doom3-bfg/neo/ui/GameBustOutWindow.h

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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.
===========================================================================
*/
#ifndef __GAME_BUSTOUT_WINDOW_H__
#define __GAME_BUSTOUT_WINDOW_H__
class idGameBustOutWindow;
typedef enum
{
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POWERUP_NONE = 0,
POWERUP_BIGPADDLE,
POWERUP_MULTIBALL
} powerupType_t;
class BOEntity
{
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public:
bool visible;
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idStr materialName;
const idMaterial* material;
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float width, height;
idVec4 color;
idVec2 position;
idVec2 velocity;
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powerupType_t powerup;
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bool removed;
bool fadeOut;
idGameBustOutWindow* game;
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public:
BOEntity( idGameBustOutWindow* _game );
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virtual ~BOEntity();
virtual void WriteToSaveGame( idFile* savefile );
virtual void ReadFromSaveGame( idFile* savefile, idGameBustOutWindow* _game );
void SetMaterial( const char* name );
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void SetSize( float _width, float _height );
void SetColor( float r, float g, float b, float a );
void SetVisible( bool isVisible );
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virtual void Update( float timeslice, int guiTime );
virtual void Draw();
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private:
};
typedef enum
{
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COLLIDE_NONE = 0,
COLLIDE_DOWN,
COLLIDE_UP,
COLLIDE_LEFT,
COLLIDE_RIGHT
} collideDir_t;
class BOBrick
{
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public:
float x;
float y;
float width;
float height;
powerupType_t powerup;
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bool isBroken;
BOEntity* ent;
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public:
BOBrick();
BOBrick( BOEntity* _ent, float _x, float _y, float _width, float _height );
~BOBrick();
virtual void WriteToSaveGame( idFile* savefile );
virtual void ReadFromSaveGame( idFile* savefile, idGameBustOutWindow* game );
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void SetColor( idVec4 bcolor );
collideDir_t checkCollision( idVec2 pos, idVec2 vel );
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private:
};
#define BOARD_ROWS 12
class idGameBustOutWindow : public idWindow
{
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public:
idGameBustOutWindow( idUserInterfaceLocal* gui );
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~idGameBustOutWindow();
virtual void WriteToSaveGame( idFile* savefile );
virtual void ReadFromSaveGame( idFile* savefile );
virtual const char* HandleEvent( const sysEvent_t* event, bool* updateVisuals );
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virtual void PostParse();
virtual void Draw( int time, float x, float y );
virtual const char* Activate( bool activate );
virtual idWinVar* GetWinVarByName( const char* _name, bool winLookup = false, drawWin_t** owner = NULL );
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idList<BOEntity*> entities;
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private:
void CommonInit();
void ResetGameState();
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void ClearBoard();
void ClearPowerups();
void ClearBalls();
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void LoadBoardFiles();
void SetCurrentBoard();
void UpdateGame();
void UpdatePowerups();
void UpdatePaddle();
void UpdateBall();
void UpdateScore();
BOEntity* CreateNewBall();
BOEntity* CreatePowerup( BOBrick* brick );
virtual bool ParseInternalVar( const char* name, idTokenParser* src );
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private:
idWinBool gamerunning;
idWinBool onFire;
idWinBool onContinue;
idWinBool onNewGame;
idWinBool onNewLevel;
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float timeSlice;
bool gameOver;
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int numLevels;
byte* levelBoardData;
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bool boardDataLoaded;
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int numBricks;
int currentLevel;
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bool updateScore;
int gameScore;
int nextBallScore;
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int bigPaddleTime;
float paddleVelocity;
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float ballSpeed;
int ballsRemaining;
int ballsInPlay;
bool ballHitCeiling;
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idList<BOEntity*> balls;
idList<BOEntity*> powerUps;
BOBrick* paddle;
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idList<BOBrick*> board[BOARD_ROWS];
};
#endif //__GAME_BUSTOUT_WINDOW_H__