps.Num();
savefile->Write( &numberOfEnts, sizeof(numberOfEnts) );
for ( i=0; i<numberOfEnts; i++ ) {
int powerIndex = entities.FindIndex( powerUps[i] );
savefile->Write( &powerIndex, sizeof(powerIndex) );
}
// Write paddle
paddle->WriteToSaveGame( savefile );
// Write Bricks
int row;
for ( row=0; row<BOARD_ROWS; row++ ) {
numberOfEnts = board[row].Num();
savefile->Write( &numberOfEnts, sizeof(numberOfEnts) );
for ( i=0; i<numberOfEnts; i++ ) {
board[row][i]->WriteToSaveGame( savefile );
}
}
}
/*
=============================
idGameBustOutWindow::ReadFromSaveGame
=============================
*/
void idGameBustOutWindow::ReadFromSaveGame( idFile *savefile ) {
idWindow::ReadFromSaveGame( savefile );
// Clear out existing paddle and entities from GUI load
delete paddle;
entities.DeleteContents( true );
gamerunning.ReadFromSaveGame( savefile );
onFire.ReadFromSaveGame( savefile );
onContinue.ReadFromSaveGame( savefile );
onNewGame.ReadFromSaveGame( savefile );
onNewLevel.ReadFromSaveGame( savefile );
savefile->Read( &timeSlice, sizeof(timeSlice) );
savefile->Read( &gameOver, sizeof(gameOver) );
savefile->Read( &numLevels, sizeof(numLevels) );
// Board Data is loaded when GUI is loaded, don't need to save
savefile->Read( &numBricks, sizeof(numBricks) );
savefile->Read( &currentLevel, sizeof(currentLevel) );
savefile->Read( &updateScore, sizeof(updateScore) );
savefile->Read( &gameScore, sizeof(gameScore) );
savefile->Read( &nextBallScore, sizeof(nextBallScore) );
savefile->Read( &bigPaddleTime, sizeof(bigPaddleTime) );
savefile->Read( &paddleVelocity, sizeof(paddleVelocity) );
savefile->Read( &ballSpeed, sizeof(ballSpeed) );
savefile->Read( &ballsRemaining, sizeof(ballsRemaining) );
savefile->Read( &ballsInPlay, sizeof(ballsInPlay) );
savefile->Read( &ballHitCeiling, sizeof(ballHitCeiling) );
int i;
int numberOfEnts;
// Read entities
savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
for ( i=0; i<numberOfEnts; i++ ) {
BOEntity *ent;
ent = new BOEntity( this );
ent->ReadFromSaveGame( savefile, this );
entities.Append( ent );
}
// Read balls
savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
for ( i=0; i<numberOfEnts; i++ ) {
int ballIndex;
savefile->Read( &ballIndex, sizeof(ballIndex) );
balls.Append( entities[ballIndex] );
}
// Read powerups
savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
for ( i=0; i<numberOfEnts; i++ ) {
int powerIndex;
savefile->Read( &powerIndex, sizeof(powerIndex) );
balls.Append( entities[powerIndex] );
}
// Read paddle
paddle = new BOBrick();
paddle->ReadFromSaveGame( savefile, this );
// Read board
int row;
for ( row=0; row<BOARD_ROWS; row++ ) {
savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
for ( i=0; i<numberOfEnts; i++ ) {
BOBrick *brick = new BOBrick();
brick->ReadFromSaveGame( savefile, this );
board[row].Append( brick );
}
}
}
/*
=============================
idGameBustOutWindow::ResetGameState
=============================
*/
void idGameBustOutWindow::ResetGameState() {
gamerunning = false;
gameOver = false;
onFire = false;
onContinue = false;
onNewGame = false;
onNewLevel = false;
// Game moves forward 16 milliseconds every frame
timeSlice = 0.016f;
ballsRemaining = 3;
ballSpeed = BALL_SPEED;
ballsInPlay = 0;
updateScore = false;
numBricks = 0;
currentLevel = 1;
gameScore = 0;
bigPaddleTime = 0;
nextBallScore = gameScore + 10000;
ClearBoard();
}
/*
=============================
idGameBustOutWindow::CommonInit
=============================
*/
void idGameBustOutWindow::CommonInit() {
BOEntity *ent;
// Precache images
declManager->FindMaterial( "game/bustout/ball" );
declManager->FindMaterial( "game/bustout/doublepaddle" );
declManager->FindMaterial( "game/bustout/powerup_bigpaddle" );
