mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
615 lines
15 KiB
C++
615 lines
15 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_SSD_WINDOW_H__
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#define __GAME_SSD_WINDOW_H__
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class idGameSSDWindow;
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class SSDCrossHair {
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public:
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enum {
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CROSSHAIR_STANDARD = 0,
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CROSSHAIR_SUPER,
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CROSSHAIR_COUNT
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};
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const idMaterial* crosshairMaterial[CROSSHAIR_COUNT];
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int currentCrosshair;
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float crosshairWidth, crosshairHeight;
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public:
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SSDCrossHair();
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~SSDCrossHair();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile );
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void InitCrosshairs();
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void Draw(const idVec2& cursor);
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};
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enum {
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SSD_ENTITY_BASE = 0,
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SSD_ENTITY_ASTEROID,
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SSD_ENTITY_ASTRONAUT,
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SSD_ENTITY_EXPLOSION,
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SSD_ENTITY_POINTS,
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SSD_ENTITY_PROJECTILE,
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SSD_ENTITY_POWERUP
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};
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class SSDEntity {
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public:
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//SSDEntity Information
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int type;
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int id;
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idStr materialName;
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const idMaterial* material;
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idVec3 position;
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idVec2 size;
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float radius;
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float hitRadius;
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float rotation;
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idVec4 matColor;
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idStr text;
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float textScale;
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idVec4 foreColor;
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idGameSSDWindow* game;
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int currentTime;
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int lastUpdate;
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int elapsed;
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bool destroyed;
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bool noHit;
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bool noPlayerDamage;
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bool inUse;
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public:
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SSDEntity();
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virtual ~SSDEntity();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
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void EntityInit();
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void SetGame(idGameSSDWindow* _game);
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void SetMaterial(const char* _name);
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void SetPosition(const idVec3& _position);
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void SetSize(const idVec2& _size);
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void SetRadius(float _radius, float _hitFactor = 1.0f);
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void SetRotation(float _rotation);
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void Update();
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bool HitTest(const idVec2& pt);
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virtual void EntityUpdate() {};
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virtual void Draw();
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virtual void DestroyEntity();
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virtual void OnHit(int key) {};
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virtual void OnStrikePlayer() {};
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idBounds WorldToScreen(const idBounds worldBounds);
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idVec3 WorldToScreen(const idVec3& worldPos);
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idVec3 ScreenToWorld(const idVec3& screenPos);
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};
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/*
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*****************************************************************************
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* SSDMover
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****************************************************************************
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*/
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class SSDMover : public SSDEntity {
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public:
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idVec3 speed;
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float rotationSpeed;
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public:
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SSDMover();
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virtual ~SSDMover();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
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void MoverInit(const idVec3& _speed, float _rotationSpeed);
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virtual void EntityUpdate();
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};
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/*
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*****************************************************************************
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* SSDAsteroid
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****************************************************************************
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*/
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#define MAX_ASTEROIDS 64
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class SSDAsteroid : public SSDMover {
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public:
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int health;
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public:
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SSDAsteroid();
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~SSDAsteroid();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
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void Init(idGameSSDWindow* _game, const idVec3& startPosition, const idVec2& _size, float _speed, float rotate, int _health);
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virtual void EntityUpdate();
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static SSDAsteroid* GetNewAsteroid(idGameSSDWindow* _game, const idVec3& startPosition, const idVec2& _size, float _speed, float rotate, int _health);
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static SSDAsteroid* GetSpecificAsteroid(int id);
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static void WriteAsteroids(idFile* savefile);
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static void ReadAsteroids(idFile* savefile, idGameSSDWindow* _game);
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protected:
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static SSDAsteroid asteroidPool[MAX_ASTEROIDS];
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};
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/*
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*****************************************************************************
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* SSDAstronaut
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****************************************************************************
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*/
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#define MAX_ASTRONAUT 8
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class SSDAstronaut : public SSDMover {
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public:
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int health;
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public:
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SSDAstronaut();
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~SSDAstronaut();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
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void Init(idGameSSDWindow* _game, const idVec3& startPosition, float _speed, float rotate, int _health);
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static SSDAstronaut* GetNewAstronaut(idGameSSDWindow* _game, const idVec3& startPosition, float _speed, float rotate, int _health);
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static SSDAstronaut* GetSpecificAstronaut(int id);
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static void WriteAstronauts(idFile* savefile);
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static void ReadAstronauts(idFile* savefile, idGameSSDWindow* _game);
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protected:
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static SSDAstronaut astronautPool[MAX_ASTRONAUT];
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};
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/*
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*****************************************************************************
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* SSDExplosion
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****************************************************************************
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*/
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#define MAX_EXPLOSIONS 64
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class SSDExplosion : public SSDEntity {
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public:
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idVec2 finalSize;
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int length;
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int beginTime;
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int endTime;
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int explosionType;
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//The entity that is exploding
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SSDEntity* buddy;
