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engines/ultima/ultima8/world/sprite_process.h
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84
engines/ultima/ultima8/world/sprite_process.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ULTIMA8_WORLD_SPRITEPROCESS_H
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#define ULTIMA8_WORLD_SPRITEPROCESS_H
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#include "ultima/ultima8/kernel/process.h"
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#include "ultima/ultima8/usecode/intrinsics.h"
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namespace Ultima {
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namespace Ultima8 {
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//! Creates a Sprite. Animates it. Destroys it.
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class SpriteProcess : public Process {
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int _shape;
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int _frame;
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int _firstFrame;
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int _lastFrame;
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int _repeats;
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int _delay;
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int _x, _y, _z;
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int _delayCounter;
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bool _initialized;
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public:
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// p_dynamic_class stuff
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ENABLE_RUNTIME_CLASSTYPE()
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SpriteProcess();
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//! SpriteProcess Constructor
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//! \param shape The shape to use
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//! \param frame The initial/first frame of the sprite animation
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//! \param last_frame The last frame of the sprite animation
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//! \param repeats The number of times to play the sprite animation
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//! \param delay The number of runs to wait before incrementing the frame
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//! \param x X coord of the sprite in the world
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//! \param y Y coord of the sprite in the world
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//! \param z Z coord of the sprite in the world
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//! \param delayed_init if true, wait with initialization until first run
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SpriteProcess(int shape, int frame, int last_frame,
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int repeats, int delay, int x, int y, int z,
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bool delayed_init = false);
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//! The SpriteProcess destructor
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~SpriteProcess(void) override;
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//! Move the sprite to a new location
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void move(int x, int y, int z);
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//! The SpriteProcess run function
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void run() override;
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INTRINSIC(I_createSprite);
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protected:
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void init();
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public:
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bool loadData(Common::ReadStream *rs, uint32 version);
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void saveData(Common::WriteStream *ws) override;
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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