mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-09 22:31:33 +00:00
134 lines
3.8 KiB
C
134 lines
3.8 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
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_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(idDeviceContext *dc);
|
||
|
|
||
|
private:
|
||
|
};
|
||
|
|
||
|
|
||
|
class idGameBearShootWindow : public idWindow {
|
||
|
public:
|
||
|
idGameBearShootWindow(idUserInterfaceLocal *gui);
|
||
|
idGameBearShootWindow(idDeviceContext *d, 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, idParser *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__
|