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main.cpp
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main.cpp
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/* ************************************************************************* *
SDL-Ball - DX-Ball/Breakout remake with openGL and SDL for Linux
Copyright (C) 2008-2014 Jimmy Christensen ( dusted at dusted dot dk )
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 3 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.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
* ************************************************************************* */
#include <iostream>
#include <iomanip>
#include <fstream>
#include <cstdio>
#include <cstdlib>
#include <ctime>
#include <unistd.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_image.h>
#include <cmath>
#include <cstring>
#include <list>
#include <vector>
#include <sys/stat.h>
#include "display.hpp"
#include <dirent.h>
#ifdef WIN32
#define _OBJC_NO_COM
#include <windows.h>
#include <GL/glext.h>
#endif
/* ******************************************** *
Here are the compile-time options !! ;)
* ******************************************** */
//WIN32
#ifndef DATADIR
#define DATADIR "themes/"
#endif
//To disable sound support:
//#define NOSOUND
#ifdef WITH_WIIUSE
#include <wiiuse.h>
#define MAX_WIIMOTES 1
#endif
#ifndef NOSOUND
#define MIX_CHANNELS 16
#include <SDL2/SDL_mixer.h>
#endif
#define VERSION "2.01"
#define SAVEGAMEVERSION 2
#include "declerations.h"
#define PI 3.14159265
#define RAD 6.28318531
#define BALL_MAX_DEGREE 2.61799388 //150+15 = 165 degrees
#define BALL_MIN_DEGREE 0.261799388 //15 degrees
#define FALSE 0
#define TRUE 1
//#define debugBall 1
// #define DEBUG_DRAW_BALL_QUAD
// #define DEBUG_NO_RELATIVE_MOUSE
// #define DEBUG_SHOW_MOUSE_COORDINATES
#define PO_COIN 0
#define PO_BIGBALL 1
#define PO_NORMALBALL 2
#define PO_SMALLBALL 3
#define PO_EXPLOSIVE 4
#define PO_GLUE 5
#define PO_MULTIBALL 6
#define PO_GROWPADDLE 7
#define PO_SHRINKPADDLE 8
#define PO_AIM 9
#define PO_GUN 10
#define PO_THRU 11
#define PO_LASER 12
#define PO_LIFE 13
#define PO_DIE 14
#define PO_DROP 15
#define PO_DETONATE 16
#define PO_EXPLOSIVE_GROW 17
#define PO_EASYBRICK 18
#define PO_NEXTLEVEL 19
#define PO_AIMHELP 20
//"Max powerups"
#define MAXPOTEXTURES 21
#define EASY 0
#define NORMAL 1
#define HARD 2
//Sound effects
#define SND_START 0
#define SND_BALL_HIT_BORDER 1
#define SND_BALL_HIT_PADDLE 2
#define SND_NORM_BRICK_BREAK 3
#define SND_EXPL_BRICK_BREAK 4
#define SND_GLASS_BRICK_HIT 5
#define SND_GLASS_BRICK_BREAK 6
#define SND_CEMENT_BRICK_HIT 7
#define SND_PO_HIT_BORDER 8
#define SND_GOOD_PO_HIT_PADDLE 9
#define SND_EVIL_PO_HIT_PADDLE 10
#define SND_SHOT 11
#define SND_DIE 12
#define SND_NEXTLEVEL 13
#define SND_GAMEOVER 14
#define SND_MENUCLICK 15
#define SND_DOOM_BRICK_BREAK 16
#define SND_GLUE_BALL_HIT_PADDLE 17
#define SND_INVISIBLE_BRICK_APPEAR 18
#define SND_HIGHSCORE 19
#define SND_BUY_POWERUP 20
#define SND_NORM_BRICK_BREAKB 21
#define SND_NORM_BRICK_BREAKC 22
#define SND_NORM_BRICK_BREAKD 23
#define SND_NORM_BRICK_BREAKE 24
#define SNDSAMPLES 25
using namespace std;
void writeSettings();
void initNewGame();
void pauseGame();
void resumeGame();
float rndflt(float total, float negative);
class ball;
class paddle_class;
float bounceOffAngle(GLfloat width, GLfloat posx, GLfloat hitx);
int globalTicks;
float globalMilliTicks;
int nonpausingGlobalTicks;
float nonpausingGlobalMilliTicks;
int globalTicksSinceLastDraw;
float globalMilliTicksSinceLastDraw;
struct pos {
GLfloat x;
GLfloat y;
};
struct difficultyStruct {
GLfloat ballspeed[3];
GLfloat maxballspeed[3];
GLfloat hitbrickinc[3];
GLfloat hitpaddleinc[3];
GLfloat slowdown[3];
GLfloat speedup[3];
};
struct difficultyStruct static_difficulty, difficulty;
struct settings {
string sndTheme,gfxTheme,lvlTheme;
bool cfgRes[2];
int displayToUse;
int resx;
int resy;
int fps;
bool showClock;
bool fullscreen;
bool showBg;
bool sound;
bool stereo;
bool eyeCandy;
bool particleCollide;
//Add to menu:
