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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
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