diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..1808653 --- /dev/null +++ b/.gitignore @@ -0,0 +1,32 @@ +# Windows binaries +*.dll +*.exe + +# DGLE +log.txt +dgle/ + +# Visual Studio +*.suo +*.user +*.sln.docstates +[Dd]ebug/ +[Rr]elease/ +*.ilk +*.lib +*.exp +*.pdb +ipch/ +*.aps +*.sdf +*.opensdf + +# Windows +Desktop.ini +Thumbs.db + +# MacOS X +*.DS_Store + +# Linux +.directory \ No newline at end of file diff --git a/License.txt b/License.txt new file mode 100644 index 0000000..ea09e37 --- /dev/null +++ b/License.txt @@ -0,0 +1,621 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS diff --git a/ReadMe.md b/ReadMe.md new file mode 100644 index 0000000..70ab8ee --- /dev/null +++ b/ReadMe.md @@ -0,0 +1,43 @@ +## Club N69 + +### About + +Club N69 - old school style FPS game parody on "Duke Nukem 3D" and "Wolfenstein 3D". +Game was inspired by disappointment of recently released "Duke Nukem Forever", when I was thinking how could "Duke Nukem 3D" look like if it was developed by "id Software" in 1992. + +Winner of [Independent Games Developers Contest](http://igdc.ru) number 69. + +This game was mentioned as one of the most remarkable indie games in Russia of August 2011 by "Igromania" game magazine. Also it was published on DVD coming along with printed magazine. + +Game uses [DGLE](http://dglengine.org) engine and is a good example of using its low level API in old school procedural style. + +You can learn more about this game and download compiled binaries on its [page](http://dronprogs.org#project-club69). + +### License + +Source code of this game is distributed under the [GNU GPL license](https://en.wikipedia.org/wiki/GNU_General_Public_License). + +Note that this game uses graphics and sounds from games by "id Software" and "3D Realms" and music theme by "Abakus". + +### Building + +Originally game was developed using Microsoft Visual Studio 2010 and compiles only for Windows. +But it should be easy to recompile it under any platform supported by the engine almost without any changes. + +To build the game you must proceed to these steps: +* You need to get DGLE binaries and C++ headers from the [official website](http://dglengine.org) or compile latest version from the [sources](https://github.com/DGLE-HQ/DGLE). +* You need to put compiled "DGLE.dll" into ".\bin\" folder and "Mad.dll" into ".\bin\plugins\" folder. +* Put "DGLE.h" and "DGLE_Types.h" headers into ".\dgle\" folder. +* Locate provided project file for Microsoft Visual Studio 2010 in ".\source\" folder. + +Note that path to game resources is set to run Debug configuration from IDE (typically pressing F5 key) and Release configuration directly by executing compiled ".\bin\ClubN69.exe" file. + +## Programming and Idea + +Andrey Korotkov aka DRON + +## Contacts + +See some other games on my homepage [dronprogs.org](http://dronprogs.org). + +Feel free to [mail me](mailto:dron@dronprogs.org) with any questions and suggestions. diff --git a/bin/Put DGLE binaries here! b/bin/Put DGLE binaries here! new file mode 100644 index 0000000..bc21c25 --- /dev/null +++ b/bin/Put DGLE binaries here! @@ -0,0 +1 @@ +This file is needed to commit empty folder. \ No newline at end of file diff --git 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/dev/null +++ b/dgle/Put DGLE headers here! @@ -0,0 +1 @@ +This file is needed to commit empty folder. \ No newline at end of file diff --git a/source/ClubN69.sln b/source/ClubN69.sln new file mode 100644 index 0000000..84fa8d8 --- /dev/null +++ b/source/ClubN69.sln @@ -0,0 +1,20 @@ + +Microsoft Visual Studio Solution File, Format Version 11.00 +# Visual Studio 2010 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ClubN69", "ClubN69.vcxproj", "{3B794043-DC0C-4A1D-8F59-D1ADF92DEE9F}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Win32 = Debug|Win32 + Release|Win32 = Release|Win32 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {3B794043-DC0C-4A1D-8F59-D1ADF92DEE9F}.Debug|Win32.ActiveCfg = Debug|Win32 + {3B794043-DC0C-4A1D-8F59-D1ADF92DEE9F}.Debug|Win32.Build.0 = Debug|Win32 + {3B794043-DC0C-4A1D-8F59-D1ADF92DEE9F}.Release|Win32.ActiveCfg = Release|Win32 + {3B794043-DC0C-4A1D-8F59-D1ADF92DEE9F}.Release|Win32.Build.0 = Release|Win32 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection +EndGlobal diff --git a/source/ClubN69.vcxproj b/source/ClubN69.vcxproj new file mode 100644 index 0000000..801b2e4 --- /dev/null +++ b/source/ClubN69.vcxproj @@ -0,0 +1,103 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + + {3B794043-DC0C-4A1D-8F59-D1ADF92DEE9F} + Win32Proj + ClubN69 + + + + Application + true + MultiByte + + + Application + false + true + MultiByte + + + + + + + + + + + + + true + ..\bin\ + + + false + ..\bin\ + + + + NotUsing + Level1 + Disabled + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + ..\dgle\ + + + + + Windows + true + + + + + Level1 + NotUsing + MaxSpeed + true + true + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + ..\dgle\ + MultiThreaded + + + + + Windows + true + true + true + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/source/ClubN69.vcxproj.filters b/source/ClubN69.vcxproj.filters new file mode 100644 index 0000000..757d2d7 --- /dev/null +++ b/source/ClubN69.vcxproj.filters @@ -0,0 +1,29 @@ + + + + + + + + DGLE + + + DGLE + + + + + + + + + {365aa461-b1c2-433d-84dd-1b1f7983bbc3} + + + + + + + + + \ No newline at end of file diff --git a/source/Common.h b/source/Common.h new file mode 100644 index 0000000..ff5b632 --- /dev/null +++ b/source/Common.h @@ -0,0 +1,68 @@ +/*=========================================================================== + +Club N69 - old school style FPS game parody on "Duke Nukem 3D" and "Wolfenstein 3D". + +Copyright (C) 2011-2014 Andrey Korotkov. + +This file is part of the Club N69 GPL Source Code ("Club N69 Source Code"). + +Club N69 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. + +Club N69 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 Club N69 Source Code. If not, see . + +In addition, the Club N69 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 +Club N69 Source Code. + +If you have questions concerning this license or application, you may contact +Andrey Korotkov using this email: dron@dronprogs.org. + +Visit for additional information about this project. + +===========================================================================*/ + +#pragma once + +#include +#include +#include + +using namespace DGLE; + +#define APP_CAPTION "ClubN69" +#define APP_VERSION "v1.1" + +#define DLL_PATH "DGLE.dll" + +#define WINDOW_WIDTH 1024u +#define WINDOW_HEIGHT 768u + +#define GAME_VIEWPORT_WIDTH 640u +#define GAME_VIEWPORT_HEIGHT 480u + +#define GAME_FOV 90.f + +#define GAME_UPDATE_INTERVAL 30u + +#define MOUSE_SENSITIVITY 5.f + +#ifdef _DEBUG +# define RESOURCE_PATH "..