mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
1336 lines
31 KiB
C++
1336 lines
31 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "../renderer/Image.h"
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#include "DeviceContext.h"
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#include "Window.h"
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#include "UserInterfaceLocal.h"
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#include "GameBustOutWindow.h"
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#define BALL_RADIUS 12.f
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#define BALL_SPEED 250.f
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#define BALL_MAXSPEED 450.f
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#define S_UNIQUE_CHANNEL 6
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/*
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*****************************************************************************
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* BOEntity
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****************************************************************************
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*/
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BOEntity::BOEntity(idGameBustOutWindow* _game) {
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game = _game;
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visible = true;
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materialName = "";
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material = NULL;
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width = height = 8;
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color = colorWhite;
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powerup = POWERUP_NONE;
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position.Zero();
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velocity.Zero();
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removed = false;
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fadeOut = 0;
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}
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BOEntity::~BOEntity() {
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}
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/*
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======================
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BOEntity::WriteToSaveGame
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======================
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*/
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void BOEntity::WriteToSaveGame( idFile *savefile ) {
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savefile->Write( &visible, sizeof(visible) );
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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( &color, sizeof(color) );
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savefile->Write( &position, sizeof(position) );
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savefile->Write( &velocity, sizeof(velocity) );
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savefile->Write( &powerup, sizeof(powerup) );
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savefile->Write( &removed, sizeof(removed) );
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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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BOEntity::ReadFromSaveGame
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======================
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*/
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void BOEntity::ReadFromSaveGame( idFile *savefile, idGameBustOutWindow* _game ) {
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game = _game;
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savefile->Read( &visible, sizeof(visible) );
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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( &color, sizeof(color) );
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savefile->Read( &position, sizeof(position) );
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savefile->Read( &velocity, sizeof(velocity) );
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savefile->Read( &powerup, sizeof(powerup) );
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savefile->Read( &removed, sizeof(removed) );
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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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BOEntity::SetMaterial
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======================
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*/
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void BOEntity::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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BOEntity::SetSize
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======================
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*/
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void BOEntity::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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BOEntity::SetVisible
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======================
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*/
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void BOEntity::SetColor( float r, float g, float b, float a ) {
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color.x = r;
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color.y = g;
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color.z = b;
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color.w = a;
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}
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/*
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======================
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BOEntity::SetVisible
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======================
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*/
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void BOEntity::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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BOEntity::Update
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======================
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*/
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void BOEntity::Update( float timeslice, int guiTime ) {
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if ( !visible ) {
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return;
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}
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// Move the entity
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position += velocity * timeslice;
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// Fade out the ent
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if ( fadeOut ) {
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color.w -= timeslice * 2.5;
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if ( color.w <= 0.f ) {
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color.w = 0.f;
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removed = true;
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}
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}
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}
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/*
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======================
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BOEntity::Draw
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======================
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*/
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void BOEntity::Draw() {
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if ( visible ) {
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dc->DrawMaterialRotated( position.x, position.y, width, height, material, color, 1.0f, 1.0f, DEG2RAD(0.f) );
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}
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}
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/*
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*****************************************************************************
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* BOBrick
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****************************************************************************
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*/
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BOBrick::BOBrick() {
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ent = NULL;
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x = y = width = height = 0;
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powerup = POWERUP_NONE;
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isBroken = false;
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}
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BOBrick::BOBrick( BOEntity *_ent, float _x, float _y, float _width, float _height ) {
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ent = _ent;
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x = _x;
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y = _y;
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width = _width;
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height = _height;
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powerup = POWERUP_NONE;
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isBroken = false;
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ent->position.x = x;
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ent->position.y = y;
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ent->SetSize( width, height );
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ent->SetMaterial( "game/bustout/brick" );
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ent->game->entities.Append( ent );
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}
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BOBrick::~BOBrick() {
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}
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/*
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======================
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BOBrick::WriteToSaveGame
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======================
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*/
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void BOBrick::WriteToSaveGame( idFile *savefile ) {
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savefile->Write( &x, sizeof(x) );
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savefile->Write( &y, sizeof(y) );
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savefile->Write( &width, sizeof(width) );
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savefile->Write( &height, sizeof(height) );
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savefile->Write( &powerup, sizeof(powerup) );
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savefile->Write( &isBroken, sizeof(isBroken) );
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int index = ent->game->entities.FindIndex( ent );
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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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BOBrick::ReadFromSaveGame
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======================
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*/
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void BOBrick::ReadFromSaveGame( idFile *savefile, idGameBustOutWindow *game ) {
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savefile->Read( &x, sizeof(x) );
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savefile->Read( &y, sizeof(y) );
