doom3-bfg/neo/ui/GameBustOutWindow.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
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#include "../renderer/Image.h"
#include "DeviceContext.h"
#include "Window.h"
#include "UserInterfaceLocal.h"
#include "GameBustOutWindow.h"
#define BALL_RADIUS 12.f
#define BALL_SPEED 250.f
#define BALL_MAXSPEED 450.f
#define S_UNIQUE_CHANNEL 6
/*
*****************************************************************************
* BOEntity
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****************************************************************************
*/
BOEntity::BOEntity( idGameBustOutWindow* _game )
{
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game = _game;
visible = true;
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materialName = "";
material = NULL;
width = height = 8;
color = colorWhite;
powerup = POWERUP_NONE;
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position.Zero();
velocity.Zero();
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removed = false;
fadeOut = 0;
}
BOEntity::~BOEntity()
{
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}
/*
======================
BOEntity::WriteToSaveGame
======================
*/
void BOEntity::WriteToSaveGame( idFile* savefile )
{
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savefile->Write( &visible, sizeof( visible ) );
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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 ) );
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}
/*
======================
BOEntity::ReadFromSaveGame
======================
*/
void BOEntity::ReadFromSaveGame( idFile* savefile, idGameBustOutWindow* _game )
{
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game = _game;
savefile->Read( &visible, sizeof( visible ) );
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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 ) );
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}
/*
======================
BOEntity::SetMaterial
======================
*/
void BOEntity::SetMaterial( const char* name )
{
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materialName = name;
material = declManager->FindMaterial( name );
material->SetSort( SS_GUI );
}
/*
======================
BOEntity::SetSize
======================
*/
void BOEntity::SetSize( float _width, float _height )
{
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width = _width;
height = _height;
}
/*
======================
BOEntity::SetVisible
======================
*/
void BOEntity::SetColor( float r, float g, float b, float a )
{
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color.x = r;
color.y = g;
color.z = b;
color.w = a;
}
/*
======================
BOEntity::SetVisible
======================
*/
void BOEntity::SetVisible( bool isVisible )
{
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visible = isVisible;
}
/*
======================
BOEntity::Update
======================
*/
void BOEntity::Update( float timeslice, int guiTime )
{
if( !visible )
{
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return;
}
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// Move the entity
position += velocity * timeslice;
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// Fade out the ent
if( fadeOut )
{
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color.w -= timeslice * 2.5;
if( color.w <= 0.f )
{
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color.w = 0.f;
removed = true;
}
}
}
/*
======================
BOEntity::Draw
======================
*/
void BOEntity::Draw()
{
if( visible )
{
dc->DrawMaterialRotated( position.x, position.y, width, height, material, color, 1.0f, 1.0f, DEG2RAD( 0.f ) );
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}
}
/*
*****************************************************************************
* BOBrick
****************************************************************************
*/
BOBrick::BOBrick()
{
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ent = NULL;
x = y = width = height = 0;
powerup = POWERUP_NONE;
isBroken = false;
}
BOBrick::BOBrick( BOEntity* _ent, float _x, float _y, float _width, float _height )
{
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ent = _ent;
x = _x;
y = _y;
width = _width;
height = _height;
powerup = POWERUP_NONE;
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isBroken = false;
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ent->position.x = x;
ent->position.y = y;
ent->SetSize( width, height );
ent->SetMaterial( "game/bustout/brick" );
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ent->game->entities.Append( ent );
}
BOBrick::~BOBrick()
{
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}
/*
======================
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 ) );
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int index = ent->game->entities.FindIndex( ent );
savefile->Write( &index, sizeof( index ) );