\\bin\\data\\" +#else +//# define COMPILED_RESOURCES +# ifdef COMPILED_RESOURCES +# define RESOURCE_PATH "data.dcp|" +# else +# define RESOURCE_PATH "data\\" +# endif +#endif diff --git a/source/Icon.rc b/source/Icon.rc new file mode 100644 index 0000000..6bf15e9 Binary files /dev/null and b/source/Icon.rc differ diff --git a/source/Level.h b/source/Level.h new file mode 100644 index 0000000..aa97d31 --- /dev/null +++ b/source/Level.h @@ -0,0 +1,320 @@ +/*=========================================================================== + +Club N69 - old school style FPS game parody on "Duke Nukem 3D" and "Wolfenstein 3D". + +Copyright (C) 2011-2014 Andrey Korotkov. + +This file is part of the Club N69 GPL Source Code ("Club N69 Source Code"). + +Club N69 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. + +Club N69 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 Club N69 Source Code. If not, see . + +In addition, the Club N69 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 +Club N69 Source Code. + +If you have questions concerning this license or application, you may contact +Andrey Korotkov using this email: dron@dronprogs.org. + +Visit for additional information about this project. + +===========================================================================*/ + +#pragma once + +#include "Common.h" + +// Game objects codes + +/* +Obstacles + + 1 - 10 : Different wall types based on corresponding textures "wall_N.bmp", where N = code - 1 + 11 - 20 : Different decoration sprites based on corresponding image "sprite_N.png", where N = code - 11 + +Items + + 21 : Shotgun + 22 : Medkit + +Units + + 23 : Soldier + 24 : Demon + +Scripts + + 90 - 94 : Player speach based on corresponding sound files "script_N.wav", where N = code - 90 + 99 : Player respawn + 100: Next level location trigger + +Warning: Be careful while changing defines below. +*/ + +#define MAX_WALL_CODE 10 +#define MAX_SPRITE_CODE 20 + +#define SHOTGUN_ITEM 21 +#define MEDKIT_ITEM 22 + +#define SOLDIER_UNIT 23 +#define DEMON_UNIT 24 + +#define SCRIPTS_SECTION_BEGIN 90 +#define PLAYER_RESPAWN 99 +#define NEXT_LEVEL_TRIGGER 100 + +// Sprites obstacles setup + +TMatrix4x4 GetSpriteLocalTransform(uint uiSpriteCode) +{ + switch (uiSpriteCode - MAX_WALL_CODE - 1) + { + case 0: return MatrixScale(TPoint3(0.75f, 1.5f, 1.f)) * MatrixTranslate(TPoint3(0.f, 0.f, -0.25f)); + case 1: return MatrixScale(TPoint3(0.75f, 1.5f, 1.f)) * MatrixTranslate(TPoint3(0.f, 0.f, -0.75f)); + case 2: return MatrixScale(TPoint3(1.f, 2.f, 1.f)) * MatrixTranslate(TPoint3(0.f, 0.f, -0.5f)); + case 3: return MatrixScale(TPoint3(0.5f, 1.f, 1.f)) * MatrixTranslate(TPoint3(0.f, 0.f, -0.5f)); + case 4: return MatrixScale(TPoint3(0.5f, 1.f, 1.f)); + case 5: return MatrixScale(TPoint3(0.5f, 1.f, 1.f)); + case 6: return MatrixScale(TPoint3(0.75f, 1.5f, 1.f)) * MatrixTranslate(TPoint3(0.f, 0.f, -0.75f)); + case 7: return MatrixScale(TPoint3(0.5f, 1.f, 1.f)); + case 8: return MatrixScale(TPoint3(0.75f, 0.75f, 1.f)) * MatrixTranslate(TPoint3(0.f, 0.f, 0.15f)); + case 9: return MatrixScale(TPoint3(0.75f, 1.5f, 1.f)); + case 10:return MatrixScale(TPoint3(1.f, 0.5f, 1.f)) * MatrixTranslate(TPoint3(0.f, 0.f, 0.2f)); + case 11:return MatrixScale(TPoint3(0.5f, 0.25f, 1.f)) * MatrixTranslate(TPoint3(0.f, 0.f, 0.38f)); + + default: return MatrixIdentity(); + } +} + +uint GetSpriteAnimationFrame(uint uiSpriteCode, uint uiCounter) +{ + switch (uiSpriteCode - MAX_WALL_CODE - 1) + { + case 1: return 1 + (uiCounter / 5) % 4; + case 2: return 1 + (uiCounter / 5) % 3; + case 3: return 1 + (uiCounter / 10) % 10; + case 4: return 1 + (uiCounter / 10) % 2; + case 5: return 1 + (uiCounter / 5) % 6; + case 9: return 1 + (uiCounter / 20) % 3; + + default: return 0; + } +} + +bool SpriteHasBase(uint uiSpriteCode) +{ + switch (uiSpriteCode - MAX_WALL_CODE - 1) + { + case 1: + case 3: + return true; + + default: return false; + } +} + +bool IsSpriteAnObstacle(uint uiSpriteCode) +{ + switch (uiSpriteCode - MAX_WALL_CODE - 1) + { + case 6: + return false; + + default: return true; + } +} + +// Walls setup + +bool IsSingleBlockWall(uint uiWallCode) +{ + switch (uiWallCode) + { + case 4: + case 5: + case 6: + case 7: + return true; + + default: return false; + } +} + +// Maps description + +#define MAPS_COUNT 6 +#define MAP_SIZE 20 + +#define ENV_DEFAULT 0 +#define ENV_BASEMENT 1 +#define ENV_COUNT (ENV_BASEMENT + 1) + +const uint8 ui8MapsData[MAPS_COUNT][MAP_SIZE + 1][MAP_SIZE] = { + 1 , 8 , 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , + 1 , 99, 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 8 , 100, 0, 23, 0 , 0 , 0 , 23, 0 , 1 , + 1 , 0 , 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 0 , 1 , + 1 , 0 , 1 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , + 3 , 91, 15, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , + 3 , 0 , 13, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , + 3 , 0 , 3 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , + 3 , 0 , 3 , 0 , 0 , 6 , 6 , 6 , 6 , 6 , 6 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 1 , + 3 , 0 , 3 , 0 , 0 , 6 , 0 , 16, 0 , 16, 6 , 0 , 2 , 2 , 2 , 2 , 2 , 9 , 0 , 1 , + 3 , 0 , 3 , 3 , 3 , 6 , 16, 0 , 16, 0 , 6 , 0 , 2 , 0 , 23, 0 , 2 , 0 , 0 , 1 , + 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 3 , 0 , 2 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , + 3 , 0 , 0 , 0 , 0 , 0 , 92, 0 , 0 , 91, 3 , 0 , 2 , 22, 9 , 0 , 2 , 0, 0 , 1 , + 3 , 0 , 12, 0 , 0 , 0 , 12, 0 , 0 , 0 , 3 , 0 , 2 , 0 , 0 , 0 , 2 , 23, 0 , 1 , + 3 , 0 , 0 , 0 , 90, 0 , 0 , 0 , 0 , 0 , 3 , 0 , 2 , 0 , 23, 0 , 2 , 0 , 0 , 1 , + 3 , 0 , 0 , 90, 14, 90, 0 , 0 , 0 , 0 , 3 , 0 , 2 , 2 , 2 , 2 , 2 , 0 , 0 , 1 , + 3 , 0 , 0 , 0 , 90, 0 , 0 , 0 , 0 , 0 , 3 , 0 , 2 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , + 3 , 0 , 12, 0 , 0 , 0 , 12, 0 , 0 , 0 , 3 , 7 , 7 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , + 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 92, 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , + 3 , 13, 0 , 0 , 0 , 91, 0 , 0 , 0 , 15, 3 , 7 , 7 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , + 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 0 , 2 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , + /* map additional data block below */ + 45 /* player angle div 2 */, ENV_DEFAULT /* environment type */, 0 /* entering speech id */, + 0 /* fog */, 0 /* fog distance */, + /* unused bytes below */ + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + + 1 , 8 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 9 , 9 , 9 , 9 , 9 , 9 , 7 , 7 , 1 , 1 , 1 , + 1 ,100, 1 , 0 , 0 , 0 , 0 , 0 , 0 , 9 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 99, 8 , + 5 , 23, 5 , 0 , 0 , 0 , 0 , 0 , 0 , 9 , 0 , 0 , 0 , 0 , 0 , 7 , 7 , 1 , 1 , 1 , + 5 , 0 , 5 , 0 , 0 , 0 , 0 , 0 , 0 , 9 , 0 , 0 , 