ScummVM API documentation
Ultima::Ultima8::TargetedAnimProcess Class Reference
Inheritance diagram for Ultima::Ultima8::TargetedAnimProcess:
Ultima::Ultima8::ActorAnimProcess Ultima::Ultima8::Process

Public Member Functions

 TargetedAnimProcess (Actor *actor, Animation::Sequence action, Direction dir, const Point3 &pt)
 note: this probably needs some more parameters
 
bool loadData (Common::ReadStream *rs, uint32 version)
 
void saveData (Common::WriteStream *ws) override
 save Process data
 
- Public Member Functions inherited from Ultima::Ultima8::ActorAnimProcess
 ActorAnimProcess (Actor *actor, Animation::Sequence action, Direction dir, uint32 steps=0)
 
void run () override
 
void terminate () override
 terminate the process. This wakes up all processes waiting for it.
 
Common::String dumpInfo () const override
 dump some info about this process to a string
 
Animation::Sequence getAction () const
 
bool loadData (Common::ReadStream *rs, uint32 version)
 
- Public Member Functions inherited from Ultima::Ultima8::Process
 Process (ObjId _itemNum=0, uint16 type=0)
 
uint32 getProcessFlags () const
 
bool is_active () const
 
bool is_terminated () const
 
bool is_suspended () const
 
void fail ()
 terminate the process and recursively fail all processes waiting for it
 
void terminateDeferred ()
 terminate next frame
 
void setRunPaused ()
 run even when paused
 
void waitFor (ProcId pid)
 suspend until process 'pid' returns. If pid is 0, suspend indefinitely
 
void waitFor (Process *proc)
 suspend until process returns. If proc is 0, suspend indefinitely
 
void suspend ()
 suspend process
 
void wakeUp (uint32 result)
 Wake up when the process we were waiting for has finished.
 
virtual void onWakeUp ()
 A hook to add aditional behavior on wakeup, before anything else happens.
 
void setItemNum (ObjId it)
 
void setType (uint16 ty)
 
void setTicksPerRun (uint32 val)
 
ProcId getPid () const
 
ObjId getItemNum () const
 
uint16 getType () const
 
uint32 getTicksPerRun () const
 
bool loadData (Common::ReadStream *rs, uint32 version)
 load Process data
 
bool validateWaiters () const
 

Protected Member Functions

bool init () override
 
- Protected Member Functions inherited from Ultima::Ultima8::ActorAnimProcess
void doSpecial ()
 perform special action for an animation
 
void doHitSpecial (Item *hit)
 perform special action when hitting an opponent
 
void doFireWeaponCru (Actor *actor, const AnimFrame *frame)
 Fire weapon.
 

Protected Attributes

Point3 _pt
 
- Protected Attributes inherited from Ultima::Ultima8::ActorAnimProcess
Animation::Sequence _action
 
Direction _dir
 
uint32 _steps
 
AnimationTracker_tracker
 
int _repeatCounter
 
uint32 _currentStep
 
bool _firstFrame
 
bool _animAborted
 
bool _attackedSomething
 
bool _interpolate
 Interpolate position on repeated frames.
 
- Protected Attributes inherited from Ultima::Ultima8::Process
ProcId _pid
 process id
 
uint32 _flags
 
uint32 _ticksPerRun
 
ObjId _itemNum
 item we are assigned to
 
uint16 _type
 
uint32 _result
 process result
 
Std::vector< ProcId > _waiting
 

Additional Inherited Members

- Public Types inherited from Ultima::Ultima8::Process
enum  processflags {
  PROC_ACTIVE = 0x0001, PROC_SUSPENDED = 0x0002, PROC_TERMINATED = 0x0004, PROC_TERM_DEFERRED = 0x0008,
  PROC_FAILED = 0x0010, PROC_RUNPAUSED = 0x0020, PROC_TERM_DISPOSE = 0x0040, PROC_PREVENT_SAVE = 0x0080
}
 
- Static Public Attributes inherited from Ultima::Ultima8::ActorAnimProcess
static const uint16 ACTOR_ANIM_PROC_TYPE = 0x00F0
 

The documentation for this class was generated from the following file: