mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-23 12:32:23 +00:00
133 lines
3.8 KiB
C++
133 lines
3.8 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_BEARSHOOT_WINDOW_H__
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#define __GAME_BEARSHOOT_WINDOW_H__
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class idGameBearShootWindow;
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class BSEntity {
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public:
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const idMaterial * material;
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idStr materialName;
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float width, height;
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bool visible;
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idVec4 entColor;
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idVec2 position;
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float rotation;
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float rotationSpeed;
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idVec2 velocity;
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bool fadeIn;
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bool fadeOut;
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idGameBearShootWindow * game;
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public:
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BSEntity(idGameBearShootWindow* _game);
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virtual ~BSEntity();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile, idGameBearShootWindow* _game );
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void SetMaterial(const char* name);
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void SetSize( float _width, float _height );
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void SetVisible( bool isVisible );
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virtual void Update( float timeslice );
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virtual void Draw(idDeviceContext *dc);
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private:
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};
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class idGameBearShootWindow : public idWindow {
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public:
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idGameBearShootWindow(idUserInterfaceLocal *gui);
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idGameBearShootWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
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~idGameBearShootWindow();
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile );
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virtual const char* HandleEvent(const sysEvent_t *event, bool *updateVisuals);
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virtual void PostParse();
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virtual void Draw(int time, float x, float y);
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virtual const char* Activate(bool activate);
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virtual idWinVar * GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
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private:
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void CommonInit();
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void ResetGameState();
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void UpdateBear();
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void UpdateHelicopter();
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void UpdateTurret();
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void UpdateButtons();
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void UpdateGame();
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void UpdateScore();
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virtual bool ParseInternalVar(const char *name, idParser *src);
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private:
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idWinBool gamerunning;
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idWinBool onFire;
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idWinBool onContinue;
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idWinBool onNewGame;
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float timeSlice;
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float timeRemaining;
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bool gameOver;
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int currentLevel;
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int goalsHit;
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bool updateScore;
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bool bearHitTarget;
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float bearScale;
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bool bearIsShrinking;
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int bearShrinkStartTime;
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float turretAngle;
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float turretForce;
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float windForce;
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int windUpdateTime;
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idList<BSEntity*> entities;
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BSEntity *turret;
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BSEntity *bear;
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BSEntity *helicopter;
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BSEntity *goal;
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BSEntity *wind;
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BSEntity *gunblast;
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};
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#endif //__GAME_BEARSHOOT_WINDOW_H__
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