0 , 0 , 0 , 9 , 0 , 0 , 0 , 0 , + 5 , 0 , 5 , 0 , 0 , 0 , 0 , 0 , 0 , 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, 23, 0 , 0 , 0 , 0 , 10, + 9 , 16, 19, 9 , 0 , 0 , 0 , 0 , 9 , 23, 9 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 10, + 9 , 5 , 5 , 9 , 23, 0 , 0 , 0 , 0 , 0 , 9 , 0 , 0 , 0 , 0 , 0 , 23, 0 , 0 , 10, + 0 , 0 , 0 , 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10 , + /* map additional data block below */ + 90 /* player angle div 2 */, ENV_DEFAULT /* environment type */, 1 /* entering speech id */, + 1 /* fog */, 100 /* fog distance */, + /* unused bytes below */ + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + + 1 , 1 , 1 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 0 , 0 , 5 , 5 , 5 , 5 , 5 , 7 , 1 , 1 , + 8 , 99, 0 , 23, 93, 20, 20, 22, 20, 7 , 4 , 4 , 5 , 22, 0 , 0 , 0 , 0 ,100, 8 , + 1 , 1 , 1 , 5 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 4 , 5 , 0 , 0 , 0 , 0 , 7 , 1 , 1 , + 0 , 0 , 0 , 5 , 0 , 0 , 0 , 93, 0 , 0 , 0 , 4 , 5 , 0 , 0 , 23, 0 , 0 , 0 , 5 , + 0 , 0 , 0 , 5 , 20 ,0 , 20, 21, 20, 7 , 0 , 4 , 5 , 0 , 0 , 0 , 0 , 0 , 0 , 5 , + 4 , 4 , 9 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 0 , 5 , 5 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, 17, 0 , 5 , + 6 , 16, 22, 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 23, 0 , 0 , 0 , 0 , 0 , 22, 5 , + 6 , 6 , 6 , 7 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , + /* map additional data block below */ + 0 /* player angle div 2 */, ENV_BASEMENT /* environment type */, 2 /* entering speech id */, + 1 /* fog */, 70 /* fog distance */, + /* unused bytes below */ + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + + 0 , 0 , 0 , 0 , 4 , 4 , 9 , 4 , 4 , 4 , 4 , 9 , 4 , 5 , 5 , 5 , 5 , 0 , 0 , 0 , + 0 , 0 , 0 , 1 , 7 , 0 , 0 , 0 , 6 , 23, 0 , 6 , 20, 23, 6 , 22, 5 , 0 , 0 , 0 , + 0 , 0 , 0 , 8 , 99, 21, 7 , 0 , 17, 0 , 0 , 0 , 0 , 0 , 0 , 0 , 5 , 0 , 0 , 0 , + 0 , 0 , 0 , 1 , 7 , 0 , 0 , 0 , 18, 6 , 23, 0 , 6 , 23, 0 , 0 , 5 , 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 4 , 4 , 9 , 4 , 4 , 4 , 4 , 9 , 4 , 5 , 11, 0 , 5 , 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 5 , 0 , 0 , 5 , 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 5 , 0 , 11, 5 , 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 5 , 0 , 23, 5 , 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 9 , 0 , 0 , 9 , 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 10, 11, 17, 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 10, 23, 0 , 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 10, 0 , 0 , 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 10, 2 , 0 , 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 10, 20, 0 , 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 10, 0 , 24, 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 10, 0 , 2 , 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 9 , 10, 0 , 0 , 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 13, 0 , 0 , 0 , 0 , 23, 23, 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 8 ,100, 24, 0 , 0 , 0 , 0 , 0 , 19, 10, 0 , 0 , 0 , + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 9 , 10, 10, 10, 10, 0 , 0 , 0 , + /* map additional data block below */ + 0 /* player angle div 2 */, ENV_BASEMENT /* environment type */, 2 /* entering speech id */, + 1 /* fog */, 50 /* fog distance */, + /* unused bytes below */ + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + + 1 , 1 , 1 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , 3 , + 8 , 99, 0 , 0 , 21, 92, 0 , 0 , 0 , 0 , 0 , 0 , 0 , 23, 0 , 0 , 0 , 0 , 13, 3 , + 1 , 1 , 1 , 3 , 3 , 0 , 0 , 0 , 0 , 0 , 23, 0 , 0 , 0 , 0 , 14, 0 , 0 , 0 , 3 , + 0 , 0 , 0 , 0 , 3 , 0 , 0 , 0 , 90, 0 , 0 , 22, 0 , 23, 0 , 0 , 0 , 0 , 0 , 3 , + 0 , 0 , 0 , 0 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 3 , 0 , 0 , 21, 0 , 22, 0 , 0 , 3 , + 0 , 0 , 0 , 0 , 3 , 0 , 22, 3 , 23 , 12, 0 , 0 , 0 , 0 , 0 , 0 , 0 , 12, 0 , 3 , + 0 , 0 , 0 , 0 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 16, 0 , 0 , 0 , 0 , 0 , 0, 0 , 3 , + 0 , 0 , 0 , 0 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 16, 0 , 23, 0 , 0 , 0 , 3 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additional data block below */ + 0 /* player angle div 2 */, ENV_DEFAULT /* environment type */, 1 /* entering speech id */, + 0 /* fog */, 0 /* fog distance */, + /* unused bytes below */ + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + + 1 , 1 , 1 , 9 , 3 , 3 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 8 , 99, 0 , 0 , 0 , 13, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 1 , 1 , 1 , 9 , 0 , 3 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 0 , 3 , 0 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 0 , 3 , 0 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 3 , 0 , 3 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 0 , 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 0 , 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 0 , 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 0 , 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 0 , 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 0 , 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 0 , 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 24, 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 92, 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 0 , 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16, 0 , 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 16,100, 16, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 13, 14, 13, 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + 0 , 0 , 3 , 3 , 3 , 3 , 3 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , + /* map additional data block below */ + 0 /* player angle div 2 */, ENV_DEFAULT /* environment type */, 0 /* entering speech id */, + 0 /* fog */, 0 /* fog distance */, + /* unused bytes below */ + 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , +}; diff --git a/source/Main.cpp b/source/Main.cpp new file mode 100644 index 0000000..74068dd --- /dev/null +++ b/source/Main.cpp @@ -0,0 +1,1195 @@ +/*=========================================================================== + +Club N69 - old school style FPS game parody on "Duke Nukem 3D" and "Wolfenstein 3D". + +Copyright (C) 2011-2014 Andrey Korotkov. + +This file is part of the Club N69 GPL Source Code ("Club N69 Source Code"). + +Club N69 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. + +Club N69 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 Club N69 Source Code. If not, see . + +In addition, the Club N69 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 +Club N69 Source Code. + +If you have questions concerning this license or application, you may contact +Andrey Korotkov using this email: dron@dronprogs.org. + +Visit for additional information about this project. + +===========================================================================*/ + +#include "Common.h" +#include "Utils.h" +#include "Level.h" + +// Game config and balance + +#define KILLS_SOUNDS_COUNT 8 +#define ENTERING_SOUNDS_COUNT 3 +#define SOLDIER_DEAD_SOUNDS_COUNT 2 +#define SCRIPT_SOUNDS_COUNT 4 + +#define WORLD_UNIT 1.f /*basic 3d world size*/ +#define CELL_SIZE (10.f * WORLD_UNIT) +#define UNIT_SIZE (4.f * WORLD_UNIT) +#define BULLETS_Z (6.5f * WORLD_UNIT) +#define CAMERA_Z (7.f * WORLD_UNIT) +#define PARTICLE_SCALE (2.5f * WORLD_UNIT) + +#define SPRITE_ANIM_STEP 0.25f + +#define BULLET_DAMAGE 20 +#define SOLDIER_HEALTH 100 +#define DEMON_HEALTH 200 +#define ENEMY_SHOT_DELAY 20 +#define DEMON_SPREAD 2.5f +#define SOLDIER_SPREAD 10.f +#define ENEMY_MOVING_SPEED (WORLD_UNIT * 0.2f) +#define ENEMY_CHANCE_TO_ATTACK 1 /*in percents*/ +#define DEMON_VIEWING_DISTANCE 125.f +#define SOLDIER_VIEWING_DISTANCE 75.f +#define ENEMY_HEALTH_TRESHOLD_TO_EXPLODE -40 + +#define PLAYER_MOVING_SPEED (WORLD_UNIT * 0.3f) +#define PLAYER_HEALTH 100 +#define MEDKIT_HEAL 50 +#define PISTOL_AMMO 10 +#define SHOTGUN_AMMO 15 +#define PISTOL_SPREAD 3.f +#define SHOTGUN_POWER 8 +#define SHOTGUN_SPREAD 7.5f + +// in update steps +#define PLAYER_AFTER_SHOT_DELAY 8 +#define HIT_RED_FLASH_DELAY 150 + +// Variables + +IEngineCore *pEngineCore; +IRender *pRender; +IRender2D *pRender2D; +IRender3D *pRender3D; +IInput *pInput; + +uint uiCounter = 0; +uint uiRedScreenCounter = 0; +uint64 ui64PrevAmmoTick; + +uint uiEnvironmentType, uiCurrentLevelId; + +IBitmapFont *pSystemFont, *pMainFont; + +ITexture *pTexBackdrop, *pTexHUD, *pTexPistol, *pTexShotgun, *pTexSparks, *pTexSoldier, *pTexBlood, *pTexDemon, + *pTexFloor[2], *pTexCeilings[2], *pTexWalls[10], *pTexSprites[12]; + +IMesh *pMeshBox; + +ISoundSample *pSndDemonPain, *pSndDemonShoot, *pSndDemonDie, *pSndSoldierPain, *pSndSoldierShoot, *pSndSoldierDies[2], + *pSndPistol, *pSndShotgun, *pSndPlayerPain, *pSndPlayerDie, *pSndShotgunPickup, *pSndMedkit, + *pSndEnding, *pSndLevels[3], *pSndScripts[4], *pSndKills[8]; + +bool bIsInGame = false; + +TPoint2 stPlayerPos; +float fPlayerAngle; +float fShotAnimFrame; + +int iPlayerHealth; +uint uiPistolAmmo, uiShotgunAmmo; + +// to save progress between levels +int iSavePlayerHealth; +uint uiSavePistolAmmo, uiSaveShotgunAmmo; + +uint8 ui8Map[MAP_SIZE][MAP_SIZE]; + +struct TSparks { TPoint2 pos; float anim; }; +std::vector vecSparks; + +struct TBlood { TPoint3 pos; float angle; }; +std::vector vecBlood; + +struct TEnemy +{ + enum ENEMY_TYPE { SOLDIER, DEMON }; + enum STATE { WALK, ATTACK, DEAD, SHOOT }; + + ENEMY_TYPE type; + STATE state; + + TPoint2 pos; + float anim, angle; + int health; + + uint sound; // sound played flag: 1 - on hit 2 - on dead + uint shooting; // delay counter between enemy shots +}; + +std::vector vecEnemies; + +TMatrix4x4Stack clTransformStack(MatrixIdentity()); + +void LoadMap(uint uiMapId) +{ + vecSparks.clear(); + vecEnemies.clear(); + vecBlood.clear(); + + if (uiMapId > MAPS_COUNT) + { + bIsInGame = false; + + pSndEnding->Play(); + + pTexBackdrop->Free(); + + IResourceManager *p_res_man; + pEngineCore->GetSubSystem(ESS_RESOURCE_MANAGER, (IEngineSubSystem *&)p_res_man); + + p_res_man->Load(RESOURCE_PATH"bg_ending.tga", (IEngineBaseObject *&)pTexBackdrop, TLF_FILTERING_NONE); + + return; + } + + memcpy(ui8Map, &ui8MapsData[uiMapId - 1][0][0], MAP_SIZE * MAP_SIZE * sizeof(uint8)); + + fPlayerAngle = ui8MapsData[uiMapId - 1][MAP_SIZE][0] * 2; + + uiEnvironmentType = ui8MapsData[uiMapId - 1][MAP_SIZE][1]; + + if (ui8MapsData[uiMapId - 1][MAP_SIZE][3] != 0) + { + pRender3D->ToggleFog(true); + pRender3D->SetFogColor(uiEnvironmentType == ENV_BASEMENT ? ColorGray() : ColorBlack()); + const float fog_end = (float)ui8MapsData[uiMapId - 1][MAP_SIZE][4] * WORLD_UNIT; + pRender3D->SetLinearFogBounds(fog_end / 2.f, fog_end); + } + else + pRender3D->ToggleFog(false); + + const uint snd_id = ui8MapsData[uiMapId - 1][MAP_SIZE][2]; + if (snd_id < ENTERING_SOUNDS_COUNT) + pSndLevels[snd_id]->Play(); + + for (uint i = 0; i < MAP_SIZE; ++i) + for (uint j = 0; j < MAP_SIZE; ++j) + { + TEnemy t; + + switch (ui8Map[i][j]) + { + case SOLDIER_UNIT: + + t.type = TEnemy::SOLDIER; + t.pos = TPoint2(i * CELL_SIZE, j * CELL_SIZE); + t.anim = 0.f; + t.angle = RandomFloatInRange(0.f, 360.f); + t.health = SOLDIER_HEALTH; + t.shooting = ENEMY_SHOT_DELAY; + t.sound = 0; + t.state = TEnemy::WALK; + vecEnemies.push_back(t); + + ui8Map[i][j] = 0; + + break; + + case DEMON_UNIT: + t.type = TEnemy::DEMON; + t.pos = TPoint2(i * CELL_SIZE, j * CELL_SIZE); + t.anim = 0.f; + t.angle = RandomFloatInRange(0.f, 360.f); + + // make demons stronger on last level + if (uiCurrentLevelId == MAPS_COUNT) + t.health = DEMON_HEALTH * 2; + else + t.health = DEMON_HEALTH; + + t.shooting = ENEMY_SHOT_DELAY; + t.state = TEnemy::ATTACK; + vecEnemies.push_back(t); + + ui8Map[i][j] = 0; + + break; + + case PLAYER_RESPAWN: + + stPlayerPos = TPoint2(i * CELL_SIZE, j * CELL_SIZE); + fShotAnimFrame = 0.f; + + iPlayerHealth = iSavePlayerHealth; + uiPistolAmmo = uiSavePistolAmmo; + uiShotgunAmmo = uiSaveShotgunAmmo; + + if (iSavePlayerHealth < PLAYER_HEALTH / 2) + iSavePlayerHealth += MEDKIT_HEAL / 5; + + if (uiSaveShotgunAmmo == 0 && uiSavePistolAmmo < PISTOL_AMMO * 4) + uiSavePistolAmmo += PISTOL_AMMO; + + ui8Map[i][j] = 0; + + break; + } + } +} + +bool TraceBullet(const TPoint2 &pos, float angle, bool check = false) // returns true if bullet hits player +{ + const float trace_step = 0.1f; + + // for offset needed to draw sparks and blood outside walls and units + const float particle_trace_back = 5.f; + + // offset needed to move bullet forward not to collide with shooter + const float offset = 3.f; + + TPoint2 bullet_pos = pos + TPoint2(sin(ToRadians(angle)) * offset, cos(ToRadians(angle)) * offset); + + while ((bullet_pos - pos).Length() < MAP_SIZE * MAP_SIZE) + { + bullet_pos += TPoint2(sin(ToRadians(angle)) * trace_step, cos(ToRadians(angle)) * trace_step); + + for (uint i = 0; i < MAP_SIZE; ++i) + for (uint j = 0; j < MAP_SIZE; ++j) + if ( + (ui8Map[i][j] != 0 && ui8Map[i][j] < SCRIPTS_SECTION_BEGIN && ui8Map[i][j] != SHOTGUN_ITEM && ui8Map[i][j] != MEDKIT_ITEM && IsSpriteAnObstacle(ui8Map[i][j])) && + (ui8Map[i][j] > MAX_WALL_CODE ? + TRectF(i * CELL_SIZE - UNIT_SIZE / 2.f, j * CELL_SIZE - UNIT_SIZE / 2.f, UNIT_SIZE, UNIT_SIZE).PointInRect(bullet_pos) : + TRectF(i * CELL_SIZE - CELL_SIZE / 2.f, j * CELL_SIZE - CELL_SIZE / 2.f, CELL_SIZE, CELL_SIZE).PointInRect(bullet_pos)) + ) + { + if (!check) + { + TSparks t; + t.pos = bullet_pos - TPoint2(sin(ToRadians(angle)) * trace_step * particle_trace_back, cos(ToRadians(angle)) * trace_step * particle_trace_back); + t.anim = 