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savefile->Read( &width, sizeof(width) );
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savefile->Read( &height, sizeof(height) );
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savefile->Read( &powerup, sizeof(powerup) );
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savefile->Read( &isBroken, sizeof(isBroken) );
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int index;
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savefile->Read( &index, sizeof(index) );
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ent = game->entities[index];
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}
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/*
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======================
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BOBrick::SetColor
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======================
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*/
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void BOBrick::SetColor( idVec4 bcolor ) {
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ent->SetColor( bcolor.x, bcolor.y, bcolor.z, bcolor.w );
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}
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/*
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======================
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BOBrick::checkCollision
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======================
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*/
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collideDir_t BOBrick::checkCollision( idVec2 pos, idVec2 vel ) {
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idVec2 ptA, ptB;
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float dist;
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collideDir_t result = COLLIDE_NONE;
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if ( isBroken ) {
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return result;
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}
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// Check for collision with each edge
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idVec2 vec;
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// Bottom
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ptA.x = x;
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ptA.y = y + height;
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ptB.x = x + width;
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ptB.y = y + height;
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if ( vel.y < 0 && pos.y > ptA.y ) {
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if( pos.x > ptA.x && pos.x < ptB.x ) {
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dist = pos.y - ptA.y;
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if ( dist < BALL_RADIUS ) {
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result = COLLIDE_DOWN;
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}
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} else {
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if ( pos.x <= ptA.x ) {
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vec = pos - ptA;
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} else {
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vec = pos - ptB;
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}
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if ( (idMath::Fabs(vec.y) > idMath::Fabs(vec.x)) && (vec.LengthFast() < BALL_RADIUS) ) {
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result = COLLIDE_DOWN;
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}
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}
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}
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if ( result == COLLIDE_NONE ) {
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// Top
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ptA.y = y;
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ptB.y = y;
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if ( vel.y > 0 && pos.y < ptA.y ) {
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if( pos.x > ptA.x && pos.x < ptB.x ) {
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dist = ptA.y - pos.y;
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if ( dist < BALL_RADIUS ) {
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result = COLLIDE_UP;
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}
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} else {
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if ( pos.x <= ptA.x ) {
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vec = pos - ptA;
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} else {
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vec = pos - ptB;
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}
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if ( (idMath::Fabs(vec.y) > idMath::Fabs(vec.x)) && (vec.LengthFast() < BALL_RADIUS) ) {
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result = COLLIDE_UP;
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}
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}
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}
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if ( result == COLLIDE_NONE ) {
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// Left side
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ptA.x = x;
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ptA.y = y;
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ptB.x = x;
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ptB.y = y + height;
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if ( vel.x > 0 && pos.x < ptA.x ) {
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if( pos.y > ptA.y && pos.y < ptB.y ) {
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dist = ptA.x - pos.x;
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if ( dist < BALL_RADIUS ) {
