ScummVM API documentation
Ultima::Ultima8::AttackProcess Class Reference

#include <attack_process.h>

Inheritance diagram for Ultima::Ultima8::AttackProcess:
Ultima::Ultima8::Process

Public Member Functions

 AttackProcess (Actor *actor)
 
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
 
void setIsActivityAOrB ()
 
void setIsActivity9OrB ()
 
void setField97 ()
 
void setField7F ()
 
void setTimer3 ()
 
uint16 getTarget () const
 
void setTarget (uint16 target)
 
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
 
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
 

Static Public Member Functions

static int16 getRandomAttackSoundRegret (const Actor *actor)
 

Static Public Attributes

static const uint16 ATTACK_PROC_TYPE
 

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
 

Detailed Description

The NPC attack process used in Crusader games. This is more advanced than the Ultima CombatProcess, and contains a small language to implement the AI, which is specified in the combat.dat file (see CombatDat class)

Member Function Documentation

◆ getRandomAttackSoundRegret()

static int16 Ultima::Ultima8::AttackProcess::getRandomAttackSoundRegret ( const Actor actor)
static

Get the right "attack" sound for No Regret for the given actor. This is actually used for surrender sounds too, hence being public static so it can be used from SurrenderProcess.


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