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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618
|
/*
===========================================================================
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_SSD_WINDOW_H__
#define __GAME_SSD_WINDOW_H__
#include "ui/Window.h"
class idGameSSDWindow;
class SSDCrossHair {
public:
enum {
CROSSHAIR_STANDARD = 0,
CROSSHAIR_SUPER,
CROSSHAIR_COUNT
};
const idMaterial* crosshairMaterial[CROSSHAIR_COUNT];
int currentCrosshair;
float crosshairWidth, crosshairHeight;
public:
SSDCrossHair();
~SSDCrossHair();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile );
void InitCrosshairs();
void Draw(idDeviceContext *dc, const idVec2& cursor);
};
enum {
SSD_ENTITY_BASE = 0,
SSD_ENTITY_ASTEROID,
SSD_ENTITY_ASTRONAUT,
SSD_ENTITY_EXPLOSION,
SSD_ENTITY_POINTS,
SSD_ENTITY_PROJECTILE,
SSD_ENTITY_POWERUP
};
class SSDEntity {
public:
//SSDEntity Information
int type;
int id;
idStr materialName;
const idMaterial* material;
idVec3 position;
idVec2 size;
float radius;
float hitRadius;
float rotation;
idVec4 matColor;
idStr text;
float textScale;
idVec4 foreColor;
idGameSSDWindow* game;
int currentTime;
int lastUpdate;
int elapsed;
bool destroyed;
bool noHit;
bool noPlayerDamage;
bool inUse;
public:
SSDEntity();
virtual ~SSDEntity();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
void EntityInit();
void SetGame(idGameSSDWindow* _game);
void SetMaterial(const char* _name);
void SetPosition(const idVec3& _position);
void SetSize(const idVec2& _size);
void SetRadius(float _radius, float _hitFactor = 1.0f);
void SetRotation(float _rotation);
void Update();
bool HitTest(const idVec2& pt);
virtual void EntityUpdate() {};
virtual void Draw(idDeviceContext *dc);
virtual void DestroyEntity();
virtual void OnHit(int key) {};
virtual void OnStrikePlayer() {};
idBounds WorldToScreen(const idBounds worldBounds);
idVec3 WorldToScreen(const idVec3& worldPos);
idVec3 ScreenToWorld(const idVec3& screenPos);
};
/*
*****************************************************************************
* SSDMover
****************************************************************************
*/
class SSDMover : public SSDEntity {
public:
idVec3 speed;
float rotationSpeed;
public:
SSDMover();
virtual ~SSDMover();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
void MoverInit(const idVec3& _speed, float _rotationSpeed);
virtual void EntityUpdate();
};
/*
*****************************************************************************
* SSDAsteroid
****************************************************************************
*/
#define MAX_ASTEROIDS 64
class SSDAsteroid : public SSDMover {
public:
int health;
public:
SSDAsteroid();
~SSDAsteroid();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
void Init(idGameSSDWindow* _game, const idVec3& startPosition, const idVec2& _size, float _speed, float rotate, int _health);
virtual void EntityUpdate();
static SSDAsteroid* GetNewAsteroid(idGameSSDWindow* _game, const idVec3& startPosition, const idVec2& _size, float _speed, float rotate, int _health);
static SSDAsteroid* GetSpecificAsteroid(int id);
static void WriteAsteroids(idFile* savefile);
static void ReadAsteroids(idFile* savefile, idGameSSDWindow* _game);
protected:
static SSDAsteroid asteroidPool[MAX_ASTEROIDS];
};
/*
*****************************************************************************
* SSDAstronaut
****************************************************************************
*/
#define MAX_ASTRONAUT 8
class SSDAstronaut : public SSDMover {
public:
int health;
public:
SSDAstronaut();
~SSDAstronaut();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
void Init(idGameSSDWindow* _game, const idVec3& startPosition, float _speed, float rotate, int _health);
static SSDAstronaut* GetNewAstronaut(idGameSSDWindow* _game, const idVec3& startPosition, float _speed, float rotate, int _health);
static SSDAstronaut* GetSpecificAstronaut(int id);
static void WriteAstronauts(idFile* savefile);
static void ReadAstronauts(idFile* savefile, idGameSSDWindow* _game);
protected:
static SSDAstronaut astronautPool[MAX_ASTRONAUT];
};
/*
*****************************************************************************
* SSDExplosion
****************************************************************************
*/
#define MAX_EXPLOSIONS 64
class SSDExplosion : public SSDEntity {
public:
idVec2 finalSize;
int length;
int beginTime;
int endTime;
int explosionType;
//The entity that is exploding
SSDEntity* buddy;
bool killBuddy;