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bool killBuddy;
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bool followBuddy;
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enum {
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EXPLOSION_NORMAL = 0,
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EXPLOSION_TELEPORT = 1
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};
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public:
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SSDExplosion();
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~SSDExplosion();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
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void Init(idGameSSDWindow* _game, const idVec3& _position, const idVec2& _size, int _length, int _type, SSDEntity* _buddy, bool _killBuddy = true, bool _followBuddy = true);
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virtual void EntityUpdate();
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static SSDExplosion* GetNewExplosion(idGameSSDWindow* _game, const idVec3& _position, const idVec2& _size, int _length, int _type, SSDEntity* _buddy, bool _killBuddy = true, bool _followBuddy = true);
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static SSDExplosion* GetSpecificExplosion(int id);
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static void WriteExplosions(idFile* savefile);
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static void ReadExplosions(idFile* savefile, idGameSSDWindow* _game);
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protected:
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static SSDExplosion explosionPool[MAX_EXPLOSIONS];
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};
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#define MAX_POINTS 16
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class SSDPoints : public SSDEntity {
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int length;
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int distance;
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int beginTime;
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int endTime;
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idVec3 beginPosition;
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idVec3 endPosition;
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idVec4 beginColor;
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idVec4 endColor;
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public:
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SSDPoints();
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~SSDPoints();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
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void Init(idGameSSDWindow* _game, SSDEntity* _ent, int _points, int _length, int _distance, const idVec4& color);
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virtual void EntityUpdate();
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static SSDPoints* GetNewPoints(idGameSSDWindow* _game, SSDEntity* _ent, int _points, int _length, int _distance, const idVec4& color);
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static SSDPoints* GetSpecificPoints(int id);
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static void WritePoints(idFile* savefile);
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static void ReadPoints(idFile* savefile, idGameSSDWindow* _game);
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protected:
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static SSDPoints pointsPool[MAX_POINTS];
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};
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#define MAX_PROJECTILES 64
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class SSDProjectile : public SSDEntity {
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idVec3 dir;
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idVec3 speed;
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int beginTime;
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int endTime;
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idVec3 endPosition;
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public:
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SSDProjectile();
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~SSDProjectile();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
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void Init(idGameSSDWindow* _game, const idVec3& _beginPosition, const idVec3& _endPosition, float _speed, float _size);
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virtual void EntityUpdate();
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static SSDProjectile* GetNewProjectile(idGameSSDWindow* _game, const idVec3& _beginPosition, const idVec3& _endPosition, float _speed, float _size);
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static SSDProjectile* GetSpecificProjectile(int id);
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static void WriteProjectiles(idFile* savefile);
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static void ReadProjectiles(idFile* savefile, idGameSSDWindow* _game);
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protected:
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static SSDProjectile projectilePool[MAX_PROJECTILES];
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};
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#define MAX_POWERUPS 64
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/**
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* Powerups work in two phases:
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* 1.) Closed container hurls at you
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* If you shoot the container it open
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* 3.) If an opened powerup hits the player he aquires the powerup
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* Powerup Types:
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* Health - Give a specific amount of health
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* Super Blaster - Increases the power of the blaster (lasts a specific amount of time)
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* Asteroid Nuke - Destroys all asteroids on screen as soon as it is aquired
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* Rescue Powerup - Rescues all astronauts as soon as it is acquited
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* Bonus Points - Gives some bonus points when acquired
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*/
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class SSDPowerup : public SSDMover {
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enum {
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POWERUP_STATE_CLOSED = 0,
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POWERUP_STATE_OPEN
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};
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enum {
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POWERUP_TYPE_HEALTH = 0,
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POWERUP_TYPE_SUPER_BLASTER,
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POWERUP_TYPE_ASTEROID_NUKE,
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POWERUP_TYPE_RESCUE_ALL,
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POWERUP_TYPE_BONUS_POINTS,
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POWERUP_TYPE_DAMAGE,
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POWERUP_TYPE_MAX
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};
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int powerupState;
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int powerupType;
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public:
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public:
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SSDPowerup();
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virtual ~SSDPowerup();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
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virtual void OnHit(int key);
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virtual void OnStrikePlayer();
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void OnOpenPowerup();
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void OnActivatePowerup();
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void Init(idGameSSDWindow* _game, float _speed, float _rotation);
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static SSDPowerup* GetNewPowerup(idGameSSDWindow* _game, float _speed, float _rotation);
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static SSDPowerup* GetSpecificPowerup(int id);
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static void WritePowerups(idFile* savefile);
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static void ReadPowerups(idFile* savefile, idGameSSDWindow* _game);
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protected:
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static SSDPowerup powerupPool[MAX_POWERUPS];
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};
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typedef struct {
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float spawnBuffer;
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int needToWin;
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} SSDLevelData_t;
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typedef struct {
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float speedMin, speedMax;
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float sizeMin, sizeMax;
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float rotateMin, rotateMax;
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int spawnMin, spawnMax;
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int asteroidHealth;
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int asteroidPoints;
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int asteroidDamage;
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} SSDAsteroidData_t;
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typedef struct {
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float speedMin, speedMax;
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float rotateMin, rotateMax;
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int spawnMin, spawnMax;
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int health;
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int points;
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int penalty;
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} SSDAstronautData_t;
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typedef struct {
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float speedMin, speedMax;
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float rotateMin, rotateMax;
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int spawnMin, spawnMax;
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} SSDPowerupData_t;
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typedef struct {
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float speed;
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int damage;
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int size;
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} SSDWeaponData_t;
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/**
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* SSDLevelStats_t
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* Data that is used for each level. This data is reset
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* each new level.