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result = COLLIDE_LEFT;
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}
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} else {
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if ( pos.y <= ptA.y ) {
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vec = pos - ptA;
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} else {
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vec = pos - ptB;
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}
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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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}
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}
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if ( result == COLLIDE_NONE ) {
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// Right side
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ptA.x = x + width;
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ptB.x = x + width;
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if ( vel.x < 0 && pos.x > ptA.x ) {
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if( pos.y > ptA.y && pos.y < ptB.y ) {
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dist = pos.x - ptA.x;
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if ( dist < BALL_RADIUS ) {
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result = COLLIDE_LEFT;
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}
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} else {
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if ( pos.y <= ptA.y ) {
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vec = pos - ptA;
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} else {
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vec = pos - ptB;
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}
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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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}
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}
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}
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}
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}
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return result;
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}
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/*
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*****************************************************************************
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* idGameBustOutWindow
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****************************************************************************
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*/
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idGameBustOutWindow::idGameBustOutWindow(idUserInterfaceLocal *g) : idWindow(g) {
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gui = g;
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CommonInit();
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}
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idGameBustOutWindow::~idGameBustOutWindow() {
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entities.DeleteContents(true);
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Mem_Free( levelBoardData );
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}
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|
||
|
/*
|
||
|
=============================
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||
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idGameBustOutWindow::WriteToSaveGame
|
||
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=============================
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||
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*/
|
||
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void idGameBustOutWindow::WriteToSaveGame( idFile *savefile ) {
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||
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idWindow::WriteToSaveGame( savefile );
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||
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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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onNewLevel.WriteToSaveGame( savefile );
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savefile->Write( &timeSlice, sizeof(timeSlice) );
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savefile->Write( &gameOver, sizeof(gameOver) );
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savefile->Write( &numLevels, sizeof(numLevels) );
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// Board Data is loaded when GUI is loaded, don't need to save
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||
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||
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savefile->Write( &numBricks, sizeof(numBricks) );
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savefile->Write( ¤tLevel, sizeof(currentLevel) );
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||
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|
||
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savefile->Write( &updateScore, sizeof(updateScore) );
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savefile->Write( &gameScore, sizeof(gameScore) );
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savefile->Write( &nextBallScore, sizeof(nextBallScore) );
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||
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||
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savefile->Write( &bigPaddleTime, sizeof(bigPaddleTime) );
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savefile->Write( &paddleVelocity, sizeof(paddleVelocity) );
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||
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|
||