SDL_Keycode keyLeft, keyRight, keyShoot, keyNextPo, keyPrevPo, keyBuyPo;
float controlAccel;
float controlStartSpeed;
float controlMaxSpeed;
bool joyEnabled, joyIsDigital, joyIsPaddle;
int JoyCalMin, JoyCalMax, JoyCalHighJitter, JoyCalLowJitter;
};
struct scrollInfoScruct {
bool drop; //0 right, 1 left, 2 up, 3 down
unsigned int dropspeed;
unsigned int lastTick; // what was the time last they moved
};
struct privFileStruct {
string programRoot;
string settingsFile;
string saveGameFile;
string highScoreFile;
string screenshotDir;
};
struct privFileStruct privFile;
struct vars {
bool titleScreenShow;
int frame;
bool paused;
int menu;
int menuItem;
bool menuPressed;
int menuNumItems;
int menuJoyCalStage;
bool quit;
bool wiiConnect;
int numlevels;
bool transition_half_done;
bool clearScreen;
bool idiotlock; //transition
bool bricksHit; //tells the mainloop if it should copy the updated array of brick status.
GLfloat averageBallSpeed;
int showHighScores;
bool enterSaveGameName;
bool startedPlaying;
int effectnum;
struct scrollInfoScruct scrollInfo;
};
//Ting der har med spillogik at gøre
struct gameVars {
bool shopNextItem, shopPrevItem, shopBuyItem; //When set to 1 shop goes next or prev
int deadTime; //I hvor mange millisekunder har bolden intet rørt
bool nextlevel;
bool gameOver;
bool newLife;
bool newLevel; //Start en ny level
int bricksleft; //hvor mange brikker er der tilbage
};
struct gameVars gVar;
struct player_struct {
int coins;
int multiply;
bool powerup[MAXPOTEXTURES];
bool explodePaddle; //This lock makes the paddle explode and it won't come back until newlife.
int level;
int lives;
int difficulty;
int score;
};
int listSaveGames(string slotName[]);
void loadGame(int slot);
void saveGame(int slot, string name);
struct settings setting;
struct player_struct player;
struct player_struct SOLPlayer;
struct vars var;
displayClass display;
typedef GLfloat texPos[8];
#ifndef uint // WIN32
typedef unsigned int uint;
#endif
struct texProp {
GLuint texture; //Den GLtexture der er loaded
GLfloat xoffset;// Hvor stort er springet mellem hver subframe
GLfloat yoffset; //
int cols,rows; //hvor mange rækker og kolonner er der i denne textur
int ticks;
uint frames; //This many frames in each se
bool bidir; //Går Looper den fra 0 -> X - 0 eller fra 0 -> X -> 0
bool playing;
bool padding; //Bit of a nasty hack, but if a texture is padded with 1 pixel around each frame, this have to be set to 1
float pxw, pxh; //pixels width, and height
GLfloat glTexColorInfo[4];
GLfloat glParColorInfo[3]; //This and above replaced object::color and particle colors
string fileName; //Quite the fugly.. This will be set by readTexProps();
};
/* This function attempts to open path
It will first look for the file in ~/.config/sdl-ball/themes/theme/path
Then in DATADIR/themes/setting.theme/path
This way, each user can even override a part of a theme that exist both
in their own homedir and in the global themes dir.
If still no luck it will use the file from DATADIR/path
It will return the full qualified filename */
string useTheme(string path, string theme)
{
struct stat st;
string name;
if(theme.compare("default") != 0)
{
//Try in ~/.config/sdl-ball/themes/themename
name = privFile.programRoot+"/themes/"+ theme+"/"+path;
if( stat(name.data(), &st) == 0)
{
return(name);
}
//Try in DATADIR/themename/
name = DATADIR + theme+"/"+path;
if( stat(name.data(), &st) == 0)
{
return(name);
}
}
//Fall back on default file.
name = DATADIR"default/" + path;
if( stat(name.data(), &st) == 0)
{
return(name);
} else {
cout << "File Error: Could not find '" << path << "'" << endl;
return(name);
}
}
struct themeInfo {
string name;
bool snd,gfx,lvl,valid; //Valid means that there seems to be data of some kind (ie. not just an empty folder)
};
/* This function looks in ~/.config/sdl-ball/themes/
and in DATADIR/themes
for directories, it looks inside the dir
to decide if a theme contains:
gfx folder - this theme contains graphics
snd folder - this theme contains sound
level.txt - this theme contains levels.
