/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef ULTIMA8_WORLD_SUPERSPRITEPROCESS_H #define ULTIMA8_WORLD_SUPERSPRITEPROCESS_H #include "ultima/ultima8/kernel/process.h" #include "ultima/ultima8/usecode/intrinsics.h" #include "ultima/ultima8/misc/point3.h" namespace Ultima { namespace Ultima8 { //! Creates a damaging sprite like a rocket or something, for Crusader class SuperSpriteProcess : public Process { private: int _shape; struct Point3 _nowpt; //!< The current x,y,z position (1st pt in struct) struct Point3 _nextpt; //!< The next x,y,z position (2nd pt in struct) struct Point3 _pt3; //!< The ?? x,y,z position (3rd pt in struct) struct Point3 _startpt; //!< The start x,y,z position (4th pt in struct) struct Point3 _pt5; //!< The ?? x,y,z position (5th pt in struct) struct Point3 _destpt; //!< The destination x,y,z position uint16 _frame; uint16 _fireType; uint16 _damage; uint16 _source; uint16 _target; int32 _counter; uint16 _item0x77; //!< TODO: what is this? uint16 _spriteNo; float _xstep; float _ystep; float _zstep; bool _startedAsFiretype9; bool _expired; public: // p_dynamic_class stuff ENABLE_RUNTIME_CLASSTYPE() SuperSpriteProcess(); //! SuperSpriteProcess Constructor //! \param shape The shape to use //! \param frame The initial/first frame of the sprite animation //! \param sx Start X coord of the sprite in the world //! \param sy Start Y coord of the sprite in the world //! \param sz Start Z coord of the sprite in the world //! \param dx Dest X coord of the sprite in the world //! \param dy Dest Y coord of the sprite in the world //! \param dz Dest Z coord of the sprite in the world //! \param inexact true if the destination is not exactly chosen //! SuperSpriteProcess(int shape, int frame, int sx, int sy, int sz, int dx, int dy, int dz, uint16 firetype, uint16 damage, uint16 source, uint16 target, bool inexact); //! The SuperSpriteProcess destructor ~SuperSpriteProcess(void) override; //! The SpriteProcess run function void run() override; //! Move the sprite to a new location void move(int x, int y, int z); bool loadData(Common::ReadStream *rs, uint32 version); void saveData(Common::WriteStream *ws) override; void terminate() override; protected: bool areaSearch(); void advanceFrame(); void hitAndFinish(); void makeBulletSplash(const Point3 &pt); void destroyItemOrTerminate(); }; } // End of namespace Ultima8 } // End of namespace Ultima #endif