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savefile->Write( &ballSpeed, sizeof(ballSpeed) );
|
||
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savefile->Write( &ballsRemaining, sizeof(ballsRemaining) );
|
||
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savefile->Write( &ballsInPlay, sizeof(ballsInPlay) );
|
||
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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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}
|
||
|
|
||
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// Write Balls
|
||
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numberOfEnts = balls.Num();
|
||
|
savefile->Write( &numberOfEnts, sizeof(numberOfEnts) );
|
||
|
for ( i=0; i<numberOfEnts; i++ ) {
|
||
|
int ballIndex = entities.FindIndex( balls[i] );
|
||
|
savefile->Write( &ballIndex, sizeof(ballIndex) );
|
||
|
}
|
||
|
|
||
|
// Write Powerups
|
||
|
numberOfEnts = powerUps.Num();
|
||
|
savefile->Write( &numberOfEnts, sizeof(numberOfEnts) );
|
||
|
for ( i=0; i<numberOfEnts; i++ ) {
|
||
|
int powerIndex = entities.FindIndex( powerUps[i] );
|
||
|
savefile->Write( &powerIndex, sizeof(powerIndex) );
|
||
|
}
|
||
|
|
||
|
// Write paddle
|
||
|
paddle->WriteToSaveGame( savefile );
|
||
|
|
||
|
// Write Bricks
|
||
|
int row;
|
||
|
for ( row=0; row<BOARD_ROWS; row++ ) {
|
||
|
numberOfEnts = board[row].Num();
|
||
|
savefile->Write( &numberOfEnts, sizeof(numberOfEnts) );
|
||
|
for ( i=0; i<numberOfEnts; i++ ) {
|
||
|
board[row][i]->WriteToSaveGame( savefile );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::ReadFromSaveGame
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::ReadFromSaveGame( idFile *savefile ) {
|
||
|
idWindow::ReadFromSaveGame( savefile );
|
||
|
|
||
|
// Clear out existing paddle and entities from GUI load
|
||
|
delete paddle;
|
||
|
entities.DeleteContents( true );
|
||
|
|
||
|
gamerunning.ReadFromSaveGame( savefile );
|
||
|
onFire.ReadFromSaveGame( savefile );
|
||
|
onContinue.ReadFromSaveGame( savefile );
|
||
|
onNewGame.ReadFromSaveGame( savefile );
|
||
|
onNewLevel.ReadFromSaveGame( savefile );
|
||
|
|
||
|
savefile->Read( &timeSlice, sizeof(timeSlice) );
|
||
|
savefile->Read( &gameOver, sizeof(gameOver) );
|
||
|
savefile->Read( &numLevels, sizeof(numLevels) );
|
||
|
|
||
|
// Board Data is loaded when GUI is loaded, don't need to save
|
||
|
|
||
|
savefile->Read( &numBricks, sizeof(numBricks) );
|
||
|
savefile->Read( ¤tLevel, sizeof(currentLevel) );
|
||
|
|
||
|
savefile->Read( &updateScore, sizeof(updateScore) );
|
||
|
savefile->Read( &gameScore, sizeof(gameScore) );
|
||
|
savefile->Read( &nextBallScore, sizeof(nextBallScore) );
|
||
|
|
||
|
savefile->Read( &bigPaddleTime, sizeof(bigPaddleTime) );
|
||
|
savefile->Read( &paddleVelocity, sizeof(paddleVelocity) );
|
||
|
|
||
|
savefile->Read( &ballSpeed, sizeof(ballSpeed) );
|
||
|
savefile->Read( &ballsRemaining, sizeof(ballsRemaining) );
|
||
|
savefile->Read( &ballsInPlay, sizeof(ballsInPlay) );
|
||
|
savefile->Read( &ballHitCeiling, sizeof(ballHitCeiling) );
|
||
|
|
||
|
int i;
|
||
|
int numberOfEnts;
|
||
|
|
||
|
// Read entities
|
||
|
savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
|
||
|
for ( i=0; i<numberOfEnts; i++ ) {
|
||
|
BOEntity *ent;
|
||
|
|
||
|
ent = new (TAG_OLD_UI) BOEntity( this );
|
||
|
ent->ReadFromSaveGame( savefile, this );
|
||
|
entities.Append( ent );
|
||
|
}
|
||
|
|
||
|
// Read balls
|
||
|
savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
|
||
|
for ( i=0; i<numberOfEnts; i++ ) {
|
||
|
int ballIndex;
|
||
|
savefile->Read( &ballIndex, sizeof(ballIndex) );
|
||
|
balls.Append( entities[ballIndex] );
|
||
|
}
|
||
|
|
||
|
// Read powerups
|
||
|
savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
|
||
|
for ( i=0; i<numberOfEnts; i++ ) {
|
||
|
int powerIndex;
|
||
|
savefile->Read( &powerIndex, sizeof(powerIndex) );
|
||
|
balls.Append( entities[powerIndex] );
|
||
|
}
|
||
|
|
||
|
// Read paddle
|
||
|
paddle = new (TAG_OLD_UI) BOBrick();
|
||
|
paddle->ReadFromSaveGame( savefile, this );
|
||
|
|
||
|
// Read board
|
||
|
int row;
|
||
|
for ( row=0; row<BOARD_ROWS; row++ ) {
|
||
|
savefile->Read( &numberOfEnts, sizeof(numberOfEnts) );
|
||
|
for ( i=0; i<numberOfEnts; i++ ) {
|
||
|
BOBrick *brick = new (TAG_OLD_UI) BOBrick();
|
||
|
brick->ReadFromSaveGame( savefile, this );
|
||
|
board[row].Append( brick );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::ResetGameState
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::ResetGameState() {
|
||
|
gamerunning = false;
|
||
|
gameOver = false;
|
||
|
onFire = false;
|
||
|
onContinue = false;
|
||
|
onNewGame = false;
|
||
|
onNewLevel = false;
|
||
|
|
||
|
// Game moves forward 16 milliseconds every frame
|
||
|
timeSlice = 0.016f;
|
||
|
ballsRemaining = 3;
|
||
|
ballSpeed = BALL_SPEED;
|
||
|
ballsInPlay = 0;
|
||
|
updateScore = false;
|
||
|
numBricks = 0;
|
||
|
currentLevel = 1;
|
||
|
gameScore = 0;
|
||
|
bigPaddleTime = 0;
|
||
|
nextBallScore = gameScore + 10000;
|
||
|
|
||
|
ClearBoard();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::CommonInit
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::CommonInit() {
|
||
|
BOEntity *ent;
|
||
|
|
||
|
// Precache images
|
||
|
declManager->FindMaterial( "game/bustout/ball" );
|
||
|
declManager->FindMaterial( "game/bustout/doublepaddle" );
|
||
|
declManager->FindMaterial( "game/bustout/powerup_bigpaddle" );
|
||
|
declManager->FindMaterial( "game/bustout/powerup_multiball" );
|
||
|
declManager->FindMaterial( "game/bustout/brick" );
|
||
|
|
||
|
// Precache sounds
|
||
|
declManager->FindSound( "arcade_ballbounce" );
|
||
|
declManager->FindSound( "arcade_brickhit" );
|
||
|
declManager->FindSound( "arcade_missedball" );
|
||
|
declManager->FindSound( "arcade_sadsound" );
|
||
|
declManager->FindSound( "arcade_extraball" );
|
||
|
declManager->FindSound( "arcade_powerup" );
|
||
|
|
||
|
ResetGameState();
|
||
|
|
||
|
numLevels = 0;
|
||
|
boardDataLoaded = false;
|
||
|
levelBoardData = NULL;
|
||
|
|
||
|
// Create Paddle
|
||
|
ent = new (TAG_OLD_UI) BOEntity( this );