It will return info even if the theme is not valid
It returns a vector of structs with info */
vector<struct themeInfo> getThemes() {
DIR *pdir;
struct dirent *pent;
struct stat st;
struct themeInfo ti;
string themeDir;
string temp;
vector<struct themeInfo> v;
for(int i=0; i < 2; i++)
{
if(i==0)
{
themeDir = privFile.programRoot + "/themes";
} else if(i==1)
{
themeDir = DATADIR;
}
pdir = opendir(themeDir.data());
if (pdir)
{
themeDir.append("/");
while ((pent=readdir(pdir))){
temp=pent->d_name;
//We're not going to read hidden files
if(temp[0] != '.')
{
temp= themeDir + pent->d_name;
//Check if file is a dir.
if(stat(temp.data(), &st) == 0)
{
ti.name = pent->d_name;
ti.valid = 0;
//Check if theme have graphics
temp=themeDir + pent->d_name +"/gfx";
if(stat(temp.data(), &st) == 0)
{
ti.gfx=1;
ti.valid=1;
} else {
ti.gfx=0;
}
//Check if theme have sound
temp=themeDir + pent->d_name +"/snd";
if(stat(temp.data(), &st) == 0)
{
ti.snd=1;
ti.valid=1;
} else {
ti.snd=0;
}
//Check if theme have levels
temp=themeDir + pent->d_name +"/levels.txt";
if(stat(temp.data(), &st) == 0)
{
ti.lvl=1;
ti.valid=1;
} else {
ti.lvl=0;
}
v.push_back(ti);
}
}
}
}
}
return(v);
}
#include "text.cpp"
glTextClass *glText; //Pointer to the object, since we can't init (load fonts) because the settings have not been read yet.
class textureClass {
private:
float age; //Hvor gammel er den frame vi er ved?
bool dir; //hvis dette er en animation der går frem og tilbage hvilken retning
uint lastframe; //check om det er den samme frame som sidst, så vi kan vide om vis skal opdatere cords
public:
uint frame; //hvilken frame er vi nået til i texturen (den er public så vi kan lave offset)
bool playing; //spiller vi?
bool firstFrame; //If this is the first frame
texPos pos; //Kordinater for den frame på texturen der er nu
texProp prop; //Properties for den textur som dette objekt har
textureClass() {
age=10000;
firstFrame=1;
lastframe=1000;
frame=1;
dir=0;
}
void play()
{
int col=0,row=0;
if(prop.playing)
{
//Skal vi skifte frame?
age += globalTicksSinceLastDraw;
if(age >= prop.ticks) //Denne frame har været vist længe nok
{
age=0.0;
if(!dir)
{
if(frame == prop.frames)
{
if(prop.bidir)
{
dir=1;
} else {
frame=1;
}
} else {
frame++;
}
}
if(dir) {
if(frame == 1)
{
dir=0;
frame=2;
} else {
frame--;
}
}
}
}
uint f=0;
if(frame != lastframe || firstFrame)
{
lastframe=frame;
firstFrame=0;
//hvor mange kolonner er der på en række
for(row=0; row < prop.rows; row++)
{
for(col=0; col < prop.cols; col ++)
{
f++;
if(f == frame)
{
//Øverst Venstre
pos[0] = (prop.xoffset*(float)col); //0.0;
pos[1] = (prop.yoffset*(float)row);//0.0;
//Øverst højre
pos[2] = (prop.xoffset*(float)col) + prop.xoffset;
pos[3] = (prop.yoffset*(float)row);//0.0;
//Nederst højre
pos[4] = (prop.xoffset*(float)col) + prop.xoffset; // 1
pos[5] = (prop.yoffset*(float)row) + prop.yoffset; // 1
//Nederst venstre
pos[6] = (prop.xoffset*(float)col);//0.0;
pos[7] = (prop.yoffset*(float)row) + prop.yoffset; //1
if(prop.padding)
{
pos[0] += 1.0 / prop.pxw;
pos[1] += 1.0 / prop.pxh;
pos[2] -= 1.0 / prop.pxw;
pos[3] += 1.0 / prop.pxh;
