107 lines
3.2 KiB
C++
107 lines
3.2 KiB
C++
/* 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_SUPERSPRITEPROCESS_H
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#define ULTIMA8_WORLD_SUPERSPRITEPROCESS_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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#include "ultima/ultima8/misc/point3.h"
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namespace Ultima {
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namespace Ultima8 {
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//! Creates a damaging sprite like a rocket or something, for Crusader
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class SuperSpriteProcess : public Process {
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private:
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int _shape;
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struct Point3 _nowpt; //!< The current x,y,z position (1st pt in struct)
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struct Point3 _nextpt; //!< The next x,y,z position (2nd pt in struct)
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struct Point3 _pt3; //!< The ?? x,y,z position (3rd pt in struct)
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struct Point3 _startpt; //!< The start x,y,z position (4th pt in struct)
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struct Point3 _pt5; //!< The ?? x,y,z position (5th pt in struct)
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struct Point3 _destpt; //!< The destination x,y,z position
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uint16 _frame;
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uint16 _fireType;
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uint16 _damage;
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uint16 _source;
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uint16 _target;
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int32 _counter;
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uint16 _item0x77; //!< TODO: what is this?
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uint16 _spriteNo;
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float _xstep;
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float _ystep;
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float _zstep;
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bool _startedAsFiretype9;
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bool _expired;
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public:
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// p_dynamic_class stuff
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ENABLE_RUNTIME_CLASSTYPE()
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SuperSpriteProcess();
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//! SuperSpriteProcess 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 sx Start X coord of the sprite in the world
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//! \param sy Start Y coord of the sprite in the world
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//! \param sz Start Z coord of the sprite in the world
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//! \param dx Dest X coord of the sprite in the world
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//! \param dy Dest Y coord of the sprite in the world
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//! \param dz Dest Z coord of the sprite in the world
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//! \param inexact true if the destination is not exactly chosen
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//!
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SuperSpriteProcess(int shape, int frame, int sx, int sy, int sz,
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int dx, int dy, int dz, uint16 firetype,
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uint16 damage, uint16 source, uint16 target, bool inexact);
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//! The SuperSpriteProcess destructor
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~SuperSpriteProcess(void) override;
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//! The SpriteProcess run function
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void run() 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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bool loadData(Common::ReadStream *rs, uint32 version);
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void saveData(Common::WriteStream *ws) override;
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void terminate() override;
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protected:
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bool areaSearch();
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void advanceFrame();
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void hitAndFinish();
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void makeBulletSplash(const Point3 &pt);
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void destroyItemOrTerminate();
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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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