mirror of
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736ec20d4d
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.
885 lines
22 KiB
C++
885 lines
22 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "framework/Session_local.h"
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#include "sound/sound.h"
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#include "ui/DeviceContext.h"
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#include "ui/Window.h"
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#include "ui/UserInterfaceLocal.h"
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#include "ui/GameBearShootWindow.h"
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#define BEAR_GRAVITY 240
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#define BEAR_SIZE 24.f
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#define BEAR_SHRINK_TIME 2000.f
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#define MAX_WINDFORCE 100.f
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idCVar bearTurretAngle( "bearTurretAngle", "0", CVAR_FLOAT, "" );
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idCVar bearTurretForce( "bearTurretForce", "200", CVAR_FLOAT, "" );
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/*
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*****************************************************************************
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* BSEntity
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****************************************************************************
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*/
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BSEntity::BSEntity(idGameBearShootWindow* _game) {
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game = _game;
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visible = true;
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entColor = colorWhite;
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materialName = "";
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material = NULL;
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width = height = 8;
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rotation = 0.f;
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rotationSpeed = 0.f;
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fadeIn = false;
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fadeOut = false;
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position.Zero();
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velocity.Zero();
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}
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BSEntity::~BSEntity() {
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}
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/*
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======================
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BSEntity::WriteToSaveGame
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======================
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*/
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void BSEntity::WriteToSaveGame( idFile *savefile ) {
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game->WriteSaveGameString( materialName, savefile );
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savefile->Write( &width, sizeof(width) );
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savefile->Write( &height, sizeof(height) );
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savefile->Write( &visible, sizeof(visible) );
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savefile->Write( &entColor, sizeof(entColor) );
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savefile->Write( &position, sizeof(position) );
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savefile->Write( &rotation, sizeof(rotation) );
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savefile->Write( &rotationSpeed, sizeof(rotationSpeed) );
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savefile->Write( &velocity, sizeof(velocity) );
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savefile->Write( &fadeIn, sizeof(fadeIn) );
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savefile->Write( &fadeOut, sizeof(fadeOut) );
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}
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/*
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======================
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BSEntity::ReadFromSaveGame
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======================
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*/
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void BSEntity::ReadFromSaveGame( idFile *savefile, idGameBearShootWindow* _game ) {
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game = _game;
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game->ReadSaveGameString( materialName, savefile );
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SetMaterial( materialName );
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savefile->Read( &width, sizeof(width) );
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savefile->Read( &height, sizeof(height) );
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savefile->Read( &visible, sizeof(visible) );
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savefile->Read( &entColor, sizeof(entColor) );
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savefile->Read( &position, sizeof(position) );
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savefile->Read( &rotation, sizeof(rotation) );
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savefile->Read( &rotationSpeed, sizeof(rotationSpeed) );
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savefile->Read( &velocity, sizeof(velocity) );
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savefile->Read( &fadeIn, sizeof(fadeIn) );
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savefile->Read( &fadeOut, sizeof(fadeOut) );
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}
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/*
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======================
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BSEntity::SetMaterial
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======================
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*/
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void BSEntity::SetMaterial(const char* name) {
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materialName = name;
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material = declManager->FindMaterial( name );
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material->SetSort( SS_GUI );
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}
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/*
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======================
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BSEntity::SetSize
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======================
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*/
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void BSEntity::SetSize( float _width, float _height ) {
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width = _width;
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height = _height;
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}
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/*
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======================
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BSEntity::SetVisible
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======================
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*/
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void BSEntity::SetVisible( bool isVisible ) {
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visible = isVisible;
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}
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/*
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======================
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BSEntity::Update
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======================
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*/
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void BSEntity::Update( float timeslice ) {
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if ( !visible ) {
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return;
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}
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// Fades
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if ( fadeIn && entColor.w < 1.f ) {
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entColor.w += 1 * timeslice;
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if ( entColor.w >= 1.f ) {
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entColor.w = 1.f;
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fadeIn = false;
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}
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}
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if ( fadeOut && entColor.w > 0.f ) {
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entColor.w -= 1 * timeslice;
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if ( entColor.w <= 0.f ) {
