mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
190 lines
4.8 KiB
C++
190 lines
4.8 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 <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
|
|
{
|
|
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<BOEntity*> 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<BOEntity*> balls;
|
|
idList<BOEntity*> powerUps;
|
|
|
|
BOBrick* paddle;
|
|
idList<BOBrick*> board[BOARD_ROWS];
|
|
};
|
|
|
|
#endif //__GAME_BUSTOUT_WINDOW_H__
|