declManager->FindMaterial( "game/bustout/powerup_multiball" );
declManager->FindMaterial( "game/bustout/brick" );
// Precache sounds
declManager->FindSound( "arcade_ballbounce" );
declManager->FindSound( "arcade_brickhit" );
declManager->FindSound( "arcade_missedball" );
declManager->FindSound( "arcade_sadsound" );
declManager->FindSound( "arcade_extraball" );
declManager->FindSound( "arcade_powerup" );
ResetGameState();
numLevels = 0;
boardDataLoaded = false;
levelBoardData = NULL;
// Create Paddle
ent = new BOEntity( this );
paddle = new BOBrick( ent, 260.f, 440.f, 96.f, 24.f );
paddle->ent->SetMaterial( "game/bustout/paddle" );
}
/*
=============================
idGameBustOutWindow::HandleEvent
=============================
*/
const char *idGameBustOutWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals) {
int key = event->evValue;
// need to call this to allow proper focus and capturing on embedded children
const char *ret = idWindow::HandleEvent(event, updateVisuals);
if ( event->evType == SE_KEY ) {
if ( !event->evValue2 ) {
return ret;
}
if ( key == K_MOUSE1) {
// Mouse was clicked
if ( ballsInPlay == 0 ) {
BOEntity *ball = CreateNewBall();
ball->SetVisible( true );
ball->position.x = paddle->ent->position.x + 48.f;
ball->position.y = 430.f;
ball->velocity.x = ballSpeed;
ball->velocity.y = -ballSpeed*2.f;
ball->velocity.NormalizeFast();
ball->velocity *= ballSpeed;
}
} else {
return ret;
}
}
return ret;
}
/*
=============================
idGameBustOutWindow::ParseInternalVar
=============================
*/
bool idGameBustOutWindow::ParseInternalVar(const char *_name, idParser *src) {
if ( idStr::Icmp(_name, "gamerunning") == 0 ) {
gamerunning = src->ParseBool();
return true;
}
if ( idStr::Icmp(_name, "onFire") == 0 ) {
onFire = src->ParseBool();
return true;
}
if ( idStr::Icmp(_name, "onContinue") == 0 ) {
onContinue = src->ParseBool();
return true;
}
if ( idStr::Icmp(_name, "onNewGame") == 0 ) {
onNewGame = src->ParseBool();
return true;
}
if ( idStr::Icmp(_name, "onNewLevel") == 0 ) {
onNewLevel = src->ParseBool();
return true;
}
if ( idStr::Icmp(_name, "numLevels") == 0 ) {
numLevels = src->ParseInt();
// Load all the level images
LoadBoardFiles();
return true;
}
return idWindow::ParseInternalVar(_name, src);
}
/*
=============================
idGameBustOutWindow::GetWinVarByName
=============================
*/
idWinVar *idGameBustOutWindow::GetWinVarByName(const char *_name, bool winLookup, drawWin_t** owner) {
idWinVar *retVar = NULL;
if ( idStr::Icmp(_name, "gamerunning") == 0 ) {
retVar = &gamerunning;
} else if ( idStr::Icmp(_name, "onFire") == 0 ) {
retVar = &onFire;
} else if ( idStr::Icmp(_name, "onContinue") == 0 ) {
retVar = &onContinue;
} else if ( idStr::Icmp(_name, "onNewGame") == 0 ) {
retVar = &onNewGame;
} else if ( idStr::Icmp(_name, "onNewLevel") == 0 ) {
retVar = &onNewLevel;
}
if(retVar) {
return retVar;
}
return idWindow::GetWinVarByName(_name, winLookup, owner);
}
/*
=============================
idGameBustOutWindow::PostParse
=============================
*/
void idGameBustOutWindow::PostParse() {
idWindow::PostParse();
}
/*
=============================
idGameBustOutWindow::Draw
=============================
*/
void idGameBustOutWindow::Draw(int time, float x, float y) {
int i;
//Update the game every frame before drawing
UpdateGame();
for( i = entities.Num()-1; i >= 0; i-- ) {
entities[i]->Draw(dc);
}
}
/*
=============================
idGameBustOutWindow::UpdateScore
=============================
*/
void idGameBustOutWindow::UpdateScore() {
if ( gameOver ) {
gui->HandleNamedEvent( "GameOver" );
return;
}
// Check for level progression
if ( numBricks == 0 ) {
