#include <rolling_thunder_process.h>
Public Member Functions | |
RollingThunderProcess (Actor *actor) | |
void | run () override |
bool | loadData (Common::ReadStream *rs, uint32 version) |
void | saveData (Common::WriteStream *ws) override |
save Process data | |
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 | |
virtual void | terminate () |
terminate the process. This wakes up 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 |
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 |
A process to roll out, shoot at the player, and roll back. Only used in No Regret.