mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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185 lines
4.8 KiB
C++
185 lines
4.8 KiB
C++
/*
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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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#ifndef __GAME_BUSTOUT_WINDOW_H__
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#define __GAME_BUSTOUT_WINDOW_H__
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class idGameBustOutWindow;
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typedef enum {
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POWERUP_NONE = 0,
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POWERUP_BIGPADDLE,
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POWERUP_MULTIBALL
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} powerupType_t;
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class BOEntity {
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public:
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bool visible;
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idStr materialName;
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const idMaterial * material;
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float width, height;
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idVec4 color;
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idVec2 position;
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idVec2 velocity;
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powerupType_t powerup;
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bool removed;
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bool fadeOut;
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idGameBustOutWindow * game;
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public:
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BOEntity(idGameBustOutWindow* _game);
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virtual ~BOEntity();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameBustOutWindow* _game );
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void SetMaterial(const char* name);
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void SetSize( float _width, float _height );
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void SetColor( float r, float g, float b, float a );
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void SetVisible( bool isVisible );
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virtual void Update( float timeslice, int guiTime );
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virtual void Draw();
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private:
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};
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typedef enum {
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COLLIDE_NONE = 0,
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COLLIDE_DOWN,
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COLLIDE_UP,
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COLLIDE_LEFT,
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COLLIDE_RIGHT
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} collideDir_t;
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class BOBrick {
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public:
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float x;
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float y;
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float width;
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float height;
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powerupType_t powerup;
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bool isBroken;
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BOEntity *ent;
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public:
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BOBrick();
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BOBrick( BOEntity *_ent, float _x, float _y, float _width, float _height );
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~BOBrick();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameBustOutWindow *game );
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void SetColor( idVec4 bcolor );
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collideDir_t checkCollision( idVec2 pos, idVec2 vel );
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private:
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};
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#define BOARD_ROWS 12
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class idGameBustOutWindow : public idWindow {
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public:
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idGameBustOutWindow(idUserInterfaceLocal *gui);
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~idGameBustOutWindow();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile );
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virtual const char* HandleEvent(const sysEvent_t *event, bool *updateVisuals);
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virtual void PostParse();
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virtual void Draw(int time, float x, float y);
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virtual const char* Activate(bool activate);
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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:
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void CommonInit();
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void ResetGameState();
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void ClearBoard();
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void ClearPowerups();
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void ClearBalls();
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void LoadBoardFiles();
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void SetCurrentBoard();
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void UpdateGame();
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void UpdatePowerups();
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void UpdatePaddle();
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void UpdateBall();
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void UpdateScore();
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BOEntity * CreateNewBall();
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BOEntity * CreatePowerup( BOBrick *brick );
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virtual bool ParseInternalVar(const char *name, idTokenParser *src);
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private:
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idWinBool gamerunning;
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idWinBool onFire;
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idWinBool onContinue;
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idWinBool onNewGame;
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idWinBool onNewLevel;
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float timeSlice;
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bool gameOver;
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int numLevels;
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byte * levelBoardData;
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bool boardDataLoaded;
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int numBricks;
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int currentLevel;
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bool updateScore;
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int gameScore;
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int nextBallScore;
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int bigPaddleTime;
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float paddleVelocity;
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float ballSpeed;
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int ballsRemaining;
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int ballsInPlay;
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bool ballHitCeiling;
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idList<BOEntity*> balls;
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idList<BOEntity*> powerUps;
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BOBrick *paddle;
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idList<BOBrick*> board[BOARD_ROWS];
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};
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#endif //__GAME_BUSTOUT_WINDOW_H__
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