ClearBalls();
gui->HandleNamedEvent( "levelComplete" );
}
// Check for new ball score
if ( gameScore >= nextBallScore ) {
ballsRemaining++;
gui->HandleNamedEvent( "extraBall" );
// Play sound
session->sw->PlayShaderDirectly( "arcade_extraball", S_UNIQUE_CHANNEL );
nextBallScore = gameScore + 10000;
}
gui->SetStateString( "player_score", va("%i", gameScore ) );
gui->SetStateString( "balls_remaining", va("%i", ballsRemaining ) );
gui->SetStateString( "current_level", va("%i", currentLevel ) );
gui->SetStateString( "next_ball_score", va("%i", nextBallScore ) );
}
/*
=============================
idGameBustOutWindow::ClearBoard
=============================
*/
void idGameBustOutWindow::ClearBoard( void ) {
int i,j;
ClearPowerups();
ballHitCeiling = false;
for ( i=0; i<BOARD_ROWS; i++ ) {
for ( j=0; j<board[i].Num(); j++ ) {
BOBrick *brick = board[i][j];
brick->ent->removed = true;
}
board[i].DeleteContents( true );
}
}
/*
=============================
idGameBustOutWindow::ClearPowerups
=============================
*/
void idGameBustOutWindow::ClearPowerups( void ) {
while ( powerUps.Num() ) {
powerUps[0]->removed = true;
powerUps.RemoveIndex( 0 );
}
}
/*
=============================
idGameBustOutWindow::ClearBalls
=============================
*/
void idGameBustOutWindow::ClearBalls( void ) {
while ( balls.Num() ) {
balls[0]->removed = true;
balls.RemoveIndex( 0 );
}
ballsInPlay = 0;
}
/*
=============================
idGameBustOutWindow::LoadBoardFiles
=============================
*/
void idGameBustOutWindow::LoadBoardFiles( void ) {
int i;
int w,h;
ID_TIME_T time;
int boardSize;
byte *currentBoard;
if ( boardDataLoaded ) {
return;
}
boardSize = 9 * 12 * 4;
levelBoardData = (byte*)Mem_Alloc( boardSize * numLevels );
currentBoard = levelBoardData;
for ( i=0; i<numLevels; i++ ) {
byte *pic;
idStr name = "guis/assets/bustout/level";
name += (i+1);
name += ".tga";
R_LoadImage( name, &pic, &w, &h, &time, false );
if ( pic != NULL ) {
if ( w != 9 || h != 12 ) {
common->DWarning( "Hell Bust-Out level image not correct dimensions! (%d x %d)", w, h );
}
memcpy( currentBoard, pic, boardSize );
Mem_Free(pic);
}
currentBoard += boardSize;
}
boardDataLoaded = true;
}
/*
=============================
idGameBustOutWindow::SetCurrentBoard
=============================
*/
void idGameBustOutWindow::SetCurrentBoard( void ) {
int i,j;
int realLevel = ((currentLevel-1) % numLevels);
int boardSize;
byte *currentBoard;
float bx = 11.f;
float by = 24.f;
float stepx = 619.f / 9.f;
float stepy = ( 256 / 12.f );
boardSize = 9 * 12 * 4;
currentBoard = levelBoardData + ( realLevel * boardSize );
for ( j=0; j<BOARD_ROWS; j++ ) {
bx = 11.f;
for ( i=0; i<9; i++ ) {
int pixelindex = (j*9*4) + (i*4);
if ( currentBoard[pixelindex + 3] ) {
idVec4 bcolor;
float pType = 0.f;
BOEntity *bent = new BOEntity( this );
BOBrick *brick = new BOBrick( bent, bx, by, stepx, stepy );
bcolor.x = currentBoard[pixelindex + 0] / 255.f;
bcolor.y = currentBoard[pixelindex + 1] / 255.f;
bcolor.z = currentBoard[pixelindex + 2] / 255.f;
bcolor.w = 1.f;
brick->SetColor( bcolor );
pType = currentBoard[pixelindex + 3] / 255.f;
if ( pType > 0.f && pType < 1.f ) {
if ( pType < 0.5f ) {
brick->powerup = POWERUP_BIGPADDLE;
} else {
brick->powerup = POWERUP_MULTIBALL;
}
}
board[j].Append( brick );
numBricks++;
}
bx += stepx;
}
by += stepy;
}
}
/*
=============================
idGameBustOutWindow::CreateNewBall
=============================
*/
BOEntity * idGameBustOutWindow::CreateNewBall( void ) {
BOEntity *ball;
ball = new BOEntity( this );
ball->position.x = 300.f;
ball->position.y = 416.f;
ball->SetMaterial( "game/bustout/ball" );
ball->SetSize( BALL_RADIUS*2.f, BALL_RADIUS*2.f );
