ScummVM API documentation
actor_anim_process.h
1/* ScummVM - Graphic Adventure Engine
2 *
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5 * file distributed with this source distribution.
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12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
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20 */
21
22#ifndef WORLD_ACTORS_ACTORANIMPROCESS_H
23#define WORLD_ACTORS_ACTORANIMPROCESS_H
24
25#include "ultima/ultima8/kernel/process.h"
26#include "ultima/ultima8/misc/direction.h"
27#include "ultima/ultima8/world/actors/animation.h"
28
29namespace Ultima {
30namespace Ultima8 {
31
32class Actor;
33class AnimAction;
34struct AnimFrame;
35class AnimationTracker;
36class Item;
37
38class ActorAnimProcess : public Process {
39public:
41 ActorAnimProcess(Actor *actor, Animation::Sequence action, Direction dir,
42 uint32 steps = 0);
43
44 ENABLE_RUNTIME_CLASSTYPE()
45
46 static const uint16 ACTOR_ANIM_PROC_TYPE = 0x00F0;
47
48 void run() override;
49
50 void terminate() override;
51
52 Common::String dumpInfo() const override;
53
54 Animation::Sequence getAction() const {
55 return _action;
56 }
57
58 bool loadData(Common::ReadStream *rs, uint32 version);
59 void saveData(Common::WriteStream *ws) override;
60
61protected:
62 virtual bool init();
63
65 void doSpecial();
66
68 void doHitSpecial(Item *hit);
69
71 void doFireWeaponCru(Actor *actor, const AnimFrame *frame);
72
73 Animation::Sequence _action;
74 Direction _dir;
75 uint32 _steps;
76
77 AnimationTracker *_tracker;
78 int _repeatCounter;
79 uint32 _currentStep;
80
81 bool _firstFrame;
82
83 bool _animAborted;
84
85 bool _attackedSomething; // attacked and hit something with this animation
86
89};
90
91} // End of namespace Ultima8
92} // End of namespace Ultima
93
94#endif
Definition: stream.h:385
Definition: str.h:59
Definition: stream.h:77
Definition: actor_anim_process.h:38
void terminate() override
terminate the process. This wakes up all processes waiting for it.
void doHitSpecial(Item *hit)
perform special action when hitting an opponent
bool _interpolate
Interpolate position on repeated frames.
Definition: actor_anim_process.h:88
void saveData(Common::WriteStream *ws) override
save Process data
Common::String dumpInfo() const override
dump some info about this process to a string
void doFireWeaponCru(Actor *actor, const AnimFrame *frame)
Fire weapon.
void doSpecial()
perform special action for an animation
Definition: actor.h:37
Definition: animation_tracker.h:37
Definition: item.h:42
Definition: process.h:38
Definition: anim_action.h:33