pos[4] -= 1.0 / prop.pxw;
pos[5] -= 1.0 / prop.pxh;
pos[6] += 1.0 / prop.pxw;
pos[7] -= 1.0 / prop.pxh;
}
}
}
}
}
}
};
/* This function reads textureProperties from fileName
and applies them to *tex */
class textureManager {
public:
bool load(string file, textureClass & tex)
{
SDL_Surface *temp = NULL;
GLint maxTexSize;
GLuint glFormat = GL_RGBA;
if(file.substr(file.length()-3,3).compare("jpg") == 0)
{
glFormat = GL_RGB;
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
temp = IMG_Load(file.data());
if(temp == NULL)
{
cout << "Texture manager: " << file << " : "<< SDL_GetError() << endl;
SDL_FreeSurface( temp );
return(FALSE);
}
//Hvis større end tilladt:
if(temp->w > maxTexSize)
{
cout << "Texture manager: '" << file << "' texturesize too large." << endl;
SDL_FreeSurface( temp );
return(FALSE);
}
glGenTextures(1, &tex.prop.texture);
glBindTexture(GL_TEXTURE_2D, tex.prop.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glTexImage2D(GL_TEXTURE_2D, 0, glFormat, temp->w, temp->h, 0, glFormat, GL_UNSIGNED_BYTE, temp->pixels);
tex.prop.pxw = temp->w;
tex.prop.pxh = temp->h;
SDL_FreeSurface( temp );
return(TRUE);
}
void readTexProps(string fileName, textureClass & tex)
{
char rgba[4][5];
ifstream f;
string line,set,val;
f.open( fileName.data() );
if(f.is_open())
{
while(!f.eof())
{
getline(f, line);
if(line.find('=') != string::npos)
{
set=line.substr(0,line.find('='));
val=line.substr(line.find('=')+1);
if(set=="xoffset")
{
tex.prop.xoffset=atof(val.data());
} else if(set=="yoffset")
{
tex.prop.yoffset=atof(val.data());
} else if(set=="cols")
{
tex.prop.cols=atoi(val.data());
} else if(set=="rows")
{
tex.prop.rows=atoi(val.data());
} else if(set=="ticks")
{
tex.prop.ticks=atoi(val.data());
} else if(set=="frames")
{
tex.prop.frames=atoi(val.data());
} else if(set=="bidir")
{
tex.prop.bidir=atoi(val.data());
} else if(set=="playing")
{
tex.prop.playing=atoi(val.data());
} else if(set=="padding")
{
tex.prop.padding=atoi(val.data());
} else if(set=="texcolor")
{
//Color in hex RGBA
//Example:color=FFFFFFFF
sprintf(rgba[0], "0x%c%c", val[0], val[1]);
sprintf(rgba[1], "0x%c%c", val[2], val[3]);
sprintf(rgba[2], "0x%c%c", val[4], val[5]);
sprintf(rgba[3], "0x%c%c", val[6], val[7]);
tex.prop.glTexColorInfo[0] = 0.003921569 * strtol(rgba[0], NULL,16);
tex.prop.glTexColorInfo[1] = 0.003921569 * strtol(rgba[1], NULL,16);
tex.prop.glTexColorInfo[2] = 0.003921569 * strtol(rgba[2], NULL,16);
tex.prop.glTexColorInfo[3] = 0.003921569 * strtol(rgba[3], NULL,16);
} else if(set=="parcolor")
{
//Color in hex RGBA
//Example:color=FFFFFFFF
sprintf(rgba[0], "0x%c%c", val[0], val[1]);
sprintf(rgba[1], "0x%c%c", val[2], val[3]);
sprintf(rgba[2], "0x%c%c", val[4], val[5]);
tex.prop.glParColorInfo[0] = 0.003921569 * strtol(rgba[0], NULL,16);
tex.prop.glParColorInfo[1] = 0.003921569 * strtol(rgba[1], NULL,16);
tex.prop.glParColorInfo[2] = 0.003921569 * strtol(rgba[2], NULL,16);
} else if(set=="file")
{
tex.prop.fileName = val;
} else {
cout << "Error: '"<<fileName<<"'invalid setting '"<< set <<"' with value '" << val <<"'"<<endl;
}
}
}
//Load the texture if we have a filename.