0.f; + vecSparks.push_back(t); + } + + return false; + } + + if (!check) + for (uint i = 0; i < vecEnemies.size(); ++i) + { + TEnemy &enemy = vecEnemies[i]; + + if (enemy.state != TEnemy::DEAD && TRectF(enemy.pos.x - UNIT_SIZE / 2, enemy.pos.y - UNIT_SIZE / 2, UNIT_SIZE, UNIT_SIZE).PointInRect(bullet_pos)) + { + TBlood t; + t.pos = TPoint3(bullet_pos - TPoint2(sin(ToRadians(angle)) * trace_step * particle_trace_back, cos(ToRadians(angle)) * trace_step * particle_trace_back)); + t.pos.z = -BULLETS_Z; + t.angle = RandomFloatInRange(0.f, 360.f); + vecBlood.push_back(t); + + enemy.health -= BULLET_DAMAGE; + + if (enemy.health > 0) + { + if (enemy.sound == 0) + { + enemy.sound = 1; + + if (enemy.type == TEnemy::SOLDIER) + pSndSoldierPain->Play(); + else + if (enemy.type == TEnemy::DEMON) + pSndDemonPain->Play(); + } + + if (rand() % 3 > 1 && enemy.state != TEnemy::SHOOT) // in most cases enemy becomes angry after being hit + enemy.state = TEnemy::ATTACK; + } + else + { + if (enemy.sound < 2) + { + enemy.sound = 2; + + if (rand() % 5 == 2) // say something but not too often + pSndKills[rand() % KILLS_SOUNDS_COUNT]->Play(); + else + { + if (enemy.type == TEnemy::DEMON) + pSndDemonDie->Play(); + else + if (enemy.type == TEnemy::SOLDIER) + pSndSoldierDies[rand() % SOLDIER_DEAD_SOUNDS_COUNT]->Play(); + } + } + } + + return false; + } + } + + if (iPlayerHealth > 0 && TRectF(stPlayerPos.x - UNIT_SIZE / 2, stPlayerPos.y - UNIT_SIZE / 2, UNIT_SIZE, UNIT_SIZE).PointInRect(bullet_pos)) + { + if (!check) + { + TBlood t; + t.pos = TPoint3(bullet_pos - TPoint2(sin(ToRadians(angle)) * trace_step * particle_trace_back, cos(ToRadians(angle)) * trace_step * particle_trace_back)); + t.pos.z = -RandomFloatInRange(BULLETS_Z, BULLETS_Z + BULLETS_Z / 2.f); + t.angle = RandomFloatInRange(0.f, 360.f); + vecBlood.push_back(t); + + uiRedScreenCounter = HIT_RED_FLASH_DELAY; + + iPlayerHealth -= BULLET_DAMAGE / 2; + + if (iPlayerHealth > 0) + pSndPlayerPain->Play(); + else + pSndPlayerDie->Play(); + } + + return true; + } + } + + return false; +} + +bool TestMapCollisionBox(const TPoint2 &pos, bool player = false) +{ + // make object collider little bit bigger while checking, not to stuck objects in each other + const TRectF collider = TRectF(pos.x - (UNIT_SIZE + 1.f) / 2.f, pos.y - (UNIT_SIZE + 1.f) / 2.f, UNIT_SIZE + 1.f, UNIT_SIZE + 1.f); + + for (uint i = 0; i < MAP_SIZE; ++i) + for (uint j = 0; j < MAP_SIZE; ++j) + if (ui8Map[i][j] != 0 && + (ui8Map[i][j] > MAX_WALL_CODE ? + TRectF(i * CELL_SIZE - UNIT_SIZE / 2.f, j * CELL_SIZE - UNIT_SIZE / 2.f, UNIT_SIZE, UNIT_SIZE).IntersectRect(collider) : + TRectF(i * CELL_SIZE - CELL_SIZE / 2.f, j * CELL_SIZE - CELL_SIZE / 2.f, CELL_SIZE, CELL_SIZE).IntersectRect(collider)) + ) + { + if (!IsSpriteAnObstacle(ui8Map[i][j])) + return false; + + if (ui8Map[i][j] == NEXT_LEVEL_TRIGGER && player) + { + iSavePlayerHealth = iPlayerHealth; + uiSavePistolAmmo = uiPistolAmmo + PISTOL_AMMO; + uiSaveShotgunAmmo = uiShotgunAmmo; + + LoadMap(++uiCurrentLevelId); + return false; + } + + if (ui8Map[i][j] == SHOTGUN_ITEM) + { + if (player) + { + pSndShotgunPickup->Play(); + ui8Map[i][j] = 0; + uiShotgunAmmo += SHOTGUN_AMMO; + } + + return false; + } + + if (ui8Map[i][j] == MEDKIT_ITEM) + { + if (player && iPlayerHealth < PLAYER_HEALTH) + { + ui8Map[i][j] = 0; + + iPlayerHealth += MEDKIT_HEAL; + + if (iPlayerHealth > PLAYER_HEALTH) + iPlayerHealth = PLAYER_HEALTH; + + pSndMedkit->Play(); + } + + return false; + } + + if (ui8Map[i][j] >= SCRIPTS_SECTION_BEGIN && ui8Map[i][j] <= SCRIPTS_SECTION_BEGIN + ENTERING_SOUNDS_COUNT && player) + { + const uint script_sound_id = ui8Map[i][j] - SCRIPTS_SECTION_BEGIN; + + if (script_sound_id < SCRIPT_SOUNDS_COUNT) + pSndScripts[script_sound_id]->Play(); + + ui8Map[i][j] = 0; + } + + return true; + } + + return false; +} + +void DrawMap() +{ + clTransformStack.Push(); + + clTransformStack.MultLocal(MatrixScale(TPoint3(CELL_SIZE, CELL_SIZE, CELL_SIZE))); + + for (uint i = 0; i < MAP_SIZE; ++i) + for (uint j = 0; j < MAP_SIZE; ++j) + { + clTransformStack.Push(); + + clTransformStack.MultLocal(MatrixTranslate(TPoint3(-(float)i, -(float)j, 0.f))); + + if (ui8Map[i][j] != 0 && ui8Map[i][j] <= MAX_WALL_CODE) + { + clTransformStack.MultLocal(MatrixTranslate(TPoint3(0.f, 0.f, -(WORLD_UNIT / 2.f)))); + + const bool single_wall = IsSingleBlockWall(ui8Map[i][j]); + + if (single_wall) + { + clTransformStack.MultLocal(MatrixTranslate(TPoint3(0.f, 0.f, -(WORLD_UNIT / 2.f)))); + clTransformStack.MultLocal(MatrixScale(TPoint3(WORLD_UNIT, WORLD_UNIT, WORLD_UNIT * 2.f))); + } + + pRender3D->SetMatrix(clTransformStack.Top()); + + pTexWalls[ui8Map[i][j] - 1]->Bind(); + pMeshBox->Draw(); + + if (!single_wall) + { + clTransformStack.MultLocal(MatrixTranslate(TPoint3(0.f, 0.f, -WORLD_UNIT))); + pRender3D->SetMatrix(clTransformStack.Top()); + + if (ui8Map[i][j] == 8) // this is hack to draw block with door correctly + pTexWalls[0]->Bind(); + + pMeshBox->Draw(); + } + } + else + { + if (ui8Map[i][j] != 0 && ui8Map[i][j] < SOLDIER_UNIT) + { + pRender3D->ToggleAlphaTest(true); + + clTransformStack.Push(); + + clTransformStack.MultLocal(GetSpriteLocalTransform(ui8Map[i][j]) * MatrixTranslate(TPoint3(0.f, 0.f, -(WORLD_UNIT / 2.f)))); + + pRender3D->SetMatrix(MatrixBillboard(clTransformStack.Top())); + + pTexSprites[ui8Map[i][j] - (MAX_WALL_CODE + 1)]->Draw3D(GetSpriteAnimationFrame(ui8Map[i][j], uiCounter)); + + clTransformStack.Pop(); + + pRender3D->ToggleAlphaTest(false); + + if (SpriteHasBase(ui8Map[i][j])) + { + clTransformStack.Push(); + + pRender3D->SetMatrix(clTransformStack.Top()); + + pTexFloor[uiEnvironmentType]->Bind(); + pMeshBox->Draw(); + + clTransformStack.Pop(); + } + } + + clTransformStack.Push(); + clTransformStack.MultLocal(MatrixRotate(180.f, TVector3(1.f, 0.f, 0.f))); + pRender3D->SetMatrix(clTransformStack.Top()); + pTexFloor[uiEnvironmentType]->Draw3D(); + clTransformStack.Pop(); + + clTransformStack.MultLocal(MatrixTranslate(TPoint3(0.f, 0.f, -(WORLD_UNIT * 2.f)))); + pRender3D->SetMatrix(clTransformStack.Top()); + pTexCeilings[uiEnvironmentType]->Draw3D(); + } + + clTransformStack.Pop(); + } + + clTransformStack.Pop(); +} + +void DGLE_API Init(void *pParameter) +{ + pEngineCore->GetTimer(ui64PrevAmmoTick); + + pEngineCore->GetSubSystem(ESS_RENDER, (IEngineSubSystem *&)pRender); + + pRender->GetRender2D(pRender2D); + pRender2D->SetResolutionCorrection(GAME_VIEWPORT_WIDTH, GAME_VIEWPORT_HEIGHT, false); + + pRender->GetRender3D(pRender3D); + pRender3D->SetPerspective(GAME_FOV, 0.05f, MAP_SIZE * MAP_SIZE * CELL_SIZE); + + pEngineCore->GetSubSystem(ESS_INPUT, (IEngineSubSystem *&)pInput); + pInput->Configure((E_INPUT_CONFIGURATION_FLAGS)(ICF_HIDE_CURSOR | ICF_CURSOR_BEYOND_SCREEN | ICF_EXCLUSIVE)); + + IResourceManager *p_res_man; + pEngineCore->GetSubSystem(ESS_RESOURCE_MANAGER, (IEngineSubSystem *&)p_res_man); + + IMusic *p_music; + p_res_man->Load(RESOURCE_PATH"music.mp3",(IEngineBaseObject *&)p_music); + p_music->Play(); + p_music->SetVolume(60); + + p_res_man->GetDefaultResource(EOT_MESH, (IEngineBaseObject *&)pMeshBox); + + p_res_man->GetDefaultResource(EOT_BITMAP_FONT, (IEngineBaseObject *&)pSystemFont); + + p_res_man->Load(RESOURCE_PATH"font.dft", (IEngineBaseObject *&)pMainFont, BFLF_FILTERING_NONE); + + // Load sounds + + p_res_man->Load(RESOURCE_PATH"pistol_shot.wav", (IEngineBaseObject *&)pSndPistol); + p_res_man->Load(RESOURCE_PATH"shotgun_shot.wav", (IEngineBaseObject *&)pSndShotgun); + p_res_man->Load(RESOURCE_PATH"pain.wav", (IEngineBaseObject *&)pSndPlayerPain); + p_res_man->Load(RESOURCE_PATH"pdeath.wav", (IEngineBaseObject *&)pSndPlayerDie); + p_res_man->Load(RESOURCE_PATH"shotgun_pickup.wav", (IEngineBaseObject *&)pSndShotgunPickup); + p_res_man->Load(RESOURCE_PATH"medkit.wav", (IEngineBaseObject *&)pSndMedkit); + p_res_man->Load(RESOURCE_PATH"soldier_pain.wav", (IEngineBaseObject *&)pSndSoldierPain); + p_res_man->Load(RESOURCE_PATH"soldier_shoot.wav", (IEngineBaseObject *&)pSndSoldierShoot); + p_res_man->Load(RESOURCE_PATH"ending.wav", (IEngineBaseObject *&)pSndEnding); + + char buffer[256]; + + for (uint i = 0; i < SOLDIER_DEAD_SOUNDS_COUNT; ++i) + { + sprintf(buffer, RESOURCE_PATH"%s%d.wav", "soldier_death_", i); + p_res_man->Load(buffer, (IEngineBaseObject *&)pSndSoldierDies[i]); + } + + for (uint i = 0; i < ENTERING_SOUNDS_COUNT; ++i) + { + sprintf(buffer, RESOURCE_PATH"%s%d.wav", "level_", i); + p_res_man->Load(buffer, (IEngineBaseObject *&)pSndLevels[i]); + } + + for (uint i = 0; i < SCRIPT_SOUNDS_COUNT; ++i) + { + sprintf(buffer, RESOURCE_PATH"%s%d.wav", "script_", i); + p_res_man->Load(buffer, (IEngineBaseObject *&)pSndScripts[i]); + } + + for (uint i = 0; i < KILLS_SOUNDS_COUNT; ++i) + { + sprintf(buffer, RESOURCE_PATH"%s%d.wav", "kill_", i); + p_res_man->Load(buffer, (IEngineBaseObject *&)pSndKills[i]); + } + + p_res_man->Load(RESOURCE_PATH"demon_pain.wav", (IEngineBaseObject *&)pSndDemonPain); + p_res_man->Load(RESOURCE_PATH"demon_die.wav", (IEngineBaseObject *&)pSndDemonDie); + p_res_man->Load(RESOURCE_PATH"demon_shoot.wav", (IEngineBaseObject *&)pSndDemonShoot); + + // Load textures + + p_res_man->Load(RESOURCE_PATH"bg.tga", (IEngineBaseObject *&)pTexBackdrop, TLF_FILTERING_NONE); + p_res_man->Load(RESOURCE_PATH"hud.tga", (IEngineBaseObject *&)pTexHUD, TLF_FILTERING_NONE); + + p_res_man->Load(RESOURCE_PATH"pistol.tga", (IEngineBaseObject *&)pTexPistol, TLF_FILTERING_NONE); + pTexPistol->SetFrameSize(90, 128); + + p_res_man->Load(RESOURCE_PATH"shotgun.tga", (IEngineBaseObject *&)pTexShotgun, TLF_FILTERING_NONE); + pTexShotgun->SetFrameSize(161, 196); + + p_res_man->Load(RESOURCE_PATH"sparks.tga", (IEngineBaseObject *&)pTexSparks, TLF_FILTERING_NONE); + pTexSparks->SetFrameSize(14, 16); + + p_res_man->Load(RESOURCE_PATH"soldier.tga", (IEngineBaseObject *&)pTexSoldier, TLF_FILTERING_NONE); + pTexSoldier->SetFrameSize(59, 64); + + p_res_man->Load(RESOURCE_PATH"demon.tga", (IEngineBaseObject *&)pTexDemon, TLF_FILTERING_NONE); + pTexDemon->SetFrameSize(64, 64); + + p_res_man->Load(RESOURCE_PATH"blood.tga", (IEngineBaseObject *&)pTexBlood, TLF_FILTERING_NONE); + + // Load map environment and walls + + for (uint i = 0; i < ENV_COUNT; ++i) + { + sprintf(buffer, RESOURCE_PATH"%s%d.tga", "floor_", i); + p_res_man->Load(buffer, (IEngineBaseObject *&)pTexFloor[i], (uint)(TLF_FILTERING_NONE | TLF_GENERATE_MIPMAPS)); + + sprintf(buffer, RESOURCE_PATH"%s%d.tga", "ceiling_", i); + p_res_man->Load(buffer, (IEngineBaseObject *&)pTexCeilings[i], (uint)(TLF_FILTERING_NONE | TLF_GENERATE_MIPMAPS)); + } + + for (uint i = 0; i < MAX_WALL_CODE; ++i) + { + sprintf(buffer, RESOURCE_PATH"%s%d.tga", "wall_", i); + p_res_man->Load(buffer, (IEngineBaseObject *&)pTexWalls[i], (uint)(TLF_FILTERING_NONE | TLF_GENERATE_MIPMAPS)); + } + + // Load map sprites + + p_res_man->Load(RESOURCE_PATH"shotgun_sprite.tga", (IEngineBaseObject *&)pTexSprites[SHOTGUN_ITEM - (MAX_WALL_CODE + 1)], TLF_FILTERING_NONE); + p_res_man->Load(RESOURCE_PATH"medkit.tga", (IEngineBaseObject *&)pTexSprites[MEDKIT_ITEM - (MAX_WALL_CODE + 1)], TLF_FILTERING_NONE); + + for (uint i = 0; i < MAX_SPRITE_CODE - MAX_WALL_CODE; ++i) + { + sprintf(buffer, RESOURCE_PATH"%s%d.tga", "sprite_", i); + p_res_man->Load(buffer, (IEngineBaseObject *&)pTexSprites[i], TLF_FILTERING_NONE); + } + + // setup map sprites animation frames + pTexSprites[1]->SetFrameSize(44, 128); + pTexSprites[2]->SetFrameSize(56, 192); + pTexSprites[3]->SetFrameSize(48, 96); + pTexSprites[4]->SetFrameSize(35, 92); + pTexSprites[5]->SetFrameSize(73, 110); + pTexSprites[9]->SetFrameSize(74, 113); +} + +void UpdateEnemy(TEnemy &enemy) +{ + enemy.sound = 0; + + if (enemy.state != TEnemy::DEAD && enemy.health <= 0) + { + enemy.state = TEnemy::DEAD; + + if (enemy.type == TEnemy::SOLDIER) + { + if (enemy.health <= ENEMY_HEALTH_TRESHOLD_TO_EXPLODE) + enemy.anim = 42; + else + enemy.anim = 37; + } + else + if (enemy.type == TEnemy::DEMON) + enemy.anim = 7; + + return; + } + + if (enemy.state == TEnemy::SHOOT) + { + enemy.anim += SPRITE_ANIM_STEP * 0.8f; + + if (((enemy.type == TEnemy::SOLDIER && (uint)enemy.anim == 35) || (enemy.type == TEnemy::DEMON && (uint)enemy.anim == 5)) && enemy.shooting >= ENEMY_SHOT_DELAY) + { + enemy.shooting = 0; + + if (enemy.type == TEnemy::DEMON) + { + pSndDemonShoot->Play(); + TraceBullet(enemy.pos, enemy.angle + RandomFloatInRange(-DEMON_SPREAD, DEMON_SPREAD)); + } + else + if (enemy.type == TEnemy::SOLDIER) + { + pSndSoldierShoot->Play(); + TraceBullet(enemy.pos, enemy.angle + RandomFloatInRange(-SOLDIER_SPREAD, SOLDIER_SPREAD)); + } + } + + ++enemy.shooting; + + if ((enemy.type == TEnemy::SOLDIER && (uint)enemy.anim == 36) || (enemy.type == TEnemy::DEMON && (uint)enemy.anim == 7)) + { + enemy.anim = 1; + enemy.state = TEnemy::ATTACK; + return; + } + } + else + if (enemy.state == TEnemy::WALK || enemy.state == TEnemy::ATTACK) + { + const float viewing_distance = enemy.type == TEnemy::SOLDIER ? SOLDIER_VIEWING_DISTANCE : (uiCurrentLevelId == MAPS_COUNT ? DEMON_VIEWING_DISTANCE * 2.f : DEMON_VIEWING_DISTANCE); + + if (enemy.state == TEnemy::ATTACK || enemy.state == TEnemy::SHOOT) + { + enemy.angle = -ToDegrees(atan2(stPlayerPos.y - enemy.pos.y, stPlayerPos.x - enemy.pos.x)) + + // this will make enemies go away off the dead body + (iPlayerHealth > 0 ? 