/* =========================================================================== 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__