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entColor.w = 0.f;
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fadeOut = false;
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}
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}
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// Move the entity
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position += velocity * timeslice;
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// Rotate Entity
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rotation += rotationSpeed * timeslice;
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}
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/*
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======================
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BSEntity::Draw
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======================
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*/
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void BSEntity::Draw(idDeviceContext *dc) {
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if ( visible ) {
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dc->DrawMaterialRotated( position.x, position.y, width, height, material, entColor, 1.0f, 1.0f, DEG2RAD(rotation) );
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}
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}
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/*
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*****************************************************************************
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* idGameBearShootWindow
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****************************************************************************
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*/
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idGameBearShootWindow::idGameBearShootWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
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dc = d;
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gui = g;
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CommonInit();
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}
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idGameBearShootWindow::idGameBearShootWindow(idUserInterfaceLocal *g) : idWindow(g) {
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gui = g;
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CommonInit();
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}
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idGameBearShootWindow::~idGameBearShootWindow() {
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entities.DeleteContents(true);
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}
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/*
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=============================
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idGameBearShootWindow::WriteToSaveGame
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=============================
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*/
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void idGameBearShootWindow::WriteToSaveGame( idFile *savefile ) {
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idWindow::WriteToSaveGame( savefile );
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gamerunning.WriteToSaveGame( savefile );
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onFire.WriteToSaveGame( savefile );
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onContinue.WriteToSaveGame( savefile );
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onNewGame.WriteToSaveGame( savefile );
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savefile->Write( &timeSlice, sizeof(timeSlice) );
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savefile->Write( &timeRemaining, sizeof(timeRemaining) );
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savefile->Write( &gameOver, sizeof(gameOver) );
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savefile->Write( ¤tLevel, sizeof(currentLevel) );
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savefile->Write( &goalsHit, sizeof(goalsHit) );
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savefile->Write( &updateScore, sizeof(updateScore) );
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savefile->Write( &bearHitTarget, sizeof(bearHitTarget) );
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savefile->Write( &bearScale, sizeof(bearScale) );
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savefile->Write( &bearIsShrinking, sizeof(bearIsShrinking) );
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savefile->Write( &bearShrinkStartTime, sizeof(bearShrinkStartTime) );
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savefile->Write( &turretAngle, sizeof(turretAngle) );
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savefile->Write( &turretForce, sizeof(turretForce) );
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savefile->Write( &windForce, sizeof(windForce) );
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savefile->Write( &windUpdateTime, sizeof(windUpdateTime) );
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int numberOfEnts = entities.Num();
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savefile->Write( &numberOfEnts, sizeof(numberOfEnts) );
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for ( int i=0; i<numberOfEnts; i++ ) {
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entities[i]->WriteToSaveGame( savefile );
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}
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int index;
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index = entities.FindIndex( turret );
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savefile->Write( &index, sizeof(index) );
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index = entities.FindIndex( bear );
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savefile->Write( &index, sizeof(index) );
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index = entities.FindIndex( helicopter );
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savefile->Write( &index, sizeof(index) );
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index = entities.FindIndex( goal );
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savefile->Write( &index, sizeof(index) );
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index = entities.FindIndex( wind );
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savefile->Write( &index, sizeof(index) );
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index = entities.FindIndex( gunblast );
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savefile->Write( &index, sizeof(index) );
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}
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/*
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=============================
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idGameBearShootWindow::ReadFromSaveGame
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=============================
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*/
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void idGameBearShootWindow::ReadFromSaveGame( idFile *savefile ) {
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idWindow::ReadFromSaveGame( savefile );
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// Remove all existing entities
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entities.DeleteContents(true);
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gamerunning.ReadFromSaveGame( savefile );
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onFire.ReadFromSaveGame( savefile );
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onContinue.ReadFromSaveGame( savefile );
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onNewGame.ReadFromSaveGame( savefile );
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savefile->Read( &timeSlice, sizeof(timeSlice) );
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savefile->Read( &timeRemaining, sizeof(timeRemaining) );
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savefile->Read( &gameOver, sizeof(gameOver) );
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savefile->Read( ¤tLevel, sizeof(currentLevel) );
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savefile->Read( &goalsHit, sizeof(goalsHit) );
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savefile->Read( &updateScore, sizeof(updateScore) );
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savefile->Read( &bearHitTarget, sizeof(bearHitTarget) );
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savefile->Read( &bearScale, sizeof(bearScale) );
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savefile->Read( &bearIsShrinking, sizeof(bearIsShrinking) );
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savefile->Read( &bearShrinkStartTime, sizeof(bearShrinkStartTime) );
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savefile->Read( &turretAngle, sizeof(turretAngle) );
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savefile->Read( &turretForce, sizeof(turretForce) );
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savefile->Read( &windForce, sizeof(windForce) );
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savefile->Read( &windUpdateTime, sizeof(windUpdateTime) );
