1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195
|
/*
File: Game.h
Description: Game management
Program: BlockOut
Author: Jean-Luc PONS
This program 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 2 of the License, or
(at your option) any later version.
This program 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.
*/
#include <math.h>
#include "GLApp/GLApp.h"
#include "GLApp/GLSprite.h"
#include "GLApp/GLMatrix.h"
#include "GLApp/GLFont.h"
#include "BotPlayer.h"
#include "Sprites.h"
#include "SetupManager.h"
#include "SoundManager.h"
class Game {
public:
Game();
// Set manager
void SetSetupManager(SetupManager *manager);
void SetSoundManager(SoundManager *manager);
// Initialise device objects
int Create(int width,int height);
// Render the Game
void Render();
// Release device objects
void InvalidateDeviceObjects();
// Start a game
void StartGame(int width,int height,float fTime);
// Start a practice
void StartPractice(int width,int height,float fTime);
// Start a demo
void StartDemo(int width,int height,float fTime);
// Process game
int Process(BYTE *keys,float fTime);
// Ask full repaint
void FullRepaint();
// Get score
SCOREREC *GetScore();
// Set view matrix
void SetViewMatrix(GLfloat *mView);
GLFont2D *pFont;
private:
// The pit
Pit thePit;
// PolyCubes
PolyCube allPolyCube[NB_POLYCUBE]; // All polycubes (41 items)
int possible[NB_POLYCUBE]; // All possible polycubes for the setup
int nbPossible; // Number of possible polycube
// Game sprites
Sprites sprites;
// Manager
SetupManager *setupManager;
SoundManager *soundManager;
// Game stuff
SCOREREC score; // Score
int level; // Current level
int highScore; // High score of the current game setup
int gameMode; // Game mode
int pIdx; // Current polycube index (in the allPolyCube array)
int exitValue; // Go back to menu when 1
int cubePerLevel; // Number of cube per level
int dropPos; // Drop position
int cursorPos; // Descent cursor
// AI stuff (Demo mode)
BotPlayer botPlayer; // AI player
AI_MOVE AIMoves[MAX_MOVE]; // AI computed moves
int nbAIMove; // Number of AI moves
int curAIMove; // Current AI move
float lastAIMoveTime; // Last move time stamp
BOOL demoFlag; // Demo flag
BOOL practiceFlag; // Practice flag
// PolyCube coordinates
GLfloat mat[16]; // Global transform matrix
GLMatrix matRot; // Current rotation matrix (frame)
GLMatrix newMatRot; // Virtual rotation matrix
VERTEX vPos; // Current position (frame)
VERTEX vTransPos; // Virtual position
VERTEX vOrgPos; // Origin of translation
int xPos; // Virtual position
int yPos; // Virtual position
int zPos; // Virtual position
// Time stamps
float startTranslateTime;
float startRotateTime;
float startRedTime;
float startPauseTime;
float startStepTime;
float startGameTime;
float startSpark;
float startEndTime;
// Animation time
float animationTime;
float stepTime;
// Modes
int rotateMode;
BOOL dropMode;
BOOL dropped;
BOOL lastKeyMode;
BOOL redMode;
// Misc
float curTime;
int fullRepaint;
int transparent;
BOOL inited;
int style;
int lineWidth;
BOOL endAnimStarted;
// Constant matrix
GLMatrix matRotOx;
GLMatrix matRotOy;
GLMatrix matRotOz;
GLMatrix matRotNOx;
GLMatrix matRotNOy;
GLMatrix matRotNOz;
// Viewport and transformation matrix
GLVIEWPORT spriteView;
GLVIEWPORT pitView;
GLfloat matProj[16];
GLfloat matView[16];
GLfloat pitMatrix[16];
// Background
Sprite2D background;
// Spark
Sprite2D spark; // Spark
// Help mode
GLMatrix matAI;
float startShowAI;
// Private methods
void HandleKey(BYTE *keys);
BOOL StartRotate(int rType);
BOOL StartTranslate(int tType);
void InitTranslate();
void StartDrop();
void AddPolyCube();
void NewPolyCube(BYTE *keys);
int SelectPolyCube();
void TransformCube(GLMatrix *matRot,BLOCKITEM *cubes,int nbCube,int tx,int ty,int tz);
BOOL IsOverlap(GLMatrix *matRot,int tx,int ty,int tz,int *ox,int *oy,int *oz);
BOOL IsOverlap(GLMatrix *matRot,int tx,int ty,int tz);
BOOL IsOverlap(GLMatrix *matRot,int tx,int ty,int tz,BLOCKITEM *pos);
BOOL IsOverlap(GLMatrix *matRot,int tx,int ty,int tz,int *ox,int *oy,int *oz,BLOCKITEM *pos);
BOOL IsLower();
int GetBottom();
int InitPolyCube(BOOL transparent,float wEdge);
void ComputeScore(int nbLines,BOOL pitEmpty);
void StartSpark(BLOCKITEM *pos);
void RenderPracticeHelp();
void ComputeHelp();
};
|