mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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134 lines
3.8 KiB
C++
134 lines
3.8 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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{
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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();
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private:
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};
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class idGameBearShootWindow : public idWindow
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{
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public:
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idGameBearShootWindow( 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, idTokenParser* 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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