20 #include "../Engine/State.h" 34 enum BaseDefenseActionType { BDA_NONE, BDA_FIRE, BDA_RESOLVE, BDA_DESTROY, BDA_END };
44 Text *_txtTitle, *_txtInit;
48 int _thinkcycles, _row, _passes, _gravShields, _defenses, _attacks, _explosionCount;
49 BaseDefenseActionType _action;
Container for all the information associated with a given user action, like mouse clicks...
Definition: Action.h:32
Geoscape screen which shows an overview of the world and lets the player manage the game...
Definition: GeoscapeState.h:42
A game state that receives user input and reacts accordingly.
Definition: State.h:44
Box with a coloured border and custom background.
Definition: Window.h:40
Timer used to run code in fixed intervals.
Definition: Timer.h:35
List of Text's split into columns.
Definition: TextList.h:40
Text string displayed on screen.
Definition: Text.h:40
BaseDefenseState(Base *base, Ufo *ufo, GeoscapeState *state)
Creates the Base Defense state.
Definition: BaseDefenseState.cpp:48
void btnOkClick(Action *action)
Handler for clicking the OK button.
Definition: BaseDefenseState.cpp:221
void think()
Handle the Timer.
Definition: BaseDefenseState.cpp:108
Represents a player base on the globe.
Definition: Base.h:45
Coloured button with a text label.
Definition: TextButton.h:38
~BaseDefenseState()
Cleans up the Base Defense state.
Definition: BaseDefenseState.cpp:103
Represents an alien UFO on the map.
Definition: Ufo.h:40
Definition: BaseInfoState.cpp:40
Base Defense Screen for when ufos try to attack.
Definition: BaseDefenseState.h:39
void nextStep()
do the next step.
Definition: BaseDefenseState.cpp:113