/*
===========================================================================
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 .
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__
#include "ui/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 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 entities;
BSEntity *turret;
BSEntity *bear;
BSEntity *helicopter;
BSEntity *goal;
BSEntity *wind;
BSEntity *gunblast;
};
#endif //__GAME_BEARSHOOT_WINDOW_H__