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 ULTIMA8_WORLD_SPRITEPROCESS_H
24 #define ULTIMA8_WORLD_SPRITEPROCESS_H
25 
26 #include "ultima/ultima8/kernel/process.h"
27 #include "ultima/ultima8/usecode/intrinsics.h"
28 
29 namespace Ultima {
30 namespace Ultima8 {
31 
32 //! Creates a Sprite. Animates it. Destroys it.
33 class SpriteProcess : public Process {
34 	int     _shape;
35 	int     _frame;
36 	int     _firstFrame;
37 	int     _lastFrame;
38 	int     _repeats;
39 	int     _delay;
40 	int     _x, _y, _z;
41 	int     _delayCounter;
42 	bool    _initialized;
43 public:
44 	// p_dynamic_class stuff
45 	ENABLE_RUNTIME_CLASSTYPE()
46 
47 	SpriteProcess();
48 
49 	//! SpriteProcess Constructor
50 	//! \param shape The shape to use
51 	//! \param frame The initial/first frame of the sprite animation
52 	//! \param last_frame The last frame of the sprite animation
53 	//! \param repeats The number of times to play the sprite animation
54 	//! \param delay The number of runs to wait before incrementing the frame
55 	//! \param x X coord of the sprite in the world
56 	//! \param y Y coord of the sprite in the world
57 	//! \param z Z coord of the sprite in the world
58 	//! \param delayed_init if true, wait with initialization until first run
59 	SpriteProcess(int shape, int frame, int last_frame,
60 	              int repeats, int delay, int x, int y, int z,
61 	              bool delayed_init = false);
62 
63 	//! The SpriteProcess destructor
64 	~SpriteProcess(void) override;
65 
66 	//! Move the sprite to a new location
67 	void move(int x, int y, int z);
68 
69 	//! The SpriteProcess run function
70 	void run() override;
71 
72 	INTRINSIC(I_createSprite);
73 
74 protected:
75 	void init();
76 
77 public:
78 	bool loadData(Common::ReadStream *rs, uint32 version);
79 	void saveData(Common::WriteStream *ws) override;
80 };
81 
82 } // End of namespace Ultima8
83 } // End of namespace Ultima
84 
85 #endif
86