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