if(tex.prop.fileName.length() > 1)
{
string name = "gfx/"+tex.prop.fileName;
load(useTheme(name,setting.gfxTheme), tex);
}
} else {
cout << "readTexProps: Cannot open '" << fileName << "'"<<endl;
}
}
};
#include "sound.cpp"
soundClass soundMan; //Public object so all objects can use it
#include "menu.cpp"
#include "scoreboard.cpp"
class object {
public:
// GLfloat color[3];
GLfloat opacity; //This is still used, because it can then be reset, and it's used for fading out bricks (i think)
GLfloat posx, posy;
GLfloat width,height;
GLuint dl; //opengl display list
bool active;
bool collide;
bool reflect; //NOTE: use this for bricks that are not going to reflect the ball? (trap brick? :D)
textureClass tex;
};
class paddle_class : public object {
private:
GLfloat growspeed;
GLfloat destwidth;
GLfloat aspect; //så meget stiger højden i forhold til bredden
bool growing;
public:
bool dead;
textureClass *layerTex;
paddle_class ()
{
init();
growing=0;
growspeed=0.05f;
aspect = 0.2f;
}
void init()
{
posy = -1.15;
width=0.1;
height=0.02;
dead=0;
}
void grow(GLfloat width)
{
destwidth = width;
growing = 1;
}
void draw()
{
if(!dead)
{
if(player.powerup[PO_DIE])
{
player.powerup[PO_DIE]=0;
dead=1;
width=0.0;
height=0.0;
}
if(growing)
{
GLfloat ix = growspeed * globalTicksSinceLastDraw;
width += ix;
if(width >= destwidth)
{
width = destwidth;
height = aspect*destwidth;
growing=0;
}
}
glLoadIdentity();
glTranslatef( posx, posy, -3.0 );
tex.play();
glBindTexture(GL_TEXTURE_2D, tex.prop.texture);
glColor4f( tex.prop.glTexColorInfo[0], tex.prop.glTexColorInfo[1], tex.prop.glTexColorInfo[2], tex.prop.glTexColorInfo[3] );
glBegin( GL_QUADS );
glTexCoord2f(tex.pos[0], tex.pos[1]); glVertex3f(-width,height, 0.0f );
glTexCoord2f(tex.pos[2], tex.pos[3]); glVertex3f( width,height, 0.0f );
glTexCoord2f(tex.pos[4], tex.pos[5]); glVertex3f( width,-height, 0.0f );
glTexCoord2f(tex.pos[6], tex.pos[7]); glVertex3f(-width,-height, 0.0f );
glEnd( );
//Hvis glue?
if(player.powerup[PO_GLUE])
{
glBindTexture(GL_TEXTURE_2D, layerTex[0].prop.texture);
glColor4f( layerTex[0].prop.glTexColorInfo[0], layerTex[0].prop.glTexColorInfo[1], layerTex[0].prop.glTexColorInfo[2], layerTex[0].prop.glTexColorInfo[3] );
glBegin( GL_QUADS );
glTexCoord2f(0.0f, 0.0f); glVertex3f(-width, height, 0.0f );
glTexCoord2f(1.0f, 0.0f); glVertex3f( width, height, 0.0f );
glTexCoord2f(1.0f, 0.99f); glVertex3f( width,-height, 0.0f );
glTexCoord2f(0.0f, 0.99f); glVertex3f(-width,-height, 0.0f );
glEnd( );
}
//Hvis gun
if(player.powerup[PO_GUN])
{
layerTex[1].play();
glBindTexture(GL_TEXTURE_2D, layerTex[1].prop.texture);
glColor4f( layerTex[1].prop.glTexColorInfo[0], layerTex[1].prop.glTexColorInfo[1], layerTex[1].prop.glTexColorInfo[2], layerTex[1].prop.glTexColorInfo[3] );
glBegin( GL_QUADS );
glTexCoord2f(layerTex[1].pos[0], layerTex[1].pos[1]); glVertex3f(-width, height*4, 0.0f );
glTexCoord2f(layerTex[1].pos[2], layerTex[1].pos[3]); glVertex3f( width, height*4, 0.0f );
glTexCoord2f(layerTex[1].pos[4], layerTex[1].pos[5]-0.01); glVertex3f( width,height, 0.0f );
glTexCoord2f(layerTex[1].pos[6], layerTex[1].pos[7]-0.01); glVertex3f(-width,height, 0.0f );
glEnd( );
}
}
}
};
//nasty fix to a problem
int nbrick[23][26];
int updated_nbrick[23][26];
class brick;
void makeExplosive(brick & b);
textureClass * texExplosiveBrick; //NOTE:Ugly
class brick : public object {
public:
int score; //Hvor meget gir den
bool destroytowin; // Skal den smadres for at man kan vinde?