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int numberOfEnts;
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savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
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for ( int i=0; i<numberOfEnts; i++ ) {
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BSEntity *ent;
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ent = new BSEntity( this );
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ent->ReadFromSaveGame( savefile, this );
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entities.Append( ent );
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}
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int index;
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savefile->Read( &index, sizeof(index) );
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turret = entities[index];
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savefile->Read( &index, sizeof(index) );
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bear = entities[index];
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savefile->Read( &index, sizeof(index) );
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helicopter = entities[index];
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savefile->Read( &index, sizeof(index) );
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goal = entities[index];
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savefile->Read( &index, sizeof(index) );
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wind = entities[index];
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savefile->Read( &index, sizeof(index) );
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gunblast = entities[index];
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}
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/*
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=============================
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idGameBearShootWindow::ResetGameState
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=============================
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*/
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void idGameBearShootWindow::ResetGameState() {
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gamerunning = false;
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gameOver = false;
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onFire = false;
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onContinue = false;
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onNewGame = false;
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// Game moves forward 16 milliseconds every frame
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timeSlice = 0.016f;
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timeRemaining = 60.f;
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goalsHit = 0;
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updateScore = false;
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bearHitTarget = false;
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currentLevel = 1;
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turretAngle = 0.f;
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turretForce = 200.f;
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windForce = 0.f;
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windUpdateTime = 0;
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bearIsShrinking = false;
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bearShrinkStartTime = 0;
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bearScale = 1.f;
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}
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/*
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=============================
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idGameBearShootWindow::CommonInit
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=============================
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*/
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void idGameBearShootWindow::CommonInit() {
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BSEntity * ent;
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// Precache sounds
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declManager->FindSound( "arcade_beargroan" );
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declManager->FindSound( "arcade_sargeshoot" );
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declManager->FindSound( "arcade_balloonpop" );
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declManager->FindSound( "arcade_levelcomplete1" );
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// Precache dynamically used materials
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declManager->FindMaterial( "game/bearshoot/helicopter_broken" );
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declManager->FindMaterial( "game/bearshoot/goal_dead" );
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declManager->FindMaterial( "game/bearshoot/gun_blast" );
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ResetGameState();
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ent = new BSEntity( this );
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turret = ent;
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ent->SetMaterial( "game/bearshoot/turret" );
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ent->SetSize( 272, 144 );
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ent->position.x = -44;
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ent->position.y = 260;
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entities.Append( ent );
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ent = new BSEntity( this );
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ent->SetMaterial( "game/bearshoot/turret_base" );
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ent->SetSize( 144, 160 );
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ent->position.x = 16;
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ent->position.y = 280;
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entities.Append( ent );
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ent = new BSEntity( this );
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bear = ent;
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ent->SetMaterial( "game/bearshoot/bear" );
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ent->SetSize( BEAR_SIZE, BEAR_SIZE );
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ent->SetVisible( false );
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ent->position.x = 0;
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ent->position.y = 0;
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entities.Append( ent );
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ent = new BSEntity( this );
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helicopter = ent;
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ent->SetMaterial( "game/bearshoot/helicopter" );
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ent->SetSize( 64, 64 );
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ent->position.x = 550;
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ent->position.y = 100;
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entities.Append( ent );
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ent = new BSEntity( this );
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goal = ent;
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ent->SetMaterial( "game/bearshoot/goal" );
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ent->SetSize( 64, 64 );
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ent->position.x = 550;
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ent->position.y = 164;
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entities.Append( ent );
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ent = new BSEntity( this );
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wind = ent;
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ent->SetMaterial( "game/bearshoot/wind" );
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ent->SetSize( 100, 40 );
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ent->position.x = 500;
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ent->position.y = 430;
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entities.Append( ent );
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ent = new BSEntity( this );
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gunblast = ent;
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ent->SetMaterial( "game/bearshoot/gun_blast" );
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ent->SetSize( 64, 64 );
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ent->SetVisible( false );
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entities.Append( ent );
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}
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/*
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=============================
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idGameBearShootWindow::HandleEvent
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=============================
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*/
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const char *idGameBearShootWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals) {