|
||
|
paddle = new (TAG_OLD_UI) BOBrick( ent, 260.f, 440.f, 96.f, 24.f );
|
||
|
paddle->ent->SetMaterial( "game/bustout/paddle" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::HandleEvent
|
||
|
=============================
|
||
|
*/
|
||
|
const char *idGameBustOutWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals) {
|
||
|
int key = event->evValue;
|
||
|
|
||
|
// need to call this to allow proper focus and capturing on embedded children
|
||
|
const char *ret = idWindow::HandleEvent(event, updateVisuals);
|
||
|
|
||
|
if ( event->evType == SE_KEY ) {
|
||
|
|
||
|
if ( !event->evValue2 ) {
|
||
|
return ret;
|
||
|
}
|
||
|
if ( key == K_MOUSE1) {
|
||
|
// Mouse was clicked
|
||
|
if ( ballsInPlay == 0 ) {
|
||
|
BOEntity *ball = CreateNewBall();
|
||
|
|
||
|
ball->SetVisible( true );
|
||
|
ball->position.x = paddle->ent->position.x + 48.f;
|
||
|
ball->position.y = 430.f;
|
||
|
|
||
|
ball->velocity.x = ballSpeed;
|
||
|
ball->velocity.y = -ballSpeed*2.f;
|
||
|
ball->velocity.NormalizeFast();
|
||
|
ball->velocity *= ballSpeed;
|
||
|
}
|
||
|
} else {
|
||
|
return ret;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::ParseInternalVar
|
||
|
=============================
|
||
|
*/
|
||
|
bool idGameBustOutWindow::ParseInternalVar(const char *_name, idTokenParser *src) {
|
||
|
if ( idStr::Icmp(_name, "gamerunning") == 0 ) {
|
||
|
gamerunning = src->ParseBool();
|
||
|
return true;
|
||
|
}
|
||
|
if ( idStr::Icmp(_name, "onFire") == 0 ) {
|
||
|
onFire = src->ParseBool();
|
||
|
return true;
|
||
|
}
|
||
|
if ( idStr::Icmp(_name, "onContinue") == 0 ) {
|
||
|
onContinue = src->ParseBool();
|
||
|
return true;
|
||
|
}
|
||
|
if ( idStr::Icmp(_name, "onNewGame") == 0 ) {
|
||
|
onNewGame = src->ParseBool();
|
||
|
return true;
|
||
|
}
|
||
|
if ( idStr::Icmp(_name, "onNewLevel") == 0 ) {
|
||
|
onNewLevel = src->ParseBool();
|
||
|
return true;
|
||
|
}
|
||
|
if ( idStr::Icmp(_name, "numLevels") == 0 ) {
|
||
|
numLevels = src->ParseInt();
|
||
|
|
||
|
// Load all the level images
|
||
|
LoadBoardFiles();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return idWindow::ParseInternalVar(_name, src);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::GetWinVarByName
|
||
|
=============================
|
||
|
*/
|
||
|
idWinVar *idGameBustOutWindow::GetWinVarByName(const char *_name, bool winLookup, drawWin_t** owner) {
|
||
|
idWinVar *retVar = NULL;
|
||
|
|
||
|
if ( idStr::Icmp(_name, "gamerunning") == 0 ) {
|
||
|
retVar = &gamerunning;
|
||
|
} else if ( idStr::Icmp(_name, "onFire") == 0 ) {
|
||
|
retVar = &onFire;
|
||
|
} else if ( idStr::Icmp(_name, "onContinue") == 0 ) {
|
||
|
retVar = &onContinue;
|
||
|
} else if ( idStr::Icmp(_name, "onNewGame") == 0 ) {
|
||
|
retVar = &onNewGame;
|
||
|
} else if ( idStr::Icmp(_name, "onNewLevel") == 0 ) {
|
||
|
retVar = &onNewLevel;
|
||
|
}
|
||
|
|
||
|
if(retVar) {
|
||
|
return retVar;
|
||
|
}
|
||
|
|
||
|
return idWindow::GetWinVarByName(_name, winLookup, owner);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::PostParse
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::PostParse() {
|
||
|
idWindow::PostParse();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::Draw
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::Draw(int time, float x, float y) {
|
||
|
int i;
|
||
|
|
||
|
//Update the game every frame before drawing
|
||
|
UpdateGame();
|
||
|
|
||
|
for( i = entities.Num()-1; i >= 0; i-- ) {
|
||
|
entities[i]->Draw();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::Activate
|
||
|
=============================
|
||
|
*/
|
||
|
const char *idGameBustOutWindow::Activate(bool activate) {
|
||
|
return "";
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::UpdateScore
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::UpdateScore() {
|
||
|
|
||
|
if ( gameOver ) {
|
||
|
gui->HandleNamedEvent( "GameOver" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Check for level progression
|
||
|
if ( numBricks == 0 ) {
|
||
|
ClearBalls();
|
||
|
|
||
|
gui->HandleNamedEvent( "levelComplete" );
|
||
|
}
|
||
|
|
||
|
// Check for new ball score
|
||
|
if ( gameScore >= nextBallScore ) {
|
||
|
ballsRemaining++;
|
||
|
gui->HandleNamedEvent( "extraBall" );
|
||
|
|
||
|
// Play sound
|
||
|
common->SW()->PlayShaderDirectly( "arcade_extraball", S_UNIQUE_CHANNEL );
|
||
|
|
||
|
nextBallScore = gameScore + 10000;
|
||
|
}
|
||
|
|
||
|
gui->SetStateString( "player_score", va("%i", gameScore ) );
|
||
|
gui->SetStateString( "balls_remaining", va("%i", ballsRemaining ) );
|
||
|
gui->SetStateString( "current_level", va("%i", currentLevel ) );
|
||
|
gui->SetStateString( "next_ball_score", va("%i", nextBallScore ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::ClearBoard
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::ClearBoard() {
|
||
|
int i,j;
|
||
|
|
||
|
ClearPowerups();
|
||
|
|
||
|
ballHitCeiling = false;
|
||
|
|
||
|
for ( i=0; i<BOARD_ROWS; i++ ) {
|
||
|
for ( j=0; j<board[i].Num(); j++ ) {
|
||
|
|
||
|
BOBrick *brick = board[i][j];
|
||
|
brick->ent->removed = true;
|
||
|
}
|
||
|
|
||
|
board[i].DeleteContents( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::ClearPowerups
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::ClearPowerups() {
|
||
|
while ( powerUps.Num() ) {
|
||
|
powerUps[0]->removed = true;
|
||
|
powerUps.RemoveIndex( 0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::ClearBalls
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::ClearBalls() {
|
||
|
while ( balls.Num() ) {
|
||
|
balls[0]->removed = true;
|
||
|
balls.RemoveIndex( 0 );
|
||
|
}
|
||
|
|
||
|
ballsInPlay = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::LoadBoardFiles
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::LoadBoardFiles() {
|
||
|
int i;
|
||
|
int w,h;
|
||
|
ID_TIME_T time;
|
||
|
int boardSize;
|
||
|
byte *currentBoard;
|
||
|
|
||
|
if ( boardDataLoaded ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
boardSize = 9 * 12 * 4;
|
||
|
levelBoardData = (byte*)Mem_Alloc( boardSize * numLevels, TAG_CRAP );
|
||
|
|
||
|