bool followBuddy;
enum {
EXPLOSION_NORMAL = 0,
EXPLOSION_TELEPORT = 1
};
public:
SSDExplosion();
~SSDExplosion();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
void Init(idGameSSDWindow* _game, const idVec3& _position, const idVec2& _size, int _length, int _type, SSDEntity* _buddy, bool _killBuddy = true, bool _followBuddy = true);
virtual void EntityUpdate();
static SSDExplosion* GetNewExplosion(idGameSSDWindow* _game, const idVec3& _position, const idVec2& _size, int _length, int _type, SSDEntity* _buddy, bool _killBuddy = true, bool _followBuddy = true);
static SSDExplosion* GetSpecificExplosion(int id);
static void WriteExplosions(idFile* savefile);
static void ReadExplosions(idFile* savefile, idGameSSDWindow* _game);
protected:
static SSDExplosion explosionPool[MAX_EXPLOSIONS];
};
#define MAX_POINTS 16
class SSDPoints : public SSDEntity {
int length;
int distance;
int beginTime;
int endTime;
idVec3 beginPosition;
idVec3 endPosition;
idVec4 beginColor;
idVec4 endColor;
public:
SSDPoints();
~SSDPoints();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
void Init(idGameSSDWindow* _game, SSDEntity* _ent, int _points, int _length, int _distance, const idVec4& color);
virtual void EntityUpdate();
static SSDPoints* GetNewPoints(idGameSSDWindow* _game, SSDEntity* _ent, int _points, int _length, int _distance, const idVec4& color);
static SSDPoints* GetSpecificPoints(int id);
static void WritePoints(idFile* savefile);
static void ReadPoints(idFile* savefile, idGameSSDWindow* _game);
protected:
static SSDPoints pointsPool[MAX_POINTS];
};
#define MAX_PROJECTILES 64
class SSDProjectile : public SSDEntity {
idVec3 dir;
idVec3 speed;
int beginTime;
int endTime;
idVec3 endPosition;
public:
SSDProjectile();
~SSDProjectile();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
void Init(idGameSSDWindow* _game, const idVec3& _beginPosition, const idVec3& _endPosition, float _speed, float _size);
virtual void EntityUpdate();
static SSDProjectile* GetNewProjectile(idGameSSDWindow* _game, const idVec3& _beginPosition, const idVec3& _endPosition, float _speed, float _size);
static SSDProjectile* GetSpecificProjectile(int id);
static void WriteProjectiles(idFile* savefile);
static void ReadProjectiles(idFile* savefile, idGameSSDWindow* _game);
protected:
static SSDProjectile projectilePool[MAX_PROJECTILES];
};
#define MAX_POWERUPS 64
/**
* Powerups work in two phases:
* 1.) Closed container hurls at you
* If you shoot the container it open
* 3.) If an opened powerup hits the player he aquires the powerup
* Powerup Types:
* Health - Give a specific amount of health
* Super Blaster - Increases the power of the blaster (lasts a specific amount of time)
* Asteroid Nuke - Destroys all asteroids on screen as soon as it is aquired
* Rescue Powerup - Rescues all astronauts as soon as it is acquited
* Bonus Points - Gives some bonus points when acquired
*/
class SSDPowerup : public SSDMover {
enum {
POWERUP_STATE_CLOSED = 0,
POWERUP_STATE_OPEN
};
enum {
POWERUP_TYPE_HEALTH = 0,
POWERUP_TYPE_SUPER_BLASTER,
POWERUP_TYPE_ASTEROID_NUKE,
POWERUP_TYPE_RESCUE_ALL,
POWERUP_TYPE_BONUS_POINTS,
POWERUP_TYPE_DAMAGE,
POWERUP_TYPE_MAX
};
int powerupState;
int powerupType;
public:
public:
SSDPowerup();
virtual ~SSDPowerup();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile, idGameSSDWindow* _game );
virtual void OnHit(int key);
virtual void OnStrikePlayer();
void OnOpenPowerup();
void OnActivatePowerup();
void Init(idGameSSDWindow* _game, float _speed, float _rotation);
static SSDPowerup* GetNewPowerup(idGameSSDWindow* _game, float _speed, float _rotation);
static SSDPowerup* GetSpecificPowerup(int id);
static void WritePowerups(idFile* savefile);
static void ReadPowerups(idFile* savefile, idGameSSDWindow* _game);
protected:
static SSDPowerup powerupPool[MAX_POWERUPS];
};
typedef struct {
float spawnBuffer;
int needToWin;
} SSDLevelData_t;
typedef struct {
float speedMin, speedMax;
float sizeMin, sizeMax;
float rotateMin, rotateMax;
int spawnMin, spawnMax;
int asteroidHealth;
int asteroidPoints;
int asteroidDamage;
} SSDAsteroidData_t;
typedef struct {
float speedMin, speedMax;
float rotateMin, rotateMax;
int spawnMin, spawnMax;
int health;
int points;
int penalty;
} SSDAstronautData_t;
typedef struct {
float speedMin, speedMax;
float rotateMin, rotateMax;
int spawnMin, spawnMax;
} SSDPowerupData_t;
typedef struct {
float speed;
int damage;
int size;
} SSDWeaponData_t;
/**
* SSDLevelStats_t
* Data that is used for each level. This data is reset
* each new level.
