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 #ifndef WORLD_ACTORS_ACTORANIMPROCESS_H
24 #define WORLD_ACTORS_ACTORANIMPROCESS_H
25 
26 #include "ultima/ultima8/kernel/process.h"
27 #include "ultima/ultima8/misc/direction.h"
28 #include "ultima/ultima8/world/actors/animation.h"
29 
30 namespace Ultima {
31 namespace Ultima8 {
32 
33 class Actor;
34 class AnimAction;
35 struct AnimFrame;
36 class AnimationTracker;
37 class Item;
38 
39 class ActorAnimProcess : public Process {
40 public:
41 	ActorAnimProcess();
42 	ActorAnimProcess(Actor *actor, Animation::Sequence action, Direction dir,
43 	                 uint32 steps = 0);
44 
45 	ENABLE_RUNTIME_CLASSTYPE()
46 
47 	static const uint16 ACTOR_ANIM_PROC_TYPE = 0x00F0;
48 
49 	void run() override;
50 
51 	void terminate() override;
52 
53 	void dumpInfo() const override;
54 
getAction()55 	Animation::Sequence getAction() const {
56 		return _action;
57 	}
58 
59 	bool loadData(Common::ReadStream *rs, uint32 version);
60 	void saveData(Common::WriteStream *ws) override;
61 
62 protected:
63 	virtual bool init();
64 
65 	//! perform special action for an animation
66 	void doSpecial();
67 
68 	//! perform special action when hitting an opponent
69 	void doHitSpecial(Item *hit);
70 
71 	//! Fire weapon
72 	void doFireWeaponCru(Actor *actor, const AnimFrame *frame);
73 
74 	Animation::Sequence _action;
75 	Direction _dir;
76 	uint32 _steps;
77 
78 	AnimationTracker *_tracker;
79 	int _repeatCounter;
80 	uint32 _currentStep;
81 
82 	bool _firstFrame;
83 
84 	bool _animAborted;
85 
86 	bool _attackedSomething; // attacked and hit something with this animation
87 
88 	//! Interpolate position on repeated frames
89 	bool _interpolate;
90 };
91 
92 } // End of namespace Ultima8
93 } // End of namespace Ultima
94 
95 #endif
96