#include <effects.h>
Inheritance diagram for Explosion_effect:


Public Member Functions | |
| Explosion_effect (Tile_coord p, Game_object *exp, int delay=0, int weap=-1) | |
| virtual void | handle_event (unsigned long time, long udata) |
Private Attributes | |
| Game_object * | explode |
| int | weapon |
Definition at line 118 of file effects.h.
| Explosion_effect::Explosion_effect | ( | Tile_coord | p, | |
| Game_object * | exp, | |||
| int | delay = 0, |
|||
| int | weap = -1 | |||
| ) |
Definition at line 433 of file effects.cc.
References ShapeID::get_shapenum(), and Game_object::set_quality().
Here is the call graph for this function:

| void Explosion_effect::handle_event | ( | unsigned long | time, | |
| long | udata | |||
| ) | [virtual] |
Reimplemented from Sprites_effect.
Definition at line 449 of file effects.cc.
References Game_window::add_dirty(), c_any_shapenum, Game_object::find_nearby(), Audio::game_sfx(), Get_direction16(), Game_window::get_instance(), Game_window::get_main_actor(), Audio::get_ptr(), Game_object::get_tile(), gwin, Sprites_effect::handle_event(), Audio::play_sound_effect(), Tile_coord::tx, and Tile_coord::ty.
Here is the call graph for this function:

Game_object* Explosion_effect::explode [private] |
int Explosion_effect::weapon [private] |
1.5.1