ScummVM API documentation
rolling_thunder_process.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef WORLD_ACTORS_ROLLINGTHUNDERPROCESS_H
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#define WORLD_ACTORS_ROLLINGTHUNDERPROCESS_H
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#include "ultima/ultima8/kernel/process.h"
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#include "ultima/ultima8/misc/direction.h"
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#include "ultima/ultima8/world/actors/animation.h"
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namespace
Ultima {
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namespace
Ultima8 {
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class
Actor;
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class
RollingThunderProcess
:
public
Process
{
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public
:
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RollingThunderProcess
();
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RollingThunderProcess
(
Actor
*actor);
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ENABLE_RUNTIME_CLASSTYPE()
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void
run()
override
;
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bool
loadData(
Common::ReadStream
*rs, uint32 version);
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void
saveData
(
Common::WriteStream
*ws)
override
;
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private
:
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void
sleepFor60Ticks();
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bool
checkForSpiderBomb();
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bool
checkTimer();
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bool
fireDistance(Direction dir, int32 x, int32 y, int32 z)
const
;
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bool
checkDir(Animation::Sequence anim, Direction &outdir)
const
;
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uint16 _target;
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uint32 _timer;
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};
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}
// End of namespace Ultima8
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}
// End of namespace Ultima
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#endif
Common::ReadStream
Definition:
stream.h:385
Common::WriteStream
Definition:
stream.h:77
Ultima::Ultima8::Actor
Definition:
actor.h:37
Ultima::Ultima8::Process
Definition:
process.h:38
Ultima::Ultima8::RollingThunderProcess
Definition:
rolling_thunder_process.h:38
Ultima::Ultima8::RollingThunderProcess::saveData
void saveData(Common::WriteStream *ws) override
save Process data
engines
ultima
ultima8
world
actors
rolling_thunder_process.h
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