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int key = event->evValue;
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// need to call this to allow proper focus and capturing on embedded children
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const char *ret = idWindow::HandleEvent(event, updateVisuals);
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if ( event->evType == SE_KEY ) {
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if ( !event->evValue2 ) {
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return ret;
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}
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if ( key == K_MOUSE1) {
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// Mouse was clicked
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} else {
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return ret;
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}
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}
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return ret;
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}
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/*
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=============================
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idGameBearShootWindow::ParseInternalVar
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=============================
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*/
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bool idGameBearShootWindow::ParseInternalVar(const char *_name, idParser *src) {
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if ( idStr::Icmp(_name, "gamerunning") == 0 ) {
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gamerunning = src->ParseBool();
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return true;
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}
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if ( idStr::Icmp(_name, "onFire") == 0 ) {
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onFire = src->ParseBool();
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return true;
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}
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if ( idStr::Icmp(_name, "onContinue") == 0 ) {
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onContinue = src->ParseBool();
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return true;
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}
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if ( idStr::Icmp(_name, "onNewGame") == 0 ) {
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onNewGame = src->ParseBool();
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return true;
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}
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return idWindow::ParseInternalVar(_name, src);
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}
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/*
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=============================
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idGameBearShootWindow::GetWinVarByName
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=============================
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*/
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idWinVar *idGameBearShootWindow::GetWinVarByName(const char *_name, bool winLookup, drawWin_t** owner) {
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idWinVar *retVar = NULL;
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if ( idStr::Icmp(_name, "gamerunning") == 0 ) {
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retVar = &gamerunning;
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} else if ( idStr::Icmp(_name, "onFire") == 0 ) {
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retVar = &onFire;
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} else if ( idStr::Icmp(_name, "onContinue") == 0 ) {
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retVar = &onContinue;
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} else if ( idStr::Icmp(_name, "onNewGame") == 0 ) {
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retVar = &onNewGame;
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}
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if(retVar) {
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return retVar;
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}
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return idWindow::GetWinVarByName(_name, winLookup, owner);
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}
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/*
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=============================
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idGameBearShootWindow::PostParse
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=============================
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*/
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void idGameBearShootWindow::PostParse() {
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idWindow::PostParse();
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}
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/*
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=============================
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idGameBearShootWindow::Draw
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=============================
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*/
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void idGameBearShootWindow::Draw(int time, float x, float y) {
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int i;
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//Update the game every frame before drawing
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UpdateGame();
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for( i = entities.Num()-1; i >= 0; i-- ) {
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entities[i]->Draw(dc);
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}
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}
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/*
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=============================
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idGameBearShootWindow::UpdateTurret
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=============================
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*/
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void idGameBearShootWindow::UpdateTurret() {
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idVec2 pt;
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idVec2 turretOrig;
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idVec2 right;
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float dot, angle;
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pt.x = gui->CursorX();
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pt.y = gui->CursorY();
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turretOrig.Set( 80.f, 348.f );
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pt = pt - turretOrig;
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pt.NormalizeFast();
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right.x = 1.f;
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right.y = 0.f;
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dot = pt * right;
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angle = RAD2DEG( acosf( dot ) );
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turretAngle = idMath::ClampFloat( 0.f, 90.f, angle );
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}
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/*
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=============================
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idGameBearShootWindow::UpdateBear
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=============================
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*/
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void idGameBearShootWindow::UpdateBear() {
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int time = gui->GetTime();
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bool startShrink = false;
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// Apply gravity
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bear->velocity.y += BEAR_GRAVITY * timeSlice;
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// Apply wind
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bear->velocity.x += windForce * timeSlice;
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// Check for collisions
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if ( !bearHitTarget && !gameOver ) {
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idVec2 bearCenter;
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bool collision = false;
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bearCenter.x = bear->position.x + bear->width/2;
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bearCenter.y = bear->position.y + bear->height/2;
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if ( bearCenter.x > (helicopter->position.x + 16) && bearCenter.x < (helicopter->position.x + helicopter->width - 29) ) {
