#include <attack_process.h>
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 |
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)
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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.