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*/
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typedef struct {
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int shotCount;
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int hitCount;
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int destroyedAsteroids;
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int nextAsteroidSpawnTime;
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int killedAstronauts;
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int savedAstronauts;
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//Astronaut Level Data
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int nextAstronautSpawnTime;
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//Powerup Level Data
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int nextPowerupSpawnTime;
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SSDEntity* targetEnt;
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} SSDLevelStats_t;
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/**
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* SSDGameStats_t
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* Data that is used for the game that is currently running. Memset this
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* to completely reset the game
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*/
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typedef struct {
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bool gameRunning;
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int score;
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int prebonusscore;
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int health;
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int currentWeapon;
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int currentLevel;
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int nextLevel;
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SSDLevelStats_t levelStats;
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} SSDGameStats_t;
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class idGameSSDWindow : public idWindow {
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public:
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idGameSSDWindow(idUserInterfaceLocal *gui);
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~idGameSSDWindow();
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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 idWinVar* GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
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virtual void Draw(int time, float x, float y);
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void AddHealth(int health);
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void AddScore(SSDEntity* ent, int points);
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void AddDamage(int damage);
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void OnNuke();
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void OnRescueAll();
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void OnSuperBlaster();
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SSDEntity* GetSpecificEntity(int type, int id);
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void PlaySound(const char* sound);
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static idRandom random;
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int ssdTime;
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private:
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//Initialization
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virtual bool ParseInternalVar(const char *name, idTokenParser *src);
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void ParseLevelData(int level, const idStr& levelDataString);
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void ParseAsteroidData(int level, const idStr& asteroidDataString);
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void ParseWeaponData(int weapon, const idStr& weaponDataString);
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void ParseAstronautData(int level, const idStr& astronautDataString);
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void ParsePowerupData(int level, const idStr& powerupDataString);
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void CommonInit();
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void ResetGameStats();
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void ResetLevelStats();
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void ResetEntities();
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//Game Running Methods
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void StartGame();
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void StopGame();
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void GameOver();
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//Starting the Game
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void BeginLevel(int level);
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void ContinueGame();
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//Stopping the Game
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void LevelComplete();
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void GameComplete();
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void UpdateGame();
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void CheckForHits();
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void ZOrderEntities();
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void SpawnAsteroid();
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void FireWeapon(int key);
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SSDEntity* EntityHitTest(const idVec2& pt);
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void HitAsteroid(SSDAsteroid* asteroid, int key);
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void AsteroidStruckPlayer(SSDAsteroid* asteroid);
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void RefreshGuiData();
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idVec2 GetCursorWorld();
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//Astronaut Methods
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void SpawnAstronaut();
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void HitAstronaut(SSDAstronaut* astronaut, int key);
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void AstronautStruckPlayer(SSDAstronaut* astronaut);
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//Powerup Methods
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void SpawnPowerup();
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void StartSuperBlaster();
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void StopSuperBlaster();
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//void FreeSoundEmitter( bool immediate );
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public:
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//WinVars used to call functions from the guis
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idWinBool beginLevel;
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idWinBool resetGame;
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idWinBool continueGame;
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idWinBool refreshGuiData;
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SSDCrossHair crosshair;
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idBounds screenBounds;
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//Level Data
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int levelCount;
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idList<SSDLevelData_t> levelData;
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idList<SSDAsteroidData_t> asteroidData;
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idList<SSDAstronautData_t> astronautData;
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idList<SSDPowerupData_t> powerupData;
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//Weapon Data
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int weaponCount;
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idList<SSDWeaponData_t> weaponData;
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int superBlasterTimeout;
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//All current game data is stored in this structure (except the entity list)
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SSDGameStats_t gameStats;
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idList<SSDEntity*> entities;
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int currentSound;
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};
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#endif //__GAME_SSD_WINDOW_H__
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