/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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 { POWERUP_NONE = 0, POWERUP_BIGPADDLE, POWERUP_MULTIBALL } powerupType_t; class BOEntity { public: bool visible; idStr materialName; const idMaterial* material; float width, height; idVec4 color; idVec2 position; idVec2 velocity; powerupType_t powerup; bool removed; bool fadeOut; idGameBustOutWindow* game; public: BOEntity( idGameBustOutWindow* _game ); virtual ~BOEntity(); virtual void WriteToSaveGame( idFile* savefile ); virtual void ReadFromSaveGame( idFile* savefile, idGameBustOutWindow* _game ); void SetMaterial( const char* name ); void SetSize( float _width, float _height ); void SetColor( float r, float g, float b, float a ); void SetVisible( bool isVisible ); virtual void Update( float timeslice, int guiTime ); virtual void Draw(); private: }; typedef enum { COLLIDE_NONE = 0, COLLIDE_DOWN, COLLIDE_UP, COLLIDE_LEFT, COLLIDE_RIGHT } collideDir_t; class BOBrick { public: float x; float y; float width; float height; powerupType_t powerup; bool isBroken; BOEntity* ent; 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 ); void SetColor( idVec4 bcolor ); collideDir_t checkCollision( idVec2 pos, idVec2 vel ); private: }; #define BOARD_ROWS 12 class idGameBustOutWindow : public idWindow { public: idGameBustOutWindow( idUserInterfaceLocal* gui ); ~idGameBustOutWindow(); virtual void WriteToSaveGame( idFile* savefile ); virtual void ReadFromSaveGame( idFile* savefile ); virtual const char* HandleEvent( const sysEvent_t* event, bool* updateVisuals ); 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 ); idList entities; private: void CommonInit(); void ResetGameState(); void ClearBoard(); void ClearPowerups(); void ClearBalls(); 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 ); private: idWinBool gamerunning; idWinBool onFire; idWinBool onContinue; idWinBool onNewGame; idWinBool onNewLevel; float timeSlice; bool gameOver; int numLevels; byte* levelBoardData; bool boardDataLoaded; int numBricks; int currentLevel; bool updateScore; int gameScore; int nextBallScore; int bigPaddleTime; float paddleVelocity; float ballSpeed; int ballsRemaining; int ballsInPlay; bool ballHitCeiling; idList balls; idList powerUps; BOBrick* paddle; idList board[BOARD_ROWS]; }; #endif //__GAME_BUSTOUT_WINDOW_H__