Creates a damaging sprite like a rocket or something, for Crusader. More...
#include <super_sprite_process.h>
Public Member Functions | |
SuperSpriteProcess (int shape, int frame, int sx, int sy, int sz, int dx, int dy, int dz, uint16 firetype, uint16 damage, uint16 source, uint16 target, bool inexact) | |
~SuperSpriteProcess (void) override | |
The SuperSpriteProcess destructor. | |
void | run () override |
The SpriteProcess run function. | |
void | move (int x, int y, int z) |
Move the sprite to a new location. | |
bool | loadData (Common::ReadStream *rs, uint32 version) |
void | saveData (Common::WriteStream *ws) override |
save Process data | |
void | terminate () override |
terminate the process. This wakes up all processes waiting for it. | |
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 |
virtual Common::String | dumpInfo () const |
dump some info about this process to a string | |
bool | loadData (Common::ReadStream *rs, uint32 version) |
load Process data | |
bool | validateWaiters () const |
Protected Member Functions | |
bool | areaSearch () |
void | advanceFrame () |
void | hitAndFinish () |
void | makeBulletSplash (const Point3 &pt) |
void | destroyItemOrTerminate () |
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 } |
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 |
Creates a damaging sprite like a rocket or something, for Crusader.
Ultima::Ultima8::SuperSpriteProcess::SuperSpriteProcess | ( | int | shape, |
int | frame, | ||
int | sx, | ||
int | sy, | ||
int | sz, | ||
int | dx, | ||
int | dy, | ||
int | dz, | ||
uint16 | firetype, | ||
uint16 | damage, | ||
uint16 | source, | ||
uint16 | target, | ||
bool | inexact | ||
) |
SuperSpriteProcess Constructor
shape | The shape to use |
frame | The initial/first frame of the sprite animation |
sx | Start X coord of the sprite in the world |
sy | Start Y coord of the sprite in the world |
sz | Start Z coord of the sprite in the world |
dx | Dest X coord of the sprite in the world |
dy | Dest Y coord of the sprite in the world |
dz | Dest Z coord of the sprite in the world |
inexact | true if the destination is not exactly chosen |