currentBoard = levelBoardData;
|
||
|
|
||
|
for ( i=0; i<numLevels; i++ ) {
|
||
|
byte *pic;
|
||
|
idStr name = "guis/assets/bustout/level";
|
||
|
name += (i+1);
|
||
|
name += ".tga";
|
||
|
|
||
|
R_LoadImage( name, &pic, &w, &h, &time, false );
|
||
|
|
||
|
if ( pic != NULL ) {
|
||
|
if ( w != 9 || h != 12 ) {
|
||
|
common->DWarning( "Hell Bust-Out level image not correct dimensions! (%d x %d)", w, h );
|
||
|
}
|
||
|
|
||
|
memcpy( currentBoard, pic, boardSize );
|
||
|
Mem_Free(pic);
|
||
|
}
|
||
|
|
||
|
currentBoard += boardSize;
|
||
|
}
|
||
|
|
||
|
boardDataLoaded = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::SetCurrentBoard
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::SetCurrentBoard() {
|
||
|
int i,j;
|
||
|
int realLevel = ((currentLevel-1) % numLevels);
|
||
|
int boardSize;
|
||
|
byte *currentBoard;
|
||
|
float bx = 11.f;
|
||
|
float by = 24.f;
|
||
|
float stepx = 619.f / 9.f;
|
||
|
float stepy = ( 256 / 12.f );
|
||
|
|
||
|
boardSize = 9 * 12 * 4;
|
||
|
currentBoard = levelBoardData + ( realLevel * boardSize );
|
||
|
|
||
|
for ( j=0; j<BOARD_ROWS; j++ ) {
|
||
|
bx = 11.f;
|
||
|
|
||
|
for ( i=0; i<9; i++ ) {
|
||
|
int pixelindex = (j*9*4) + (i*4);
|
||
|
|
||
|
if ( currentBoard[pixelindex + 3] ) {
|
||
|
idVec4 bcolor;
|
||
|
float pType = 0.f;
|
||
|
|
||
|
BOEntity *bent = new (TAG_OLD_UI) BOEntity( this );
|
||
|
BOBrick *brick = new (TAG_OLD_UI) BOBrick( bent, bx, by, stepx, stepy );
|
||
|
|
||
|
bcolor.x = currentBoard[pixelindex + 0] / 255.f;
|
||
|
bcolor.y = currentBoard[pixelindex + 1] / 255.f;
|
||
|
bcolor.z = currentBoard[pixelindex + 2] / 255.f;
|
||
|
bcolor.w = 1.f;
|
||
|
brick->SetColor( bcolor );
|
||
|
|
||
|
pType = currentBoard[pixelindex + 3] / 255.f;
|
||
|
if ( pType > 0.f && pType < 1.f ) {
|
||
|
if ( pType < 0.5f ) {
|
||
|
brick->powerup = POWERUP_BIGPADDLE;
|
||
|
} else {
|
||
|
brick->powerup = POWERUP_MULTIBALL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
board[j].Append( brick );
|
||
|
numBricks++;
|
||
|
}
|
||
|
|
||
|
bx += stepx;
|
||
|
}
|
||
|
|
||
|
by += stepy;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::CreateNewBall
|
||
|
=============================
|
||
|
*/
|
||
|
BOEntity * idGameBustOutWindow::CreateNewBall() {
|
||
|
BOEntity *ball;
|
||
|
|
||
|
ball = new (TAG_OLD_UI) BOEntity( this );
|
||
|
ball->position.x = 300.f;
|
||
|
ball->position.y = 416.f;
|
||
|
ball->SetMaterial( "game/bustout/ball" );
|
||
|
ball->SetSize( BALL_RADIUS*2.f, BALL_RADIUS*2.f );
|
||
|
ball->SetVisible( false );
|
||
|
|
||
|
ballsInPlay++;
|
||
|
|
||
|
balls.Append( ball );
|
||
|
entities.Append( ball );
|
||
|
|
||
|
return ball;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::CreatePowerup
|
||
|
=============================
|
||
|
*/
|
||
|
BOEntity * idGameBustOutWindow::CreatePowerup( BOBrick *brick ) {
|
||
|
BOEntity *powerEnt = new (TAG_OLD_UI) BOEntity( this );
|
||
|
|
||
|
powerEnt->position.x = brick->x;
|
||
|
powerEnt->position.y = brick->y;
|
||
|
powerEnt->velocity.x = 0.f;
|
||
|
powerEnt->velocity.y = 64.f;
|
||
|
|
||
|
powerEnt->powerup = brick->powerup;
|
||
|
|
||
|
switch( powerEnt->powerup ) {
|
||
|
case POWERUP_BIGPADDLE:
|
||
|
powerEnt->SetMaterial( "game/bustout/powerup_bigpaddle" );
|
||
|
break;
|
||
|
case POWERUP_MULTIBALL:
|
||
|
powerEnt->SetMaterial( "game/bustout/powerup_multiball" );
|
||
|
break;
|
||
|
default:
|
||
|
powerEnt->SetMaterial( "textures/common/nodraw" );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
powerEnt->SetSize( 619/9, 256/12 );
|
||
|
powerEnt->SetVisible( true );
|
||
|
|
||
|
powerUps.Append( powerEnt );
|
||
|
entities.Append( powerEnt );
|
||
|
|
||
|
return powerEnt;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::UpdatePowerups
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::UpdatePowerups() {
|
||
|
idVec2 pos;
|
||
|
|
||
|
for ( int i=0; i < powerUps.Num(); i++ ) {
|
||
|
BOEntity *pUp = powerUps[i];
|
||
|
|
||
|
// Check for powerup falling below screen
|
||
|
if ( pUp->position.y > 480 ) {
|
||
|
|
||
|
powerUps.RemoveIndex( i );
|
||
|
pUp->removed = true;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Check for the paddle catching a powerup
|
||
|
pos.x = pUp->position.x + ( pUp->width / 2 );
|
||
|
pos.y = pUp->position.y + ( pUp->height / 2 );
|
||
|
|
||
|
collideDir_t collision = paddle->checkCollision( pos, pUp->velocity );
|
||
|
if ( collision != COLLIDE_NONE ) {
|
||
|
BOEntity *ball;
|
||
|
|
||
|
// Give the powerup to the player
|
||
|
switch( pUp->powerup ) {
|
||
|
case POWERUP_BIGPADDLE:
|
||
|
bigPaddleTime = gui->GetTime() + 15000;
|
||
|
break;
|
||
|
case POWERUP_MULTIBALL:
|
||
|
// Create 2 new balls in the spot of the existing ball
|
||
|
for ( int b=0; b<2; b++ ) {
|
||
|
ball = CreateNewBall();
|
||
|
ball->position = balls[0]->position;
|
||
|
ball->velocity = balls[0]->velocity;
|
||
|
|
||
|
if ( b == 0 ) {
|
||
|
ball->velocity.x -= 35.f;
|
||
|
} else {
|
||
|
ball->velocity.x += 35.f;
|
||
|
}
|
||
|
ball->velocity.NormalizeFast();
|
||
|
ball->velocity *= ballSpeed;
|
||
|
|
||
|
ball->SetVisible( true );
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Play the sound
|
||
|
common->SW()->PlayShaderDirectly( "arcade_powerup", S_UNIQUE_CHANNEL );
|
||
|
|
||
|
// Remove it
|
||
|
powerUps.RemoveIndex( i );
|
||
|
pUp->removed = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::UpdatePaddle
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::UpdatePaddle() {
|
||
|
idVec2 cursorPos;
|
||
|
float oldPos = paddle->x;
|
||
|
|
||
|
cursorPos.x = gui->CursorX();
|
||
|
cursorPos.y = gui->CursorY();
|
||
|
|
||
|
if ( bigPaddleTime > gui->GetTime() ) {
|
||
|
paddle->x = cursorPos.x - 80.f;
|
||
|
paddle->width = 160;
|
||
|
paddle->ent->width = 160;
|
||
|
paddle->ent->SetMaterial( "game/bustout/doublepaddle" );
|
||
|
} else {
|
||
|
paddle->x = cursorPos.x - 48.f;
|
||
|
paddle->width = 96;
|
||
|
paddle->ent->width = 96;
|
||
|
paddle->ent->SetMaterial( "game/bustout/paddle" );
|
||
|
}
|
||
|
paddle->ent->position.x = paddle->x;
|
||
|
|
||
|
