ScummVM API documentation
fire_type.h
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21 
22 #ifndef ULTIMA8_WORLD_FIRETYPE_H
23 #define ULTIMA8_WORLD_FIRETYPE_H
24 
25 namespace Ultima {
26 namespace Ultima8 {
27 
28 class Item;
29 struct Point3;
30 
34 class FireType {
35 public:
36  FireType(uint16 typeNo, uint16 minDamage, uint16 maxDamage, uint8 range,
37  uint8 numShots, uint16 shieldCost, uint8 shieldMask, bool accurate,
38  uint16 cellsPerRound, uint16 roundDuration, bool nearSprite);
39 
40  uint16 getTypeNo() const {
41  return _typeNo;
42  }
43 
44  uint16 getMinDamage() const {
45  return _minDamage;
46  }
47 
48  uint16 getMaxDamage() const {
49  return _maxDamage;
50  }
51 
52  uint8 getRange() const {
53  return _range;
54  }
55 
56  uint8 getNumShots() const {
57  return _numShots;
58  }
59 
60  uint16 getShieldCost() const {
61  return _shieldCost;
62  }
63 
64  uint8 getShieldMask() const {
65  return _shieldMask;
66  }
67 
68  bool getAccurate() const {
69  return _accurate;
70  }
71 
72  uint16 getCellsPerRound() const {
73  return _cellsPerRound;
74  }
75 
76  uint16 getRoundDuration() const {
77  return _roundDuration;
78  }
79 
80  bool getNearSprite() const {
81  return _nearSprite;
82  }
83 
84  uint16 getRandomDamage() const;
85 
86  void applySplashDamageAround(const Point3 &pt, int damage, int rangediv,
87  const Item *exclude, const Item *src) const;
88 
89  void makeBulletSplashShapeAndPlaySound(int32 x, int32 y, int32 z) const;
90 
91 private:
92  uint16 _typeNo;
93  uint16 _minDamage;
94  uint16 _maxDamage;
95  uint8 _range;
96  uint8 _numShots;
97  uint16 _shieldCost;
98  uint8 _shieldMask;
99  bool _accurate;
100  uint16 _cellsPerRound;
101  uint16 _roundDuration;
102  bool _nearSprite;
103 };
104 
105 }
106 }
107 
108 #endif
Definition: item.h:42
Definition: point3.h:28
Definition: detection.h:27
Definition: fire_type.h:34