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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition 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 BFG Edition 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_BEARSHOOT_WINDOW_H__
- #define __GAME_BEARSHOOT_WINDOW_H__
- class idGameBearShootWindow;
- class BSEntity {
- public:
- const idMaterial * material;
- idStr materialName;
- float width, height;
- bool visible;
- idVec4 entColor;
- idVec2 position;
- float rotation;
- float rotationSpeed;
- idVec2 velocity;
- bool fadeIn;
- bool fadeOut;
- idGameBearShootWindow * game;
-
- public:
- BSEntity(idGameBearShootWindow* _game);
- virtual ~BSEntity();
- virtual void WriteToSaveGame( idFile *savefile );
- virtual void ReadFromSaveGame( idFile *savefile, idGameBearShootWindow* _game );
- void SetMaterial(const char* name);
- void SetSize( float _width, float _height );
- void SetVisible( bool isVisible );
- virtual void Update( float timeslice );
- virtual void Draw();
- private:
- };
- class idGameBearShootWindow : public idWindow {
- public:
- idGameBearShootWindow(idUserInterfaceLocal *gui);
- ~idGameBearShootWindow();
- virtual void WriteToSaveGame( idFile *savefile );
- virtual void ReadFromSaveGame( idFile *savefile );
- virtual const char* HandleEvent(const sysEvent_t *event, bool *updateVisuals);
- virtual void PostParse();
- virtual void Draw(int time, float x, float y);
- virtual const char* Activate(bool activate);
- virtual idWinVar * GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
- private:
- void CommonInit();
- void ResetGameState();
- void UpdateBear();
- void UpdateHelicopter();
- void UpdateTurret();
- void UpdateButtons();
- void UpdateGame();
- void UpdateScore();
- virtual bool ParseInternalVar(const char *name, idTokenParser *src);
- private:
- idWinBool gamerunning;
- idWinBool onFire;
- idWinBool onContinue;
- idWinBool onNewGame;
- float timeSlice;
- float timeRemaining;
- bool gameOver;
- int currentLevel;
- int goalsHit;
- bool updateScore;
- bool bearHitTarget;
- float bearScale;
- bool bearIsShrinking;
- int bearShrinkStartTime;
- float turretAngle;
- float turretForce;
- float windForce;
- int windUpdateTime;
- idList<BSEntity*> entities;
- BSEntity *turret;
- BSEntity *bear;
- BSEntity *helicopter;
- BSEntity *goal;
- BSEntity *wind;
- BSEntity *gunblast;
- };
- #endif //__GAME_BEARSHOOT_WINDOW_H__
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