char powerup;
char type;
GLfloat fade; //hvor meget brik
GLfloat fadespeed;
GLfloat zoomspeed;
GLfloat zoom;
bool isdyingnormally;
bool isexploding; //springer den i luften
int row; //what row is this brick in
int bricknum; //brick in this row
int hitsLeft; //Hvor mange gange skal denne brik rammes før den dør?
bool justBecomeExplosive; //If this brick just become a explosive one.
bool n(int dir)
{
switch(dir)
{
case 0: //Er der en brik til venstre for dig?
if(bricknum > 0)
{
if(nbrick[row][bricknum-1] != -1)
return(1);
}
break;
case 1: //Er der en brik til højre for dig?
if(bricknum < 25) //26
{
if(nbrick[row][bricknum+1] != -1)
return(1);
}
break;
case 2: //Er der en brik Ovenpå dig
if(row > 0)
{
if(nbrick[row-1][bricknum] != -1)
return(1);
}
break;
case 3: //Er der en brik nedenunder dig
if(row < 22) //23
{
if(nbrick[row+1][bricknum] != -1)
return(1);
}
break;
}
return(0);
}
void hit(effectManager & fxMan, pos poSpawnPos, pos poSpawnVel, bool ballHitMe);
void draw(brick bricks[], effectManager & fxMan)
{
if(isdyingnormally)
{
fade -= fadespeed * globalMilliTicksSinceLastDraw;
opacity = fade;
zoom -= zoomspeed * globalMilliTicksSinceLastDraw;
if(fade < 0.0)
active=0;
}
if(isexploding && !var.paused)
{
fade -= 7.0 * globalMilliTicksSinceLastDraw;
opacity = fade;
if(fade<0.0)
{
active=0;
pos spos,svel;
spos.x=posx;
spos.y=posy;
if(bricknum > 0)
{
if(nbrick[row][bricknum-1] != -1)
{
svel.x=rndflt(2,0)/3.0;
svel.y=rndflt(2,0)/3.0;
bricks[nbrick[row][bricknum-1]].hit(fxMan,spos,svel,0);
}
}
if(bricknum < 25)
{
if(nbrick[row][bricknum+1] != -1)
{
svel.x=rndflt(2,0)/3.0;
svel.y=rndflt(2,0)/3.0;
bricks[nbrick[row][bricknum+1]].hit(fxMan,spos,svel,0);
}
}
if(row > 0)
{
if(nbrick[row-1][bricknum] != -1)
{
svel.x=rndflt(2,0)/3.0;
svel.y=rndflt(2,0)/3.0;
bricks[nbrick[row-1][bricknum]].hit(fxMan,spos,svel,0);
}
}
if(row < 22)
{
if(nbrick[row+1][bricknum] != -1)
{
svel.x=rndflt(2,0)/3.0;
svel.y=rndflt(2,0)/3.0;
bricks[nbrick[row+1][bricknum]].hit(fxMan,spos,svel,0);
}
}
if(row > 0 && bricknum > 0)
{
if(nbrick[row-1][bricknum-1] != -1)
{
svel.x=rndflt(2,0)/3.0;
svel.y=rndflt(2,0)/3.0;
bricks[nbrick[row-1][bricknum-1]].hit(fxMan,spos,svel,0);
}
}
if(row > 0 && bricknum < 25)
{
if(nbrick[row-1][bricknum+1] != -1)
{
svel.x=rndflt(2,0)/3.0;
svel.y=rndflt(2,0)/3.0;
bricks[nbrick[row-1][bricknum+1]].hit(fxMan,spos,svel,0);
}
}
if(row < 22 && bricknum > 0)
{
if(nbrick[row+1][bricknum-1] != -1)
{
svel.x=rndflt(2,0)/3.0;
svel.y=rndflt(2,0)/3.0;
bricks[nbrick[row+1][bricknum-1]].hit(fxMan,spos,svel,0);
}
}
if(row < 22 && bricknum < 25)
{
if(nbrick[row+1][bricknum+1] != -1)
{
svel.x=rndflt(2,0)/3.0;
svel.y=rndflt(2,0)/3.0;
bricks[nbrick[row+1][bricknum+1]].hit(fxMan,spos,svel,0);
}
}
}
}