paddleVelocity = (paddle->x - oldPos);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::UpdateBall
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::UpdateBall() {
|
||
|
int ballnum,i,j;
|
||
|
bool playSoundBounce = false;
|
||
|
bool playSoundBrick = false;
|
||
|
static int bounceChannel = 1;
|
||
|
|
||
|
if ( ballsInPlay == 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for ( ballnum = 0; ballnum < balls.Num(); ballnum++ ) {
|
||
|
BOEntity *ball = balls[ballnum];
|
||
|
|
||
|
// Check for ball going below screen, lost ball
|
||
|
if ( ball->position.y > 480.f ) {
|
||
|
ball->removed = true;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Check world collision
|
||
|
if ( ball->position.y < 20 && ball->velocity.y < 0 ) {
|
||
|
ball->velocity.y = -ball->velocity.y;
|
||
|
|
||
|
// Increase ball speed when it hits ceiling
|
||
|
if ( !ballHitCeiling ) {
|
||
|
ballSpeed *= 1.25f;
|
||
|
ballHitCeiling = true;
|
||
|
}
|
||
|
playSoundBounce = true;
|
||
|
}
|
||
|
|
||
|
if ( ball->position.x > 608 && ball->velocity.x > 0 ) {
|
||
|
ball->velocity.x = -ball->velocity.x;
|
||
|
playSoundBounce = true;
|
||
|
} else if ( ball->position.x < 8 && ball->velocity.x < 0 ) {
|
||
|
ball->velocity.x = -ball->velocity.x;
|
||
|
playSoundBounce = true;
|
||
|
}
|
||
|
|
||
|
// Check for Paddle collision
|
||
|
idVec2 ballCenter = ball->position + idVec2( BALL_RADIUS, BALL_RADIUS );
|
||
|
collideDir_t collision = paddle->checkCollision( ballCenter, ball->velocity );
|
||
|
|
||
|
if ( collision == COLLIDE_UP ) {
|
||
|
if ( ball->velocity.y > 0 ) {
|
||
|
idVec2 paddleVec( paddleVelocity*2, 0 );
|
||
|
float centerX;
|
||
|
|
||
|
if ( bigPaddleTime > gui->GetTime() ) {
|
||
|
centerX = paddle->x + 80.f;
|
||
|
} else {
|
||
|
centerX = paddle->x + 48.f;
|
||
|
}
|
||
|
|
||
|
ball->velocity.y = -ball->velocity.y;
|
||
|
|
||
|
paddleVec.x += (ball->position.x - centerX) * 2;
|
||
|
|
||
|
ball->velocity += paddleVec;
|
||
|
ball->velocity.NormalizeFast();
|
||
|
ball->velocity *= ballSpeed;
|
||
|
|
||
|
playSoundBounce = true;
|
||
|
}
|
||
|
} else if ( collision == COLLIDE_LEFT || collision == COLLIDE_RIGHT ) {
|
||
|
if ( ball->velocity.y > 0 ) {
|
||
|
ball->velocity.x = -ball->velocity.x;
|
||
|
playSoundBounce = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
collision = COLLIDE_NONE;
|
||
|
|
||
|
// Check for collision with bricks
|
||
|
for ( i=0; i<BOARD_ROWS; i++ ) {
|
||
|
int num = board[i].Num();
|
||
|
|
||
|
for ( j=0; j<num; j++ ) {
|
||
|
BOBrick *brick = (board[i])[j];
|
||
|
|
||
|
collision = brick->checkCollision( ballCenter, ball->velocity );
|
||
|
if ( collision ) {
|
||
|
// Now break the brick if there was a collision
|
||
|
brick->isBroken = true;
|
||
|
brick->ent->fadeOut = true;
|
||
|
|
||
|
if ( brick->powerup > POWERUP_NONE ) {
|
||
|
verify( CreatePowerup( brick ) != NULL );
|
||
|
}
|
||
|
|
||
|
numBricks--;
|
||
|
gameScore += 100;
|
||
|
updateScore = true;
|
||
|
|
||
|
// Go ahead an forcibly remove the last brick, no fade
|
||
|
if ( numBricks == 0 ) {
|
||
|
brick->ent->removed = true;
|
||
|
}
|
||
|
board[i].Remove( brick );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( collision ) {
|
||
|
playSoundBrick = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( collision == COLLIDE_DOWN || collision == COLLIDE_UP ) {
|
||
|
ball->velocity.y *= -1;
|
||
|
} else if ( collision == COLLIDE_LEFT || collision == COLLIDE_RIGHT ) {
|
||
|
ball->velocity.x *= -1;
|
||
|
}
|
||
|
|
||
|
if ( playSoundBounce ) {
|
||
|
common->SW()->PlayShaderDirectly( "arcade_ballbounce", bounceChannel );
|
||
|
} else if ( playSoundBrick ) {
|
||
|
common->SW()->PlayShaderDirectly( "arcade_brickhit", bounceChannel );
|
||
|
}
|
||
|
|
||
|
if ( playSoundBounce || playSoundBrick ) {
|
||
|
bounceChannel++;
|
||
|
if ( bounceChannel == 4 ) {
|
||
|
bounceChannel = 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check to see if any balls were removed from play
|
||
|
for ( ballnum=0; ballnum<balls.Num(); ballnum++ ) {
|
||
|
if ( balls[ballnum]->removed ) {
|
||
|
ballsInPlay--;
|
||
|
balls.RemoveIndex( ballnum );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If all the balls were removed, update the game accordingly
|
||
|
if ( ballsInPlay == 0 ) {
|
||
|
if ( ballsRemaining == 0 ) {
|
||
|
gameOver = true;
|
||
|
|
||
|
// Game Over sound
|
||
|
common->SW()->PlayShaderDirectly( "arcade_sadsound", S_UNIQUE_CHANNEL );
|
||
|
} else {
|
||
|
ballsRemaining--;
|
||
|
|
||
|
// Ball was lost, but game is not over
|
||
|
common->SW()->PlayShaderDirectly( "arcade_missedball", S_UNIQUE_CHANNEL );
|
||
|
}
|
||
|
|
||
|
ClearPowerups();
|
||
|
updateScore = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============================
|
||
|
idGameBustOutWindow::UpdateGame
|
||
|
=============================
|
||
|
*/
|
||
|
void idGameBustOutWindow::UpdateGame() {
|
||
|
int i;
|
||
|
|
||
|
if ( onNewGame ) {
|
||
|
ResetGameState();
|
||
|
|
||
|
// Create Board
|
||
|
SetCurrentBoard();
|
||
|
|
||
|
gamerunning = true;
|
||
|
}
|
||
|
if ( onContinue ) {
|
||
|
gameOver = false;
|
||
|
ballsRemaining = 3;
|
||
|
|
||
|
onContinue = false;
|
||
|
}
|
||
|
if ( onNewLevel ) {
|
||
|
currentLevel++;
|
||
|
|
||
|
ClearBoard();
|
||
|
SetCurrentBoard();
|
||
|
|
||
|
ballSpeed = BALL_SPEED * ( 1.f + ((float)currentLevel/5.f) );
|
||
|
if ( ballSpeed > BALL_MAXSPEED ) {
|
||
|
ballSpeed = BALL_MAXSPEED;
|
||
|
}
|
||
|
updateScore = true;
|
||
|
onNewLevel = false;
|
||
|
}
|
||
|
|
||
|
if(gamerunning == true) {
|
||
|
|
||
|
UpdatePaddle();
|
||
|
UpdateBall();
|
||
|
UpdatePowerups();
|
||
|
|
||
|
for( i = 0; i < entities.Num(); i++ ) {
|
||
|
entities[i]->Update( timeSlice, gui->GetTime() );
|
||
|
}
|
||
|
|
||
|
// Delete entities that need to be deleted
|
||
|
for( i = entities.Num()-1; i >= 0; i-- ) {
|
||
|
if( entities[i]->removed ) {
|
||
|
BOEntity* ent = entities[i];
|
||
|
delete ent;
|
||
|
entities.RemoveIndex(i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( updateScore ) {
|
||
|
UpdateScore();
|
||
|
updateScore = false;
|
||
|
}
|
||
|
}
|
||
|
}
|