*/
typedef struct {
int shotCount;
int hitCount;
int destroyedAsteroids;
int nextAsteroidSpawnTime;
int killedAstronauts;
int savedAstronauts;
//Astronaut Level Data
int nextAstronautSpawnTime;
//Powerup Level Data
int nextPowerupSpawnTime;
SSDEntity* targetEnt;
} SSDLevelStats_t;
/**
* SSDGameStats_t
* Data that is used for the game that is currently running. Memset this
* to completely reset the game
*/
typedef struct {
bool gameRunning;
int score;
int prebonusscore;
int health;
int currentWeapon;
int currentLevel;
int nextLevel;
SSDLevelStats_t levelStats;
} SSDGameStats_t;
class idGameSSDWindow : public idWindow {
public:
idGameSSDWindow(idUserInterfaceLocal *gui);
idGameSSDWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
~idGameSSDWindow();
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile );
virtual const char* HandleEvent(const sysEvent_t *event, bool *updateVisuals);
virtual idWinVar* GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
virtual void Draw(int time, float x, float y);
void AddHealth(int health);
void AddScore(SSDEntity* ent, int points);
void AddDamage(int damage);
void OnNuke();
void OnRescueAll();
void OnSuperBlaster();
SSDEntity* GetSpecificEntity(int type, int id);
void PlaySound(const char* sound);
static idRandom random;
int ssdTime;
private:
//Initialization
virtual bool ParseInternalVar(const char *name, idParser *src);
void ParseLevelData(int level, const idStr& levelDataString);
void ParseAsteroidData(int level, const idStr& asteroidDataString);
void ParseWeaponData(int weapon, const idStr& weaponDataString);
void ParseAstronautData(int level, const idStr& astronautDataString);
void ParsePowerupData(int level, const idStr& powerupDataString);
void CommonInit();
void ResetGameStats();
void ResetLevelStats();
void ResetEntities();
//Game Running Methods
void StartGame();
void StopGame();
void GameOver();
//Starting the Game
void BeginLevel(int level);
void ContinueGame();
//Stopping the Game
void LevelComplete();
void GameComplete();
void UpdateGame();
void CheckForHits();
void ZOrderEntities();
void SpawnAsteroid();
void FireWeapon(int key);
SSDEntity* EntityHitTest(const idVec2& pt);
void HitAsteroid(SSDAsteroid* asteroid, int key);
void AsteroidStruckPlayer(SSDAsteroid* asteroid);
void RefreshGuiData();
idVec2 GetCursorWorld();
//Astronaut Methods
void SpawnAstronaut();
void HitAstronaut(SSDAstronaut* astronaut, int key);
void AstronautStruckPlayer(SSDAstronaut* astronaut);
//Powerup Methods
void SpawnPowerup();
void StartSuperBlaster();
void StopSuperBlaster();
//void FreeSoundEmitter( bool immediate );
public:
//WinVars used to call functions from the guis
idWinBool beginLevel;
idWinBool resetGame;
idWinBool continueGame;
idWinBool refreshGuiData;
SSDCrossHair crosshair;
idBounds screenBounds;
//Level Data
int levelCount;
idList<SSDLevelData_t> levelData;
idList<SSDAsteroidData_t> asteroidData;
idList<SSDAstronautData_t> astronautData;
idList<SSDPowerupData_t> powerupData;
//Weapon Data
int weaponCount;
idList<SSDWeaponData_t> weaponData;
int superBlasterTimeout;
//All current game data is stored in this structure (except the entity list)
SSDGameStats_t gameStats;
idList<SSDEntity*> entities;
int currentSound;
};
#endif //__GAME_SSD_WINDOW_H__
|