90.f : -90.f); + + if ((enemy.pos - stPlayerPos).Length() < viewing_distance && TraceBullet(enemy.pos, enemy.angle, true)) + { + enemy.state = TEnemy::SHOOT; + + if (enemy.type == TEnemy::SOLDIER) + enemy.anim = 34; + else + if (enemy.type == TEnemy::DEMON) + enemy.anim = 4; + + return; + } + } + + const bool attack_chance = rand() % 100 < ENEMY_CHANCE_TO_ATTACK; + + if (enemy.state == TEnemy::WALK && attack_chance && (stPlayerPos - enemy.pos).Length() < viewing_distance * 1.35f) + enemy.state = TEnemy::ATTACK; + + const TPoint2 d = TPoint2(sin(ToRadians(enemy.angle)) * ENEMY_MOVING_SPEED, cos(ToRadians(enemy.angle)) * ENEMY_MOVING_SPEED); + + if (!TestMapCollisionBox(enemy.pos + TPoint2(d.x, 0.f))) + enemy.pos.x += d.x; + else + { + enemy.state = TEnemy::WALK; + enemy.angle = rand() % 360; + } + + if (!TestMapCollisionBox(enemy.pos + TPoint2(0.f, d.y))) + enemy.pos.y += d.y; + else + { + enemy.state = TEnemy::WALK; + enemy.angle = rand() % 360; + } + + enemy.anim += SPRITE_ANIM_STEP * 0.6f;; + + if ((uint)enemy.anim == 4) + enemy.anim = 0.f; + } + else + if (enemy.state == TEnemy::DEAD) + { + enemy.anim += SPRITE_ANIM_STEP * 0.6f; + + if (enemy.type == TEnemy::SOLDIER) + { + if ((uint)enemy.anim == 41) + enemy.anim = 41; + + if ((uint)enemy.anim == 50) + enemy.anim = 50; + } + else + if (enemy.type == TEnemy::DEMON) + { + if ((uint)enemy.anim == 15) + enemy.anim = 15; + } + } +} + +void UpdatePlayerInput() +{ + bool key; + + if (iPlayerHealth <= 0) + { + pInput->GetKey(KEY_SPACE, key); + + if (key) + { + uiRedScreenCounter = 0; + LoadMap(uiCurrentLevelId); + } + + return; + } + + const E_KEYBOARD_KEY_CODES move_keys[4] = {KEY_W, KEY_S, KEY_A, KEY_D}; + const float move_dirs[4] = {0.f, 180.f, 90.f, -90.f}; + + for (uint i = 0; i < 4; ++i) + { + const float angle = fPlayerAngle + move_dirs[i]; + + pInput->GetKey(move_keys[i], key); + + if (key) + { + const TPoint2 d = TPoint2(sin(ToRadians(angle)) * PLAYER_MOVING_SPEED, cos(ToRadians(angle)) * PLAYER_MOVING_SPEED); + + if (!TestMapCollisionBox(stPlayerPos + TPoint2(d.x, 0.f), true)) + stPlayerPos.x += d.x; + + if (!TestMapCollisionBox(stPlayerPos + TPoint2(0.f, d.y), true)) + stPlayerPos.y += d.y; + } + } + + TMouseStates ms; + pInput->GetMouseStates(ms); + + fPlayerAngle -= ms.iDeltaX / MOUSE_SENSITIVITY; + + if (fPlayerAngle < 0.f) fPlayerAngle = 360.f + fPlayerAngle; + if (fPlayerAngle > 360.f) fPlayerAngle = fPlayerAngle - 360.f; + + // weapon animation + if ((uint)fShotAnimFrame != 0) + { + if (uiShotgunAmmo == 0) + { + fShotAnimFrame += SPRITE_ANIM_STEP; + + if ((uint)fShotAnimFrame == 3/*pistol animation last frame*/) + fShotAnimFrame = -(PLAYER_AFTER_SHOT_DELAY * SPRITE_ANIM_STEP); + } + else + { + fShotAnimFrame += SPRITE_ANIM_STEP / 1.5f; + + if ((uint)fShotAnimFrame == 7/*shotgun animation last frame*/) + fShotAnimFrame = -(PLAYER_AFTER_SHOT_DELAY * SPRITE_ANIM_STEP); + } + } + + if (ms.bLeftButton && (uint)fShotAnimFrame == 0) + { + if(uiShotgunAmmo == 0 && uiPistolAmmo != 0) + { + fShotAnimFrame = 1.f; + --uiPistolAmmo; + + TraceBullet(stPlayerPos, fPlayerAngle + RandomFloatInRange(-PISTOL_SPREAD, PISTOL_SPREAD)); + + pSndPistol->Play(); + } + else + if (uiShotgunAmmo != 0) + { + fShotAnimFrame = 1.f; + --uiShotgunAmmo; + + for (uint i = 0; i < SHOTGUN_POWER; ++i) + TraceBullet(stPlayerPos, fPlayerAngle + RandomFloatInRange(-SHOTGUN_SPREAD, SHOTGUN_SPREAD)); + + pSndShotgun->Play(); + } + } +} + +void UpdateGame() +{ + if (uiRedScreenCounter != 0) + uiRedScreenCounter--; + + uint k = 0; + + while (k < vecSparks.size()) + { + vecSparks[k].anim += SPRITE_ANIM_STEP; + + if ((uint)vecSparks[k].anim == 3 /*spark animation last frame*/) + vecSparks.erase(vecSparks.begin() + k); + else + ++k; + } + + for (k = 0; k < vecBlood.size(); ++k) + { + if (vecBlood[k].pos.z <= WORLD_UNIT * 1.5f) + vecBlood[k].pos.z += WORLD_UNIT * 0.5f; + } + + for (k = 0; k < vecEnemies.size(); ++k) + UpdateEnemy(vecEnemies[k]); + + // give player some bullets if ran out of ammo + uint64 tick; + pEngineCore->GetTimer(tick); + if (uiPistolAmmo < 10 && tick - ui64PrevAmmoTick > 2000 /*2 seconds*/) + { + ui64PrevAmmoTick = tick; + ++uiPistolAmmo; + } + + UpdatePlayerInput(); +} + +void DGLE_API Update(void *pParameter) +{ + bool key; + + pInput->GetKey(KEY_ESCAPE, key); + + if (key) + pEngineCore->QuitEngine(); + + if (bIsInGame) + UpdateGame(); + else + { + pInput->GetKey(KEY_SPACE, key); + + if(key) + { + bIsInGame = true; + uiRedScreenCounter = 0; + + iSavePlayerHealth = PLAYER_HEALTH; + uiSavePistolAmmo = PISTOL_AMMO * 6; + uiSaveShotgunAmmo = 0; + + uiCurrentLevelId = 1; + LoadMap(uiCurrentLevelId); + } + } + + ++uiCounter; +} + +void RenderGame() +{ + clTransformStack.Clear(MatrixIdentity()); + + clTransformStack.MultLocal(MatrixRotate(90.f, TPoint3(1.f, 0.f, 0.f))); + clTransformStack.MultLocal(MatrixRotate(fPlayerAngle, TPoint3(0.f, 0.f, 1.f))); + clTransformStack.MultLocal(MatrixTranslate(TPoint3(stPlayerPos) + TPoint3(0.f, 0.f, iPlayerHealth > 0 ? CAMERA_Z : WORLD_UNIT * 0.3f))); + + DrawMap(); + + pRender3D->ToggleAlphaTest(true); + + for (uint i = 0; i < vecSparks.size(); ++i) + { + clTransformStack.Push(); + + clTransformStack.MultLocal(MatrixTranslate(TPoint3(-vecSparks[i].pos.x, -vecSparks[i].pos.y, -BULLETS_Z))); + + pRender3D->SetMatrix(MatrixScale(TPoint3(PARTICLE_SCALE, PARTICLE_SCALE, 1.f)) * MatrixBillboard(clTransformStack.Top())); + + pTexSparks->Draw3D(1 + (uint)vecSparks[i].anim); + + clTransformStack.Pop(); + } + + for (uint i = 0; i < vecBlood.size(); ++i) + { + clTransformStack.Push(); + + if (vecBlood[i].pos.z > 1.5f * WORLD_UNIT) + { + clTransformStack.MultLocal(MatrixTranslate(TPoint3(-vecBlood[i].pos.x, -vecBlood[i].pos.y, -0.1f * WORLD_UNIT))); + clTransformStack.MultLocal(MatrixScale(TPoint3(PARTICLE_SCALE, PARTICLE_SCALE, PARTICLE_SCALE))); + clTransformStack.MultLocal(MatrixRotate(180.f, TVector3(1.f, 0.f, 0.f))); + pRender3D->SetMatrix(clTransformStack.Top()); + } + else + { + clTransformStack.MultLocal(MatrixTranslate(TPoint3(-vecBlood[i].pos.x, -vecBlood[i].pos.y, vecBlood[i].pos.z))); + pRender3D->SetMatrix(MatrixScale(TPoint3(PARTICLE_SCALE, PARTICLE_SCALE, 1.f)) * MatrixBillboard(clTransformStack.Top())); + } + + pTexBlood->Draw3D(0); + + clTransformStack.Pop(); + } + + for (uint i = 0; i < vecEnemies.size(); ++i) + { + TEnemy &enemy = vecEnemies[i]; + + clTransformStack.Push(); + + if (enemy.type == TEnemy::SOLDIER) + { + clTransformStack.MultLocal(MatrixTranslate(TPoint3(-enemy.pos.x, -enemy.pos.y, -(CELL_SIZE / 2.f)))); + pRender3D->SetMatrix(MatrixScale(TPoint3(CELL_SIZE, CELL_SIZE, 1.f)) * MatrixBillboard(clTransformStack.Top())); + + if (enemy.state == TEnemy::WALK || enemy.state == TEnemy::ATTACK) + { + float angle = enemy.angle - fPlayerAngle; + + if (angle > 360.f) angle -= 360.f; + if (angle < 0.f) angle += 360.f; + + int state = 0; + + // 45 / 2 = 22.5 + if (angle >= 360.f - 22.5f || angle <= 0.f + 22.5f) state = 4; + if (angle >= 45.f - 22.5f && angle <= 45.f + 22.5f) state = 3; + if (angle >= 90.f - 22.5f && angle <= 90.f + 22.5f) state = 2; + if (angle >= 135.f - 22.5f && angle <= 135.f + 22.5f) state = 1; + if (angle >= 180.f - 22.5f && angle <= 180.f + 22.5f) state = 0; + if (angle >= 225.f - 