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if ( bearCenter.y > (helicopter->position.y + 12) && bearCenter.y < (helicopter->position.y + helicopter->height - 7) ) {
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collision = true;
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}
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}
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if ( collision ) {
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// balloons pop and bear tumbles to ground
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helicopter->SetMaterial( "game/bearshoot/helicopter_broken" );
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helicopter->velocity.y = 230.f;
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goal->velocity.y = 230.f;
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session->sw->PlayShaderDirectly( "arcade_balloonpop" );
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bear->SetVisible( false );
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if ( bear->velocity.x > 0 ) {
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bear->velocity.x *= -1.f;
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}
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bear->velocity *= 0.666f;
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bearHitTarget = true;
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updateScore = true;
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startShrink = true;
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}
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}
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// Check for ground collision
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if ( bear->position.y > 380 ) {
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bear->position.y = 380;
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if ( bear->velocity.Length() < 25 ) {
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bear->velocity.Zero();
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} else {
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startShrink = true;
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bear->velocity.y *= -1.f;
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bear->velocity *= 0.5f;
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if ( bearScale ) {
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session->sw->PlayShaderDirectly( "arcade_balloonpop" );
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}
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}
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}
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// Bear rotation is based on velocity
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float angle;
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idVec2 dir;
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dir = bear->velocity;
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dir.NormalizeFast();
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angle = RAD2DEG( atan2( dir.x, dir.y ) );
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bear->rotation = angle - 90;
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// Update Bear scale
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if ( bear->position.x > 650 ) {
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startShrink = true;
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}
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if ( !bearIsShrinking && bearScale && startShrink ) {
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bearShrinkStartTime = time;
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bearIsShrinking = true;
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}
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if ( bearIsShrinking ) {
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if ( bearHitTarget ) {
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bearScale = 1 - ( (float)(time - bearShrinkStartTime) / BEAR_SHRINK_TIME );
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} else {
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bearScale = 1 - ( (float)(time - bearShrinkStartTime) / 750 );
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}
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bearScale *= BEAR_SIZE;
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bear->SetSize( bearScale, bearScale );
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if ( bearScale < 0 ) {
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gui->HandleNamedEvent( "EnableFireButton" );
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bearIsShrinking = false;
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bearScale = 0.f;
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if ( bearHitTarget ) {
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goal->SetMaterial( "game/bearshoot/goal" );
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goal->position.x = 550;
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goal->position.y = 164;
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goal->velocity.Zero();
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goal->velocity.y = (currentLevel-1) * 30;
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goal->entColor.w = 0.f;
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goal->fadeIn = true;
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goal->fadeOut = false;
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helicopter->SetVisible( true );
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helicopter->SetMaterial( "game/bearshoot/helicopter" );
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helicopter->position.x = 550;
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helicopter->position.y = 100;
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helicopter->velocity.Zero();
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helicopter->velocity.y = goal->velocity.y;
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helicopter->entColor.w = 0.f;
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helicopter->fadeIn = true;
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helicopter->fadeOut = false;
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}
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}
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}
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}
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/*
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=============================
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idGameBearShootWindow::UpdateHelicopter
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=============================
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*/
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void idGameBearShootWindow::UpdateHelicopter() {
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if ( bearHitTarget && bearIsShrinking ) {
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if ( helicopter->velocity.y != 0 && helicopter->position.y > 264 ) {
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helicopter->velocity.y = 0;
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goal->velocity.y = 0;
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helicopter->SetVisible( false );
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goal->SetMaterial( "game/bearshoot/goal_dead" );
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session->sw->PlayShaderDirectly( "arcade_beargroan", 1 );
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helicopter->fadeOut = true;
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goal->fadeOut = true;
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}
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} else if ( currentLevel > 1 ) {
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int height = helicopter->position.y;
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float speed = (currentLevel-1) * 30;
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if ( height > 240 ) {
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helicopter->velocity.y = -speed;
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goal->velocity.y = -speed;
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} else if ( height < 30 ) {
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helicopter->velocity.y = speed;
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goal->velocity.y = speed;
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}
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}
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}
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/*
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=============================
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idGameBearShootWindow::UpdateButtons
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=============================
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*/
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void idGameBearShootWindow::UpdateButtons() {
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if ( onFire ) {
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idVec2 vec;
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gui->HandleNamedEvent( "DisableFireButton" );