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}
/*
======================
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 ) );
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int index;
savefile->Read( &index, sizeof( index ) );
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ent = game->entities[index];
}
/*
======================
BOBrick::SetColor
======================
*/
void BOBrick::SetColor( idVec4 bcolor )
{
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ent->SetColor( bcolor.x, bcolor.y, bcolor.z, bcolor.w );
}
/*
======================
BOBrick::checkCollision
======================
*/
collideDir_t BOBrick::checkCollision( idVec2 pos, idVec2 vel )
{
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idVec2 ptA, ptB;
float dist;
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collideDir_t result = COLLIDE_NONE;
if( isBroken )
{
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return result;
}
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// Check for collision with each edge
idVec2 vec;
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// Bottom
ptA.x = x;
ptA.y = y + height;
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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 )
{
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dist = pos.y - ptA.y;
if( dist < BALL_RADIUS )
{
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result = COLLIDE_DOWN;
}
}
else
{
if( pos.x <= ptA.x )
{
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vec = pos - ptA;
}
else
{
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vec = pos - ptB;
}
if( ( idMath::Fabs( vec.y ) > idMath::Fabs( vec.x ) ) && ( vec.LengthFast() < BALL_RADIUS ) )
{
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result = COLLIDE_DOWN;
}
}
}
if( result == COLLIDE_NONE )
{
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// Top
ptA.y = y;
ptB.y = y;
if( vel.y > 0 && pos.y < ptA.y )
{
if( pos.x > ptA.x && pos.x < ptB.x )
{
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dist = ptA.y - pos.y;
if( dist < BALL_RADIUS )
{
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result = COLLIDE_UP;
}
}
else
{
if( pos.x <= ptA.x )
{
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vec = pos - ptA;
}
else
{
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vec = pos - ptB;
}
if( ( idMath::Fabs( vec.y ) > idMath::Fabs( vec.x ) ) && ( vec.LengthFast() < BALL_RADIUS ) )
{
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result = COLLIDE_UP;
}
}
}
if( result == COLLIDE_NONE )
{
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// Left side
ptA.x = x;
ptA.y = y;
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ptB.x = x;
ptB.y = y + height;
if( vel.x > 0 && pos.x < ptA.x )
{
if( pos.y > ptA.y && pos.y < ptB.y )
{
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dist = ptA.x - pos.x;
if( dist < BALL_RADIUS )
{
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result = COLLIDE_LEFT;
}
}
else
{
if( pos.y <= ptA.y )
{
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vec = pos - ptA;
}
else
{
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vec = pos - ptB;
}
if( ( idMath::Fabs( vec.x ) >= idMath::Fabs( vec.y ) ) && ( vec.LengthFast() < BALL_RADIUS ) )
{
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result = COLLIDE_LEFT;
}
}
}
if( result == COLLIDE_NONE )
{
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// 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 )
{
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dist = pos.x - ptA.x;
if( dist < BALL_RADIUS )
{
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result = COLLIDE_LEFT;
}
}
else
{
if( pos.y <= ptA.y )
{
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vec = pos - ptA;
}
else
{
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vec = pos - ptB;
}
if( ( idMath::Fabs( vec.x ) >= idMath::Fabs( vec.y ) ) && ( vec.LengthFast() < BALL_RADIUS ) )
{
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result = COLLIDE_LEFT;
}
}
}
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}
}
}
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return result;
}
/*
*****************************************************************************
* idGameBustOutWindow
****************************************************************************
*/
idGameBustOutWindow::idGameBustOutWindow( idUserInterfaceLocal* g ) : idWindow( g )
{
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gui = g;
CommonInit();
}
idGameBustOutWindow::~idGameBustOutWindow()
{
entities.DeleteContents( true );
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Mem_Free( levelBoardData );
}
/*
=============================
idGameBustOutWindow::WriteToSaveGame
=============================
*/
void idGameBustOutWindow::WriteToSaveGame( idFile* savefile )
{
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idWindow::WriteToSaveGame( savefile );
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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 ) );
