DOOM-3-BFG

DOOM 3 BFG Edition
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GameBearShootWindow.h (3895B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 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.
     23 
     24 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.
     25 
     26 ===========================================================================
     27 */
     28 #ifndef __GAME_BEARSHOOT_WINDOW_H__
     29 #define __GAME_BEARSHOOT_WINDOW_H__
     30 
     31 class idGameBearShootWindow;
     32 
     33 class BSEntity {
     34 public:
     35 	const idMaterial *		material;
     36 	idStr					materialName;
     37 	float					width, height;
     38 	bool					visible;
     39 
     40 	idVec4					entColor;
     41 	idVec2					position;
     42 	float					rotation;
     43 	float					rotationSpeed;
     44 	idVec2					velocity;
     45 
     46 	bool					fadeIn;
     47 	bool					fadeOut;
     48 
     49 	idGameBearShootWindow *	game;
     50 	
     51 public:
     52 						BSEntity(idGameBearShootWindow* _game);
     53 	virtual				~BSEntity();
     54 
     55 	virtual void		WriteToSaveGame( idFile *savefile );
     56 	virtual void		ReadFromSaveGame( idFile *savefile, idGameBearShootWindow* _game );
     57 
     58 	void				SetMaterial(const char* name);
     59 	void				SetSize( float _width, float _height );
     60 	void				SetVisible( bool isVisible );
     61 
     62 	virtual void		Update( float timeslice );
     63 	virtual void		Draw();
     64 
     65 private:
     66 };
     67 
     68 
     69 class idGameBearShootWindow : public idWindow {
     70 public:
     71 	idGameBearShootWindow(idUserInterfaceLocal *gui);
     72 	~idGameBearShootWindow();
     73 
     74 	virtual void		WriteToSaveGame( idFile *savefile );
     75 	virtual void		ReadFromSaveGame( idFile *savefile );
     76 
     77 	virtual const char*	HandleEvent(const sysEvent_t *event, bool *updateVisuals);
     78 	virtual void		PostParse();
     79 	virtual void		Draw(int time, float x, float y);
     80 	virtual const char*	Activate(bool activate);
     81 	virtual idWinVar *	GetWinVarByName	(const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
     82 
     83 private:
     84 	void				CommonInit();
     85 	void				ResetGameState();
     86 
     87 	void				UpdateBear();
     88 	void				UpdateHelicopter();
     89 	void				UpdateTurret();
     90 	void				UpdateButtons();
     91 	void				UpdateGame();
     92 	void				UpdateScore();
     93 
     94 	virtual bool		ParseInternalVar(const char *name, idTokenParser *src);
     95 
     96 private:
     97 
     98 	idWinBool			gamerunning;
     99 	idWinBool			onFire;
    100 	idWinBool			onContinue;
    101 	idWinBool			onNewGame;
    102 
    103 	float				timeSlice;
    104 	float				timeRemaining;
    105 	bool				gameOver;
    106 
    107 	int					currentLevel;
    108 	int					goalsHit;
    109 	bool				updateScore;
    110 	bool				bearHitTarget;
    111 
    112 	float				bearScale;
    113 	bool				bearIsShrinking;
    114 	int					bearShrinkStartTime;
    115 
    116 	float				turretAngle;
    117 	float				turretForce;
    118 
    119 	float				windForce;
    120 	int					windUpdateTime;
    121 
    122 	idList<BSEntity*>	entities;
    123 
    124 	BSEntity			*turret;
    125 	BSEntity			*bear;
    126 	BSEntity			*helicopter;
    127 	BSEntity			*goal;
    128 	BSEntity			*wind;
    129 	BSEntity			*gunblast;
    130 };
    131 
    132 #endif //__GAME_BEARSHOOT_WINDOW_H__