scummvm/engines/ultima/ultima8/world/sprite_process.h
2021-12-26 18:48:43 +01:00

84 lines
2.5 KiB
C++

/* 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_SPRITEPROCESS_H
#define ULTIMA8_WORLD_SPRITEPROCESS_H
#include "ultima/ultima8/kernel/process.h"
#include "ultima/ultima8/usecode/intrinsics.h"
namespace Ultima {
namespace Ultima8 {
//! Creates a Sprite. Animates it. Destroys it.
class SpriteProcess : public Process {
int _shape;
int _frame;
int _firstFrame;
int _lastFrame;
int _repeats;
int _delay;
int _x, _y, _z;
int _delayCounter;
bool _initialized;
public:
// p_dynamic_class stuff
ENABLE_RUNTIME_CLASSTYPE()
SpriteProcess();
//! SpriteProcess Constructor
//! \param shape The shape to use
//! \param frame The initial/first frame of the sprite animation
//! \param last_frame The last frame of the sprite animation
//! \param repeats The number of times to play the sprite animation
//! \param delay The number of runs to wait before incrementing the frame
//! \param x X coord of the sprite in the world
//! \param y Y coord of the sprite in the world
//! \param z Z coord of the sprite in the world
//! \param delayed_init if true, wait with initialization until first run
SpriteProcess(int shape, int frame, int last_frame,
int repeats, int delay, int x, int y, int z,
bool delayed_init = false);
//! The SpriteProcess destructor
~SpriteProcess(void) override;
//! Move the sprite to a new location
void move(int x, int y, int z);
//! The SpriteProcess run function
void run() override;
INTRINSIC(I_createSprite);
protected:
void init();
public:
bool loadData(Common::ReadStream *rs, uint32 version);
void saveData(Common::WriteStream *ws) override;
};
} // End of namespace Ultima8
} // End of namespace Ultima
#endif