22.5f && angle <= 225.f + 22.5f) state = 7; + if (angle >= 270.f - 22.5f && angle <= 270.f + 22.5f) state = 6; + if (angle >= 315.f - 22.5f && angle <= 315.f + 22.5f) state = 5; + + pTexSoldier->Draw3D(1 + (uint)vecEnemies[i].anim * 8 + state); + } + else + if(vecEnemies[i].state == TEnemy::DEAD || vecEnemies[i].state == TEnemy::SHOOT) + pTexSoldier->Draw3D((uint)vecEnemies[i].anim); + } + else + if (vecEnemies[i].type == TEnemy::DEMON) + { + if (uiCurrentLevelId == MAPS_COUNT) // draw boss + { + const float boss_scale = 1.5f; + + pRender3D->SetColor(ColorGreen()); + + clTransformStack.MultLocal(MatrixTranslate(TPoint3(-vecEnemies[i].pos.x, -vecEnemies[i].pos.y, -(CELL_SIZE / 2.f) * boss_scale))); + pRender3D->SetMatrix(MatrixScale(TPoint3(CELL_SIZE, CELL_SIZE * boss_scale, 1.f))*MatrixBillboard(clTransformStack.Top())); + + pTexDemon->Draw3D(1 + (uint)vecEnemies[i].anim); + + pRender3D->SetColor(ColorWhite()); + } + else + { + clTransformStack.MultLocal(MatrixTranslate(TPoint3(-vecEnemies[i].pos.x, -vecEnemies[i].pos.y, -(CELL_SIZE / 2.f)))); + pRender3D->SetMatrix(MatrixScale(TPoint3(CELL_SIZE, CELL_SIZE, 1.f)) * MatrixBillboard(clTransformStack.Top())); + + pTexDemon->Draw3D(1 + (uint)vecEnemies[i].anim); + } + } + + clTransformStack.Pop(); + } + + pRender3D->ToggleAlphaTest(false); +} + +void RenderHUD() +{ + pRender2D->Begin2D(); + + if (uiRedScreenCounter != 0) + pRender2D->DrawRectangle(TRectF(0, 0, GAME_VIEWPORT_WIDTH, GAME_VIEWPORT_HEIGHT), ColorRed(uiRedScreenCounter), PF_FILL); + + uint w, h; + pTexHUD->GetDimensions(w, h); + pTexHUD->Draw2DSimple(0, GAME_VIEWPORT_HEIGHT - h); + + char buffer[16]; + + sprintf(buffer, "%d", iPlayerHealth); + pMainFont->Draw2D(60, GAME_VIEWPORT_HEIGHT - 34, buffer, ColorRed()); + + if (iPlayerHealth > 0) + { + const TPoint2 shaking = TPoint2(cos(stPlayerPos.x / 2.f) * 10.f, sin(stPlayerPos.y / 2.f) * 10.f); + + if (uiShotgunAmmo == 0) + { + pTexPistol->GetFrameSize(w, h); + pTexPistol->Draw2D(350.f + shaking.x, 261.f + shaking.y, w * 2.f, h * 2.f, 0.f, fShotAnimFrame < 0.f ? 0 : (uint)fShotAnimFrame); + + sprintf(buffer, "%d", uiPistolAmmo); + pMainFont->Draw2D(10.f , GAME_VIEWPORT_HEIGHT - 34, buffer, ColorRed()); + } + else + { + pTexShotgun->GetFrameSize(w, h); + pTexShotgun->Draw2D(320.f + shaking.x, 101.f + shaking.y, w * 2.f, h * 2.f, 0.f, fShotAnimFrame < 0.f ? 0 : (uint)fShotAnimFrame); + + sprintf(buffer, "%d", uiShotgunAmmo); + pMainFont->Draw2D(10.f , GAME_VIEWPORT_HEIGHT - 34, buffer, ColorRed()); + } + } + else + { + const char txt[] = "Press \"Space\" to restart level!"; + pMainFont->GetTextDimensions(txt, w, h); + pMainFont->Draw2D((GAME_VIEWPORT_WIDTH - w) / 2.f, GAME_VIEWPORT_HEIGHT - h * 4.f, txt, ColorRed()); + } + + pRender2D->End2D(); +} + +void RenderMenu() +{ + pRender2D->Begin2D(); + + pTexBackdrop->Draw2D(0, 0, GAME_VIEWPORT_WIDTH, GAME_VIEWPORT_HEIGHT); + + if (uiCurrentLevelId == 0) // not at game ending screen + { + uint w, h; + + pTexSprites[2]->GetDimensions(w, h); + h *= 2; + pTexSprites[2]->Draw2D(GAME_VIEWPORT_WIDTH - w, (GAME_VIEWPORT_HEIGHT - h) / 2.f, w, h, 0.f, (uiCounter / 5) % 3); + + pSystemFont->GetTextDimensions(APP_VERSION, w, h); + pSystemFont->Draw2DSimple(GAME_VIEWPORT_WIDTH - w, 0, APP_VERSION); + } + + pRender2D->End2D(); +} + +void DGLE_API Render(void *pParameter) +{ + if(bIsInGame) + { + RenderGame(); + RenderHUD(); + } + else + RenderMenu(); +} + +void DGLE_API OnFullScreenEvent(void *pParameter, IBaseEvent *pEvent) +{ + IEvGoFullScreen *p_event = (IEvGoFullScreen *)pEvent; + + uint res_width, res_height; + bool go_fscreen; + p_event->GetResolution(res_width, res_height, go_fscreen); + + if (go_fscreen) + { + pEngineCore->GetDesktopResolution(res_width, res_height); + p_event->SetResolution(res_width, res_height); + } + else + p_event->SetResolution(WINDOW_WIDTH, WINDOW_HEIGHT); +} + +DGLE_DYNAMIC_FUNC + +int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) +{ + if (GetEngine(DLL_PATH, pEngineCore)) + { +#ifdef _DEBUG + const TEngineWindow wnd = TEngineWindow(WINDOW_WIDTH, WINDOW_HEIGHT, false, false); +#else + const bool fscreen = MessageBox(NULL, "Run in fullscreen?", "Screen", MB_YESNO | MB_ICONQUESTION) == IDYES; + + uint res_width, res_height; + pEngineCore->GetDesktopResolution(res_width, res_height); + + const TEngineWindow wnd = TEngineWindow(fscreen ? res_width : WINDOW_WIDTH, fscreen ? res_height : WINDOW_HEIGHT, fscreen, true); +#endif + + if (SUCCEEDED(pEngineCore->InitializeEngine(NULL, APP_CAPTION, wnd, GAME_UPDATE_INTERVAL, EIF_LOAD_ALL_PLUGINS))) + { +#ifdef _DEBUG + pEngineCore->ConsoleVisible(true); + pEngineCore->ConsoleExecute("core_profiler 1"); + pEngineCore->ConsoleExecute("crgl_profiler 1"); + pEngineCore->ConsoleExecute("snd_profiler 1"); +#endif + pEngineCore->AddProcedure(EPT_INIT, &Init); + pEngineCore->AddProcedure(EPT_UPDATE, &Update); + pEngineCore->AddProcedure(EPT_RENDER, &Render); + pEngineCore->AddEventListener(ET_ON_FULLSCREEN, &OnFullScreenEvent); + + pEngineCore->StartEngine(); + } + + FreeEngine(); + } + else + MessageBox(NULL, "Couldn't load \""DLL_PATH"\"!", APP_CAPTION, MB_OK | MB_ICONERROR | MB_SETFOREGROUND); + + return 0; +} \ No newline at end of file diff --git a/source/Utils.h b/source/Utils.h new file mode 100644 index 0000000..9bf9eb1 --- /dev/null +++ b/source/Utils.h @@ -0,0 +1,51 @@ +/*=========================================================================== + +Club N69 - old school style FPS game parody on "Duke Nukem 3D" and "Wolfenstein 3D". + +Copyright (C) 2011-2014 Andrey Korotkov. + +This file is part of the Club N69 GPL Source Code ("Club N69 Source Code"). + +Club N69 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. + +Club N69 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 Club N69 Source Code. If not, see . + +In addition, the Club N69 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 +Club N69 Source Code. + +If you have questions concerning this license or application, you may contact +Andrey Korotkov using this email: dron@dronprogs.org. + +Visit for additional information about this project. + +===========================================================================*/ + +#pragma once + +#include "Common.h" + +inline float ToRadians(float degrees) +{ + return degrees * (M_PI / 180.f); +} + +inline float ToDegrees(float radians) +{ + return radians * (180.f / M_PI); +} + +inline float RandomFloatInRange(float min, float max) +{ + return min + ((float)rand() / (float)RAND_MAX) * (max - min); +} \ No newline at end of file diff --git a/source/icon1.ico b/source/icon1.ico new file mode 100644 index 0000000..323accb Binary files /dev/null and b/source/icon1.ico differ diff --git a/source/resource.h b/source/resource.h new file mode 100644 index 0000000..0008c68 Binary files /dev/null and b/source/resource.h differ