1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23
24 #include "ultima/ultima8/world/actors/auto_firer_process.h"
25 #include "ultima/ultima8/world/actors/actor.h"
26 #include "ultima/ultima8/audio/audio_process.h"
27 #include "ultima/ultima8/kernel/kernel.h"
28 #include "ultima/ultima8/ultima8.h"
29 #include "ultima/ultima8/world/get_object.h"
30
31 namespace Ultima {
32 namespace Ultima8 {
33
DEFINE_RUNTIME_CLASSTYPE_CODE(AutoFirerProcess)34 DEFINE_RUNTIME_CLASSTYPE_CODE(AutoFirerProcess)
35
36 AutoFirerProcess::AutoFirerProcess() : Process() {
37 Actor *a = getControlledActor();
38 if (a)
39 _itemNum = a->getObjId();
40 _type = 0x260; // CONSTANT !
41 _startTicks = Kernel::get_instance()->getTickNum();
42 }
43
run()44 void AutoFirerProcess::run() {
45 if (Kernel::get_instance()->getTickNum() > _startTicks + 10) {
46 Actor *a = getControlledActor();
47
48 if (!a) {
49 terminate();
50 return;
51 }
52
53 uint16 weaponno = a->getActiveWeapon();
54 const Item *wpn = getItem(weaponno);
55 if (wpn && wpn->getShape() == 0x38d && wpn->getShapeInfo()->_weaponInfo) {
56 const WeaponInfo *info = wpn->getShapeInfo()->_weaponInfo;
57 int shotsleft;
58 if (info->_ammoShape) {
59 shotsleft = wpn->getQuality();
60 } else if (info->_energyUse) {
61 shotsleft = a->getMana() / info->_energyUse;
62 } else {
63 shotsleft = 1;
64 }
65 if (shotsleft > 0) {
66 int32 x = 0;
67 int32 y = 0;
68 int32 z = 0;
69 a->addFireAnimOffsets(x, y, z);
70 a->fireWeapon(x, y, z, a->getDir(), info->_damageType, true);
71
72 AudioProcess *audioproc = AudioProcess::get_instance();
73 if (audioproc && info->_sound)
74 audioproc->playSFX(info->_sound, 0x80, a->getObjId(), 0, false);
75 }
76 }
77 terminate();
78 }
79 }
80
saveData(Common::WriteStream * ws)81 void AutoFirerProcess::saveData(Common::WriteStream *ws) {
82 Process::saveData(ws);
83 ws->writeUint32LE(_startTicks);
84 }
85
loadData(Common::ReadStream * rs,uint32 version)86 bool AutoFirerProcess::loadData(Common::ReadStream *rs, uint32 version) {
87 if (!Process::loadData(rs, version)) return false;
88
89 _startTicks = rs->readUint32LE();
90 return true;
91 }
92
93 } // End of namespace Ultima8
94 } // End of namespace Ultima
95