ball->SetVisible( false );
ballsInPlay++;
balls.Append( ball );
entities.Append( ball );
return ball;
}
/*
=============================
idGameBustOutWindow::CreatePowerup
=============================
*/
BOEntity * idGameBustOutWindow::CreatePowerup( BOBrick *brick ) {
BOEntity *powerEnt = new BOEntity( this );
powerEnt->position.x = brick->x;
powerEnt->position.y = brick->y;
powerEnt->velocity.x = 0.f;
powerEnt->velocity.y = 64.f;
powerEnt->powerup = brick->powerup;
switch( powerEnt->powerup ) {
case POWERUP_BIGPADDLE:
powerEnt->SetMaterial( "game/bustout/powerup_bigpaddle" );
break;
case POWERUP_MULTIBALL:
powerEnt->SetMaterial( "game/bustout/powerup_multiball" );
break;
default:
powerEnt->SetMaterial( "textures/common/nodraw" );
break;
}
powerEnt->SetSize( 619/9, 256/12 );
powerEnt->SetVisible( true );
powerUps.Append( powerEnt );
entities.Append( powerEnt );
return powerEnt;
}
/*
=============================
idGameBustOutWindow::UpdatePowerups
=============================
*/
void idGameBustOutWindow::UpdatePowerups( void ) {
idVec2 pos;
for ( int i=0; i < powerUps.Num(); i++ ) {
BOEntity *pUp = powerUps[i];
// Check for powerup falling below screen
if ( pUp->position.y > 480 ) {
powerUps.RemoveIndex( i );
pUp->removed = true;
continue;
}
// Check for the paddle catching a powerup
pos.x = pUp->position.x + ( pUp->width / 2 );
pos.y = pUp->position.y + ( pUp->height / 2 );
collideDir_t collision = paddle->checkCollision( pos, pUp->velocity );
if ( collision != COLLIDE_NONE ) {
BOEntity *ball;
// Give the powerup to the player
switch( pUp->powerup ) {
case POWERUP_BIGPADDLE:
bigPaddleTime = gui->GetTime() + 15000;
break;
case POWERUP_MULTIBALL:
// Create 2 new balls in the spot of the existing ball
for ( int b=0; b<2; b++ ) {
ball = CreateNewBall();
ball->position = balls[0]->position;
ball->velocity = balls[0]->velocity;
if ( b == 0 ) {
ball->velocity.x -= 35.f;
} else {
ball->velocity.x += 35.f;
}
ball->velocity.NormalizeFast();
ball->velocity *= ballSpeed;
ball->SetVisible( true );
}
break;
default:
break;
}
// Play the sound
session->sw->PlayShaderDirectly( "arcade_powerup", S_UNIQUE_CHANNEL );
// Remove it
powerUps.RemoveIndex( i );
pUp->removed = true;
}
}
}
/*
=============================
idGameBustOutWindow::UpdatePaddle
=============================
*/
void idGameBustOutWindow::UpdatePaddle( void ) {
idVec2 cursorPos;
float oldPos = paddle->x;
cursorPos.x = gui->CursorX();
cursorPos.y = gui->CursorY();
if ( bigPaddleTime > gui->GetTime() ) {
paddle->x = cursorPos.x - 80.f;
paddle->width = 160;
paddle->ent->width = 160;
paddle->ent->SetMaterial( "game/bustout/doublepaddle" );
} else {
paddle->x = cursorPos.x - 48.f;
paddle->width = 96;
paddle->ent->width = 96;
paddle->ent->SetMaterial( "game/bustout/paddle" );
}
paddle->ent->position.x = paddle->x;
paddleVelocity = (paddle->x - oldPos);
}
/*
=============================
idGameBustOutWindow::UpdateBall
=============================
*/
void idGameBustOutWindow::UpdateBall( void ) {
int ballnum,i,j;
bool playSoundBounce = false;
bool playSoundBrick = false;
static int bounceChannel = 1;
if ( ballsInPlay == 0 ) {
return;
}
for ( ballnum = 0; ballnum < balls.Num(); ballnum++ ) {
BOEntity *ball = balls[ballnum];
// Check for ball going below screen, lost ball
if ( ball->position.y > 480.f ) {
ball->removed = true;
continue;
}
// Check world collision
if ( ball->position.y < 20 && ball->velocity.y < 0 ) {
ball->velocity.y = -ball->velocity.y;
// Increase ball speed when it hits ceiling
if ( !ballHitCeiling ) {
ballSpeed *= 1.25f;
ballHitCeiling = true;
}
playSoundBounce = true;
}
if ( ball->position.x > 608 && ball->velocity.x > 0 ) {