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// 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 ) );
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// Write Entities
int i;
int numberOfEnts = entities.Num();
savefile->Write( &numberOfEnts, sizeof( numberOfEnts ) );
for( i = 0; i < numberOfEnts; i++ )
{
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entities[i]->WriteToSaveGame( savefile );
}
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// Write Balls
numberOfEnts = balls.Num();
savefile->Write( &numberOfEnts, sizeof( numberOfEnts ) );
for( i = 0; i < numberOfEnts; i++ )
{
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int ballIndex = entities.FindIndex( balls[i] );
savefile->Write( &ballIndex, sizeof( ballIndex ) );
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}
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// Write Powerups
numberOfEnts = powerUps.Num();
savefile->Write( &numberOfEnts, sizeof( numberOfEnts ) );
for( i = 0; i < numberOfEnts; i++ )
{
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int powerIndex = entities.FindIndex( powerUps[i] );
savefile->Write( &powerIndex, sizeof( powerIndex ) );
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}
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// Write paddle
paddle->WriteToSaveGame( savefile );
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// Write Bricks
int row;
for( row = 0; row < BOARD_ROWS; row++ )
{
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numberOfEnts = board[row].Num();
savefile->Write( &numberOfEnts, sizeof( numberOfEnts ) );
for( i = 0; i < numberOfEnts; i++ )
{
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board[row][i]->WriteToSaveGame( savefile );
}
}
}
/*
=============================
idGameBustOutWindow::ReadFromSaveGame
=============================
*/
void idGameBustOutWindow::ReadFromSaveGame( idFile* savefile )
{
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idWindow::ReadFromSaveGame( savefile );
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// Clear out existing paddle and entities from GUI load
delete paddle;
entities.DeleteContents( true );
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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 ) );
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// 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 ) );
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int i;
int numberOfEnts;
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// Read entities
savefile->Read( &numberOfEnts, sizeof( numberOfEnts ) );
for( i = 0; i < numberOfEnts; i++ )
{
BOEntity* ent;
ent = new( TAG_OLD_UI ) BOEntity( this );
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ent->ReadFromSaveGame( savefile, this );
entities.Append( ent );
}
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// Read balls
savefile->Read( &numberOfEnts, sizeof( numberOfEnts ) );
for( i = 0; i < numberOfEnts; i++ )
{
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int ballIndex;
savefile->Read( &ballIndex, sizeof( ballIndex ) );
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balls.Append( entities[ballIndex] );
}
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// Read powerups
savefile->Read( &numberOfEnts, sizeof( numberOfEnts ) );
for( i = 0; i < numberOfEnts; i++ )
{
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int powerIndex;
savefile->Read( &powerIndex, sizeof( powerIndex ) );
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balls.Append( entities[powerIndex] );
}
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// Read paddle
paddle = new( TAG_OLD_UI ) BOBrick();
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paddle->ReadFromSaveGame( savefile, this );
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// 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( TAG_OLD_UI ) BOBrick();
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brick->ReadFromSaveGame( savefile, this );
board[row].Append( brick );
}
}
}
/*
=============================
idGameBustOutWindow::ResetGameState
=============================
*/
void idGameBustOutWindow::ResetGameState()
{
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gamerunning = false;
gameOver = false;
onFire = false;
onContinue = false;
onNewGame = false;
onNewLevel = false;
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// 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;
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ClearBoard();
}
/*
=============================
idGameBustOutWindow::CommonInit
=============================
*/
void idGameBustOutWindow::CommonInit()
{
BOEntity* ent;
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// 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" );
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// 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" );
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ResetGameState();
