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scummvm-cursorfix/engines/ultima/ultima8/world/super_sprite_process.h
2026-02-02 04:50:13 +01:00

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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