ball->velocity.x = -ball->velocity.x;
playSoundBounce = true;
} else if ( ball->position.x < 8 && ball->velocity.x < 0 ) {
ball->velocity.x = -ball->velocity.x;
playSoundBounce = true;
}
// Check for Paddle collision
idVec2 ballCenter = ball->position + idVec2( BALL_RADIUS, BALL_RADIUS );
collideDir_t collision = paddle->checkCollision( ballCenter, ball->velocity );
if ( collision == COLLIDE_UP ) {
if ( ball->velocity.y > 0 ) {
idVec2 paddleVec( paddleVelocity*2, 0 );
float centerX;
if ( bigPaddleTime > gui->GetTime() ) {
centerX = paddle->x + 80.f;
} else {
centerX = paddle->x + 48.f;
}
ball->velocity.y = -ball->velocity.y;
paddleVec.x += (ball->position.x - centerX) * 2;
ball->velocity += paddleVec;
ball->velocity.NormalizeFast();
ball->velocity *= ballSpeed;
playSoundBounce = true;
}
} else if ( collision == COLLIDE_LEFT || collision == COLLIDE_RIGHT ) {
if ( ball->velocity.y > 0 ) {
ball->velocity.x = -ball->velocity.x;
playSoundBounce = true;
}
}
collision = COLLIDE_NONE;
// Check for collision with bricks
for ( i=0; i<BOARD_ROWS; i++ ) {
int num = board[i].Num();
for ( j=0; j<num; j++ ) {
BOBrick *brick = (board[i])[j];
collision = brick->checkCollision( ballCenter, ball->velocity );
if ( collision ) {
// Now break the brick if there was a collision
brick->isBroken = true;
brick->ent->fadeOut = true;
if ( brick->powerup > POWERUP_NONE ) {
CreatePowerup( brick );
}
numBricks--;
gameScore += 100;
updateScore = true;
// Go ahead an forcibly remove the last brick, no fade
if ( numBricks == 0 ) {
brick->ent->removed = true;
}
board[i].Remove( brick );
break;
}
}
if ( collision ) {
playSoundBrick = true;
break;
}
}
if ( collision == COLLIDE_DOWN || collision == COLLIDE_UP ) {
ball->velocity.y *= -1;
} else if ( collision == COLLIDE_LEFT || collision == COLLIDE_RIGHT ) {
ball->velocity.x *= -1;
}
if ( playSoundBounce ) {
session->sw->PlayShaderDirectly( "arcade_ballbounce", bounceChannel );
} else if ( playSoundBrick ) {
session->sw->PlayShaderDirectly( "arcade_brickhit", bounceChannel );
}
if ( playSoundBounce || playSoundBrick ) {
bounceChannel++;
if ( bounceChannel == 4 ) {
bounceChannel = 1;
}
}
}
// Check to see if any balls were removed from play
for ( ballnum=0; ballnum<balls.Num(); ballnum++ ) {
if ( balls[ballnum]->removed ) {
ballsInPlay--;
balls.RemoveIndex( ballnum );
}
}
// If all the balls were removed, update the game accordingly
if ( ballsInPlay == 0 ) {
if ( ballsRemaining == 0 ) {
gameOver = true;
// Game Over sound
session->sw->PlayShaderDirectly( "arcade_sadsound", S_UNIQUE_CHANNEL );
} else {
ballsRemaining--;
// Ball was lost, but game is not over
session->sw->PlayShaderDirectly( "arcade_missedball", S_UNIQUE_CHANNEL );
}
ClearPowerups();
updateScore = true;
}
}
/*
=============================
idGameBustOutWindow::UpdateGame
=============================
*/
void idGameBustOutWindow::UpdateGame() {
int i;
if ( onNewGame ) {
ResetGameState();
// Create Board
SetCurrentBoard();
gamerunning = true;
}
if ( onContinue ) {
gameOver = false;
ballsRemaining = 3;
onContinue = false;
}
if ( onNewLevel ) {
currentLevel++;
ClearBoard();
SetCurrentBoard();
ballSpeed = BALL_SPEED * ( 1.f + ((float)currentLevel/5.f) );
if ( ballSpeed > BALL_MAXSPEED ) {
ballSpeed = BALL_MAXSPEED;
}
updateScore = true;
onNewLevel = false;
}
if(gamerunning == true) {
UpdatePaddle();
UpdateBall();
UpdatePowerups();
for( i = 0; i < entities.Num(); i++ ) {
entities[i]->Update( timeSlice, gui->GetTime() );
}
// Delete entities that need to be deleted
for( i = entities.Num()-1; i >= 0; i-- ) {
if( entities[i]->removed ) {
BOEntity* ent = entities[i];
delete ent;
entities.RemoveIndex(i);
}
}
if ( updateScore ) {
UpdateScore();
updateScore = false;
}
}
}