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numLevels = 0;
boardDataLoaded = false;
levelBoardData = NULL;
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// Create Paddle
ent = new( TAG_OLD_UI ) BOEntity( this );
paddle = new( TAG_OLD_UI ) BOBrick( ent, 260.f, 440.f, 96.f, 24.f );
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paddle->ent->SetMaterial( "game/bustout/paddle" );
}
/*
=============================
idGameBustOutWindow::HandleEvent
=============================
*/
const char* idGameBustOutWindow::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
const char* ret = idWindow::HandleEvent( event, updateVisuals );
if( event->evType == SE_KEY )
{
if( !event->evValue2 )
{
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return ret;
}
if( key == K_MOUSE1 )
{
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// Mouse was clicked
if( ballsInPlay == 0 )
{
BOEntity* ball = CreateNewBall();
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ball->SetVisible( true );
ball->position.x = paddle->ent->position.x + 48.f;
ball->position.y = 430.f;
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ball->velocity.x = ballSpeed;
ball->velocity.y = -ballSpeed * 2.f;
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ball->velocity.NormalizeFast();
ball->velocity *= ballSpeed;
}
}
else
{
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return ret;
}
}
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return ret;
}
/*
=============================
idGameBustOutWindow::ParseInternalVar
=============================
*/
bool idGameBustOutWindow::ParseInternalVar( const char* _name, idTokenParser* src )
{
if( idStr::Icmp( _name, "gamerunning" ) == 0 )
{
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gamerunning = src->ParseBool();
return true;
}
if( idStr::Icmp( _name, "onFire" ) == 0 )
{
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onFire = src->ParseBool();
return true;
}
if( idStr::Icmp( _name, "onContinue" ) == 0 )
{
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onContinue = src->ParseBool();
return true;
}
if( idStr::Icmp( _name, "onNewGame" ) == 0 )
{
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onNewGame = src->ParseBool();
return true;
}
if( idStr::Icmp( _name, "onNewLevel" ) == 0 )
{
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onNewLevel = src->ParseBool();
return true;
}
if( idStr::Icmp( _name, "numLevels" ) == 0 )
{
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numLevels = src->ParseInt();
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// Load all the level images
LoadBoardFiles();
return true;
}
return idWindow::ParseInternalVar( _name, src );
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}
/*
=============================
idGameBustOutWindow::GetWinVarByName
=============================
*/
idWinVar* idGameBustOutWindow::GetWinVarByName( const char* _name, bool winLookup, drawWin_t** owner )
{
idWinVar* retVar = NULL;
if( idStr::Icmp( _name, "gamerunning" ) == 0 )
{
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retVar = &gamerunning;
}
else if( idStr::Icmp( _name, "onFire" ) == 0 )
{
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retVar = &onFire;
}
else if( idStr::Icmp( _name, "onContinue" ) == 0 )
{
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retVar = &onContinue;
}
else if( idStr::Icmp( _name, "onNewGame" ) == 0 )
{
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retVar = &onNewGame;
}
else if( idStr::Icmp( _name, "onNewLevel" ) == 0 )
{
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retVar = &onNewLevel;
}
if( retVar )
{
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return retVar;
}
return idWindow::GetWinVarByName( _name, winLookup, owner );
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}
/*
=============================
idGameBustOutWindow::PostParse
=============================
*/
void idGameBustOutWindow::PostParse()
{
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idWindow::PostParse();
}
/*
=============================
idGameBustOutWindow::Draw
=============================
*/
void idGameBustOutWindow::Draw( int time, float x, float y )
{
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int i;
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//Update the game every frame before drawing
UpdateGame();
for( i = entities.Num() - 1; i >= 0; i-- )
{
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entities[i]->Draw();
}
}
/*
=============================
idGameBustOutWindow::Activate
=============================
*/
const char* idGameBustOutWindow::Activate( bool activate )
{
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return "";
}
/*
=============================
idGameBustOutWindow::UpdateScore
=============================
*/
void idGameBustOutWindow::UpdateScore()
{
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if( gameOver )
{
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gui->HandleNamedEvent( "GameOver" );
