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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#ifndef BLADERUNNER_COMBAT_H
#define BLADERUNNER_COMBAT_H

namespace BladeRunner {

class BladeRunnerEngine;

class Combat {
	BladeRunnerEngine *_vm;

	bool _active;
	bool _enabled;
	int _hitSoundId[9];
	int _missSoundId[9];
//	int _random1;
//	int _random2;

public:
	int _ammoDamage[3];

public:
	Combat(BladeRunnerEngine *vm);
	~Combat();

	void activate();
	void deactivate();
	bool isActive();

	void enable();
	void disable();

	void setHitSound(int ammoType, int column, int soundId);
	void setMissSound(int ammoType, int column, int soundId);
	int getHitSound();
	int getMissSound();
};

} // End of namespace BladeRunner

#endif