19 #ifndef OPENXCOM_BASEDEFENSESTATE_H
20 #define OPENXCOM_BASEDEFENSESTATE_H
22 #include "../Engine/State.h"
36 enum BaseDefenseActionType { BDA_NONE, BDA_FIRE, BDA_RESOLVE, BDA_DESTROY, BDA_END };
46 Text *_txtTitle, *_txtInit;
50 int _thinkcycles, _row, _passes, _gravShields, _defenses, _attacks;
51 BaseDefenseActionType _action;
Container for all the information associated with a given user action, like mouse clicks...
Definition: Action.h:34
Geoscape screen which shows an overview of the world and lets the player manage the game...
Definition: GeoscapeState.h:43
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:42
Timer used to run code in fixed intervals.
Definition: Timer.h:37
List of Text's split into columns.
Definition: TextList.h:42
Text string displayed on screen.
Definition: Text.h:41
void btnOkClick(Action *action)
Handler for clicking the OK button.
Definition: BaseDefenseState.cpp:207
BaseDefenseState(Game *game, Base *base, Ufo *ufo, GeoscapeState *state)
Creates the Base Defense state.
Definition: BaseDefenseState.cpp:55
void think()
Handle the Timer.
Definition: BaseDefenseState.cpp:117
Represents a player base on the globe.
Definition: Base.h:47
Coloured button with a text label.
Definition: TextButton.h:40
~BaseDefenseState()
Cleans up the Base Defense state.
Definition: BaseDefenseState.cpp:112
Represents an alien UFO on the map.
Definition: Ufo.h:41
The core of the game engine, manages the game's entire contents and structure.
Definition: Game.h:44
Base Defense Screen for when ufos try to attack.
Definition: BaseDefenseState.h:41
void nextStep()
do the next step.
Definition: BaseDefenseState.cpp:122