◆ GameState()
| Ultima::Shared::GameState::GameState |
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Game * |
game | ) |
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◆ ~GameState()
| virtual Ultima::Shared::GameState::~GameState |
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virtual |
◆ setup()
| virtual void Ultima::Shared::GameState::setup |
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inlinevirtual |
◆ isPartyDead()
| bool Ultima::Shared::GameState::isPartyDead |
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const |
Returns true if the party is dead
◆ isPartyFoodless()
| bool Ultima::Shared::GameState::isPartyFoodless |
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const |
Returns true if the party has no food
◆ _worldMapPos
| Point Ultima::Shared::GameState::_worldMapPos |
Position in the world map. This is stored separately from the map so that the same point can be returned to when leaving locations
◆ _characters
| CharacterArray Ultima::Shared::GameState::_characters |
Characters in the party. In the earlier Ultima games, this is a single character
◆ _currentCharacter
| Character* Ultima::Shared::GameState::_currentCharacter |
Currently active character. In earlier Ultima games, this is the single party member
◆ _map
| Map* Ultima::Shared::GameState::_map |
Pointer to the map manager for the game
◆ _gameId
| uint Ultima::Shared::GameState::_gameId |
◆ _videoMode
| VideoMode Ultima::Shared::GameState::_videoMode |
◆ _dungeonExitHitPoints
| uint Ultima::Shared::GameState::_dungeonExitHitPoints |
The number of hit points to generate when a dungeon is left
◆ _randomSeed
| uint32 Ultima::Shared::GameState::_randomSeed |
Stores the base random seed used for generating deterministic dungeon levels
The documentation for this class was generated from the following file: