File: GameBustOutWindow.h

package info (click to toggle)
dhewm3 1.5.1~pre%2Bgit20200905%2Bdfsg-1
  • links: PTS, VCS
  • area: contrib
  • in suites: bullseye
  • size: 21,664 kB
  • sloc: cpp: 408,868; ansic: 1,188; objc: 1,034; python: 330; sh: 94; makefile: 11
file content (187 lines) | stat: -rw-r--r-- 4,860 bytes parent folder | download | duplicates (5)
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
/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").

Doom 3 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 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 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 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 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__

#include "ui/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(idDeviceContext *dc);

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 );
	virtual			~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(idDeviceContext *d, 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 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, idParser *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__