return;
}
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// Check for level progression
if( numBricks == 0 )
{
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ClearBalls();
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gui->HandleNamedEvent( "levelComplete" );
}
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// Check for new ball score
if( gameScore >= nextBallScore )
{
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ballsRemaining++;
gui->HandleNamedEvent( "extraBall" );
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// Play sound
common->SW()->PlayShaderDirectly( "arcade_extraball", S_UNIQUE_CHANNEL );
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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 ) );
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}
/*
=============================
idGameBustOutWindow::ClearBoard
=============================
*/
void idGameBustOutWindow::ClearBoard()
{
int i, j;
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ClearPowerups();
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ballHitCeiling = false;
for( i = 0; i < BOARD_ROWS; i++ )
{
for( j = 0; j < board[i].Num(); j++ )
{
BOBrick* brick = board[i][j];
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brick->ent->removed = true;
}
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board[i].DeleteContents( true );
}
}
/*
=============================
idGameBustOutWindow::ClearPowerups
=============================
*/
void idGameBustOutWindow::ClearPowerups()
{
while( powerUps.Num() )
{
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powerUps[0]->removed = true;
powerUps.RemoveIndex( 0 );
}
}
/*
=============================
idGameBustOutWindow::ClearBalls
=============================
*/
void idGameBustOutWindow::ClearBalls()
{
while( balls.Num() )
{
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balls[0]->removed = true;
balls.RemoveIndex( 0 );
}
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ballsInPlay = 0;
}
/*
=============================
idGameBustOutWindow::LoadBoardFiles
=============================
*/
void idGameBustOutWindow::LoadBoardFiles()
{
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int i;
int w, h;
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ID_TIME_T time;
int boardSize;
byte* currentBoard;
if( boardDataLoaded )
{
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return;
}
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boardSize = 9 * 12 * 4;
levelBoardData = ( byte* )Mem_Alloc( boardSize * numLevels, TAG_CRAP );
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currentBoard = levelBoardData;
for( i = 0; i < numLevels; i++ )
{
byte* pic;
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idStr name = "guis/assets/bustout/level";
name += ( i + 1 );
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name += ".tga";
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R_LoadImage( name, &pic, &w, &h, &time, false );
if( pic != NULL )
{
if( w != 9 || h != 12 )
{
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common->DWarning( "Hell Bust-Out level image not correct dimensions! (%d x %d)", w, h );
}
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memcpy( currentBoard, pic, boardSize );
Mem_Free( pic );
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}
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currentBoard += boardSize;
}
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boardDataLoaded = true;
}
/*
=============================
idGameBustOutWindow::SetCurrentBoard
=============================
*/
void idGameBustOutWindow::SetCurrentBoard()
{
int i, j;
int realLevel = ( ( currentLevel - 1 ) % numLevels );
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int boardSize;
byte* currentBoard;
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float bx = 11.f;
float by = 24.f;
float stepx = 619.f / 9.f;
float stepy = ( 256 / 12.f );
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boardSize = 9 * 12 * 4;
currentBoard = levelBoardData + ( realLevel * boardSize );
for( j = 0; j < BOARD_ROWS; j++ )
{
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bx = 11.f;
for( i = 0; i < 9; i++ )
{
int pixelindex = ( j * 9 * 4 ) + ( i * 4 );
if( currentBoard[pixelindex + 3] )
{
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idVec4 bcolor;
float pType = 0.f;
BOEntity* bent = new( TAG_OLD_UI ) BOEntity( this );
BOBrick* brick = new( TAG_OLD_UI ) BOBrick( bent, bx, by, stepx, stepy );
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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 );
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pType = currentBoard[pixelindex + 3] / 255.f;
if( pType > 0.f && pType < 1.f )
{
if( pType < 0.5f )
{
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brick->powerup = POWERUP_BIGPADDLE;
}
else
{
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brick->powerup = POWERUP_MULTIBALL;
}
}