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session->sw->PlayShaderDirectly( "arcade_sargeshoot" );
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bear->SetVisible( true );
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bearScale = 1.f;
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bear->SetSize( BEAR_SIZE, BEAR_SIZE );
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vec.x = idMath::Cos( DEG2RAD(turretAngle) );
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vec.x += ( 1 - vec.x ) * 0.18f;
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vec.y = -idMath::Sin( DEG2RAD(turretAngle) );
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turretForce = bearTurretForce.GetFloat();
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bear->position.x = 80 + ( 96 * vec.x );
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bear->position.y = 334 + ( 96 * vec.y );
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bear->velocity.x = vec.x * turretForce;
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bear->velocity.y = vec.y * turretForce;
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gunblast->position.x = 55 + ( 96 * vec.x );
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gunblast->position.y = 310 + ( 100 * vec.y );
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gunblast->SetVisible( true );
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gunblast->entColor.w = 1.f;
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gunblast->rotation = turretAngle;
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gunblast->fadeOut = true;
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bearHitTarget = false;
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onFire = false;
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}
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}
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/*
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=============================
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idGameBearShootWindow::UpdateScore
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=============================
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*/
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void idGameBearShootWindow::UpdateScore() {
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if ( gameOver ) {
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gui->HandleNamedEvent( "GameOver" );
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return;
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}
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goalsHit++;
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gui->SetStateString( "player_score", va("%i", goalsHit ) );
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// Check for level progression
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if ( !(goalsHit % 5) ) {
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currentLevel++;
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gui->SetStateString( "current_level", va("%i", currentLevel ) );
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session->sw->PlayShaderDirectly( "arcade_levelcomplete1", 3 );
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timeRemaining += 30;
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}
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}
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/*
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=============================
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idGameBearShootWindow::UpdateGame
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=============================
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*/
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void idGameBearShootWindow::UpdateGame() {
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int i;
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if ( onNewGame ) {
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ResetGameState();
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goal->position.x = 550;
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goal->position.y = 164;
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goal->velocity.Zero();
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helicopter->position.x = 550;
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helicopter->position.y = 100;
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helicopter->velocity.Zero();
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bear->SetVisible( false );
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bearTurretAngle.SetFloat( 0.f );
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bearTurretForce.SetFloat( 200.f );
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gamerunning = true;
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}
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if ( onContinue ) {
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gameOver = false;
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timeRemaining = 60.f;
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onContinue = false;
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}
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if(gamerunning == true) {
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int current_time = gui->GetTime();
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idRandom rnd( current_time );
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// Check for button presses
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UpdateButtons();
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if ( bear ) {
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UpdateBear();
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}
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if ( helicopter && goal ) {
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UpdateHelicopter();
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}
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// Update Wind
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if ( windUpdateTime < current_time ) {
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float scale;
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int width;
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windForce = rnd.CRandomFloat() * ( MAX_WINDFORCE * 0.75f );
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if (windForce > 0) {
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windForce += ( MAX_WINDFORCE * 0.25f );
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wind->rotation = 0;
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} else {
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windForce -= ( MAX_WINDFORCE * 0.25f );
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wind->rotation = 180;
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}
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scale = 1.f - (( MAX_WINDFORCE - idMath::Fabs(windForce) ) / MAX_WINDFORCE);
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width = 100*scale;
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if ( windForce < 0 ) {
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wind->position.x = 500 - width + 1;
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} else {
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wind->position.x = 500;
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}
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wind->SetSize( width, 40 );
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windUpdateTime = current_time + 7000 + rnd.RandomInt(5000);
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}
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// Update turret rotation angle
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if ( turret ) {
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turretAngle = bearTurretAngle.GetFloat();
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turret->rotation = turretAngle;
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}
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for( i = 0; i < entities.Num(); i++ ) {
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entities[i]->Update( timeSlice );
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}
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// Update countdown timer
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timeRemaining -= timeSlice;
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timeRemaining = idMath::ClampFloat( 0.f, 99999.f, timeRemaining );
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gui->SetStateString( "time_remaining", va("%2.1f", timeRemaining ) );
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if ( timeRemaining <= 0.f && !gameOver ) {
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gameOver = true;
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updateScore = true;
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}
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if ( updateScore ) {
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UpdateScore();
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updateScore = false;
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}
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}
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}
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