#include <effects.h>
Inheritance diagram for Projectile_effect:
Public Member Functions | |
Projectile_effect (Actor *att, Game_object *to, int shnum, int weap=0) | |
Projectile_effect (Tile_coord s, Tile_coord d, int shnum, int weap) | |
Projectile_effect (Tile_coord s, Game_object *to, int shnum, int weap, bool retpath=false) | |
~Projectile_effect () | |
virtual void | handle_event (unsigned long time, long udata) |
virtual void | paint () |
Private Member Functions | |
void | add_dirty () |
void | init (Tile_coord s, Tile_coord t) |
Private Attributes | |
Actor * | attacker |
Game_object * | target |
int | projectile_shape |
ShapeID | sprite |
int | weapon |
int | frames |
PathFinder * | path |
Tile_coord | pos |
bool | return_path |
bool | no_blocking |
Definition at line 132 of file effects.h.
Projectile_effect::Projectile_effect | ( | Actor * | att, | |
Game_object * | to, | |||
int | shnum, | |||
int | weap = 0 | |||
) |
Definition at line 556 of file effects.cc.
References Game_object::get_tile().
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Projectile_effect::Projectile_effect | ( | Tile_coord | s, | |
Tile_coord | d, | |||
int | shnum, | |||
int | weap | |||
) |
Projectile_effect::Projectile_effect | ( | Tile_coord | s, | |
Game_object * | to, | |||
int | shnum, | |||
int | weap, | |||
bool | retpath = false | |||
) |
Definition at line 590 of file effects.cc.
References Game_object::get_tile(), and s.
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Projectile_effect::~Projectile_effect | ( | ) |
Definition at line 608 of file effects.cc.
void Projectile_effect::add_dirty | ( | ) | [inline, private] |
Definition at line 619 of file effects.cc.
References Game_window::add_dirty(), c_tilesize, Game_window::clip_to_win(), Rectangle::enlarge(), Game_window::get_scrolltx(), Game_window::get_scrollty(), Game_window::get_shape_rect(), and gwin.
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void Projectile_effect::init | ( | Tile_coord | s, | |
Tile_coord | t | |||
) | [private] |
Definition at line 500 of file effects.cc.
References Time_queue::add(), Get_dir16(), ShapeID::get_info(), Game_window::get_instance(), Weapon_info::get_projectile(), Game::get_ticks(), Game_window::get_tqueue(), gwin, Exult_server::info, Ammo_info::no_blocking(), Weapon_info::no_blocking(), s, Tile_coord::tx, and Tile_coord::ty.
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void Projectile_effect::handle_event | ( | unsigned long | time, | |
long | udata | |||
) | [virtual] |
Implements Time_sensitive.
Definition at line 658 of file effects.cc.
References Time_queue::add(), Game_window::add_dirty(), Tile_coord::distance(), Find_target(), ShapeID::get_info(), Game_window::get_instance(), Game_window::get_std_delay(), Game_window::get_tqueue(), Shape_info::get_weapon_info(), gwin, Weapon_info::returns(), and Tile_coord::tx.
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void Projectile_effect::paint | ( | ) | [virtual] |
Reimplemented from Special_effect.
Definition at line 731 of file effects.cc.
References c_tilesize, Game_window::get_scrolltx(), Game_window::get_scrollty(), gwin, Tile_coord::tx, Tile_coord::ty, and Tile_coord::tz.
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Actor* Projectile_effect::attacker [private] |
Game_object* Projectile_effect::target [private] |
int Projectile_effect::projectile_shape [private] |
ShapeID Projectile_effect::sprite [private] |
int Projectile_effect::weapon [private] |
int Projectile_effect::frames [private] |
PathFinder* Projectile_effect::path [private] |
Tile_coord Projectile_effect::pos [private] |
bool Projectile_effect::return_path [private] |
bool Projectile_effect::no_blocking [private] |