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board[j].Append( brick );
numBricks++;
}
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bx += stepx;
}
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by += stepy;
}
}
/*
=============================
idGameBustOutWindow::CreateNewBall
=============================
*/
BOEntity* idGameBustOutWindow::CreateNewBall()
{
BOEntity* ball;
ball = new( TAG_OLD_UI ) BOEntity( this );
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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 );
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ball->SetVisible( false );
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ballsInPlay++;
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balls.Append( ball );
entities.Append( ball );
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return ball;
}
/*
=============================
idGameBustOutWindow::CreatePowerup
=============================
*/
BOEntity* idGameBustOutWindow::CreatePowerup( BOBrick* brick )
{
BOEntity* powerEnt = new( TAG_OLD_UI ) BOEntity( this );
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powerEnt->position.x = brick->x;
powerEnt->position.y = brick->y;
powerEnt->velocity.x = 0.f;
powerEnt->velocity.y = 64.f;
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powerEnt->powerup = brick->powerup;
switch( powerEnt->powerup )
{
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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 );
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powerEnt->SetVisible( true );
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powerUps.Append( powerEnt );
entities.Append( powerEnt );
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return powerEnt;
}
/*
=============================
idGameBustOutWindow::UpdatePowerups
=============================
*/
void idGameBustOutWindow::UpdatePowerups()
{
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idVec2 pos;
for( int i = 0; i < powerUps.Num(); i++ )
{
BOEntity* pUp = powerUps[i];
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// Check for powerup falling below screen
if( pUp->position.y > 480 )
{
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powerUps.RemoveIndex( i );
pUp->removed = true;
continue;
}
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// Check for the paddle catching a powerup
pos.x = pUp->position.x + ( pUp->width / 2 );
pos.y = pUp->position.y + ( pUp->height / 2 );
2012-11-26 18:58:24 +00:00
collideDir_t collision = paddle->checkCollision( pos, pUp->velocity );
if( collision != COLLIDE_NONE )
{
BOEntity* ball;
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// Give the powerup to the player
switch( pUp->powerup )
{
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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++ )
{
2012-11-26 18:58:24 +00:00
ball = CreateNewBall();
ball->position = balls[0]->position;
ball->velocity = balls[0]->velocity;
if( b == 0 )
{
2012-11-26 18:58:24 +00:00
ball->velocity.x -= 35.f;
}
else
{
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ball->velocity.x += 35.f;
}
ball->velocity.NormalizeFast();
ball->velocity *= ballSpeed;
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ball->SetVisible( true );
}
break;
default:
break;
}
2012-11-26 18:58:24 +00:00
// Play the sound
common->SW()->PlayShaderDirectly( "arcade_powerup", S_UNIQUE_CHANNEL );
2012-11-26 18:58:24 +00:00
// Remove it
powerUps.RemoveIndex( i );
pUp->removed = true;
}
}
}
/*
=============================
idGameBustOutWindow::UpdatePaddle
=============================
*/
void idGameBustOutWindow::UpdatePaddle()
{
2012-11-26 18:58:24 +00:00
idVec2 cursorPos;
float oldPos = paddle->x;
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cursorPos.x = gui->CursorX();
cursorPos.y = gui->CursorY();
if( bigPaddleTime > gui->GetTime() )
{
2012-11-26 18:58:24 +00:00
paddle->x = cursorPos.x - 80.f;
paddle->width = 160;
paddle->ent->width = 160;
paddle->ent->SetMaterial( "game/bustout/doublepaddle" );
}
else
{
2012-11-26 18:58:24 +00:00
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 );
2012-11-26 18:58:24 +00:00
}
/*
=============================
idGameBustOutWindow::UpdateBall
=============================
*/
void idGameBustOutWindow::UpdateBall()
{
int ballnum, i, j;
2012-11-26 18:58:24 +00:00
bool playSoundBounce = false;
bool playSoundBrick = false;
static int bounceChannel = 1;
if( ballsInPlay == 0 )
{
2012-11-26 18:58:24 +00:00
return;
}
for( ballnum = 0; ballnum < balls.Num(); ballnum++ )
{
BOEntity* ball = balls[ballnum];
2012-11-26 18:58:24 +00:00
// Check for ball going below screen, lost ball
if( ball->position.y > 480.f )
{
2012-11-26 18:58:24 +00:00
ball->removed = true;
continue;
}
2012-11-26 18:58:24 +00:00
// Check world collision
if( ball->position.y < 20 && ball->velocity.y < 0 )
{
2012-11-26 18:58:24 +00:00
ball->velocity.y = -ball->velocity.y;
2012-11-26 18:58:24 +00:00
// Increase ball speed when it hits ceiling
if( !ballHitCeiling )
{
2012-11-26 18:58:24 +00:00
ballSpeed *= 1.25f;
ballHitCeiling = true;
}
playSoundBounce = true;
}
if( ball->position.x > 608 && ball->velocity.x > 0 )
{
2012-11-26 18:58:24 +00:00
ball->velocity.x = -ball->velocity.x;
playSoundBounce = true;
}
else if( ball->position.x < 8 && ball->velocity.x < 0 )
{
2012-11-26 18:58:24 +00:00
ball->velocity.x = -ball->velocity.x;
playSoundBounce = true;
}
2012-11-26 18:58:24 +00:00
// 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 );
2012-11-26 18:58:24 +00:00
float centerX;
if( bigPaddleTime > gui->GetTime() )
{
2012-11-26 18:58:24 +00:00
centerX = paddle->x + 80.f;
}
else
{
2012-11-26 18:58:24 +00:00
centerX = paddle->x + 48.f;
}
2012-11-26 18:58:24 +00:00
ball->velocity.y = -ball->velocity.y;
paddleVec.x += ( ball->position.x - centerX ) * 2;
2012-11-26 18:58:24 +00:00
ball->velocity += paddleVec;
ball->velocity.NormalizeFast();
ball->velocity *= ballSpeed;
2012-11-26 18:58:24 +00:00
playSoundBounce = true;
}
}
else if( collision == COLLIDE_LEFT || collision == COLLIDE_RIGHT )
{
if( ball->velocity.y > 0 )
{
2012-11-26 18:58:24 +00:00
ball->velocity.x = -ball->velocity.x;
playSoundBounce = true;
}
}
2012-11-26 18:58:24 +00:00
collision = COLLIDE_NONE;
2012-11-26 18:58:24 +00:00
// Check for collision with bricks
for( i = 0; i < BOARD_ROWS; i++ )
{
2012-11-26 18:58:24 +00:00
int num = board[i].Num();
for( j = 0; j < num; j++ )
{
BOBrick* brick = ( board[i] )[j];
2012-11-26 18:58:24 +00:00
collision = brick->checkCollision( ballCenter, ball->velocity );
if( collision )
{
2012-11-26 18:58:24 +00:00
// Now break the brick if there was a collision
brick->isBroken = true;
brick->ent->fadeOut = true;
if( brick->powerup > POWERUP_NONE )
{
2012-11-26 18:58:24 +00:00
verify( CreatePowerup( brick ) != NULL );
}
2012-11-26 18:58:24 +00:00
numBricks--;
gameScore += 100;
updateScore = true;
2012-11-26 18:58:24 +00:00
// Go ahead an forcibly remove the last brick, no fade
if( numBricks == 0 )
{
2012-11-26 18:58:24 +00:00
brick->ent->removed = true;
}
board[i].Remove( brick );
break;
}
}
if( collision )
{
2012-11-26 18:58:24 +00:00
playSoundBrick = true;
break;
}
}
if( collision == COLLIDE_DOWN || collision == COLLIDE_UP )
{
2012-11-26 18:58:24 +00:00
ball->velocity.y *= -1;
}
else if( collision == COLLIDE_LEFT || collision == COLLIDE_RIGHT )
{
2012-11-26 18:58:24 +00:00
ball->velocity.x *= -1;
}
if( playSoundBounce )
{
2012-11-26 18:58:24 +00:00
common->SW()->PlayShaderDirectly( "arcade_ballbounce", bounceChannel );
}
else if( playSoundBrick )
{
2012-11-26 18:58:24 +00:00
common->SW()->PlayShaderDirectly( "arcade_brickhit", bounceChannel );
}
if( playSoundBounce || playSoundBrick )
{
2012-11-26 18:58:24 +00:00
bounceChannel++;
if( bounceChannel == 4 )
{
2012-11-26 18:58:24 +00:00
bounceChannel = 1;
}
}
}
2012-11-26 18:58:24 +00:00
// Check to see if any balls were removed from play
for( ballnum = 0; ballnum < balls.Num(); ballnum++ )
{
if( balls[ballnum]->removed )
{
2012-11-26 18:58:24 +00:00
ballsInPlay--;
balls.RemoveIndex( ballnum );
}
}
2012-11-26 18:58:24 +00:00
// If all the balls were removed, update the game accordingly
if( ballsInPlay == 0 )
{
if( ballsRemaining == 0 )
{
2012-11-26 18:58:24 +00:00
gameOver = true;
2012-11-26 18:58:24 +00:00
// Game Over sound
common->SW()->PlayShaderDirectly( "arcade_sadsound", S_UNIQUE_CHANNEL );
}
else
{
2012-11-26 18:58:24 +00:00
ballsRemaining--;
2012-11-26 18:58:24 +00:00
// Ball was lost, but game is not over
common->SW()->PlayShaderDirectly( "arcade_missedball", S_UNIQUE_CHANNEL );
}
2012-11-26 18:58:24 +00:00
ClearPowerups();
updateScore = true;
}
}
/*
=============================
idGameBustOutWindow::UpdateGame
=============================
*/
void idGameBustOutWindow::UpdateGame()
{
2012-11-26 18:58:24 +00:00
int i;
if( onNewGame )
{
2012-11-26 18:58:24 +00:00
ResetGameState();
2012-11-26 18:58:24 +00:00
// Create Board
SetCurrentBoard();
2012-11-26 18:58:24 +00:00
gamerunning = true;
}
if( onContinue )
{
2012-11-26 18:58:24 +00:00
gameOver = false;
ballsRemaining = 3;
2012-11-26 18:58:24 +00:00
onContinue = false;
}
if( onNewLevel )
{
2012-11-26 18:58:24 +00:00
currentLevel++;
2012-11-26 18:58:24 +00:00
ClearBoard();
SetCurrentBoard();
ballSpeed = BALL_SPEED * ( 1.f + ( ( float )currentLevel / 5.f ) );
if( ballSpeed > BALL_MAXSPEED )
{
2012-11-26 18:58:24 +00:00
ballSpeed = BALL_MAXSPEED;
}
updateScore = true;
onNewLevel = false;
}
if( gamerunning == true )
{
2012-11-26 18:58:24 +00:00
UpdatePaddle();
UpdateBall();
UpdatePowerups();
for( i = 0; i < entities.Num(); i++ )
{
2012-11-26 18:58:24 +00:00
entities[i]->Update( timeSlice, gui->GetTime() );
}
2012-11-26 18:58:24 +00:00
// Delete entities that need to be deleted
for( i = entities.Num() - 1; i >= 0; i-- )
{
if( entities[i]->removed )
{
2012-11-26 18:58:24 +00:00
BOEntity* ent = entities[i];
delete ent;
entities.RemoveIndex( i );
2012-11-26 18:58:24 +00:00
}
}
if( updateScore )
{
2012-11-26 18:58:24 +00:00
UpdateScore();
updateScore = false;
}
}
}