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engines/ultima/ultima8/world/crosshair_process.cpp
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116
engines/ultima/ultima8/world/crosshair_process.cpp
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/* 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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#include "ultima/ultima8/misc/debugger.h"
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#include "ultima/ultima8/kernel/kernel.h"
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#include "ultima/ultima8/world/actors/main_actor.h"
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#include "ultima/ultima8/world/actors/cru_avatar_mover_process.h"
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#include "ultima/ultima8/world/crosshair_process.h"
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#include "ultima/ultima8/world/item_factory.h"
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#include "ultima/ultima8/world/get_object.h"
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#include "ultima/ultima8/ultima8.h"
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#include "math/utils.h"
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namespace Ultima {
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namespace Ultima8 {
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DEFINE_RUNTIME_CLASSTYPE_CODE(CrosshairProcess)
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static const uint32 CROSSHAIR_SHAPE = 0x4CC;
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static const float CROSSHAIR_DIST = 400.0;
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CrosshairProcess *CrosshairProcess::_instance = nullptr;
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CrosshairProcess::CrosshairProcess() : Process() {
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_instance = this;
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_type = 1; // persistent
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}
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CrosshairProcess::~CrosshairProcess() {
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if (_instance == this)
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_instance = nullptr;
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}
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void CrosshairProcess::run() {
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Actor *actor = getControlledActor();
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if (!actor)
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return;
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if (actor->isInCombat()) {
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Kernel *kernel = Kernel::get_instance();
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assert(kernel);
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Point3 pt = actor->getLocation();
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actor->addFireAnimOffsets(pt.x, pt.y, pt.z);
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const CruAvatarMoverProcess *mover = dynamic_cast<CruAvatarMoverProcess *>(Ultima8Engine::get_instance()->getAvatarMoverProcess());
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if (!mover) {
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warning("lost CruAvatarMoverProcess");
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return;
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}
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double angle = mover->getAvatarAngleDegrees() + 90.0;
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if (angle < 90.0) {
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// -1 is used to record the avatar is not in combat, so shouldn't happen?
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return;
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}
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// Convert angle to 0~2pi
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double rads = Math::deg2rad(angle);
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float xoff = CROSSHAIR_DIST * cos(rads);
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float yoff = CROSSHAIR_DIST * sin(rads);
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pt.x -= static_cast<int32>(xoff);
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pt.y -= static_cast<int32>(yoff);
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Item *item;
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if (_itemNum) {
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item = getItem(_itemNum);
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} else {
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// Create a new sprite
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item = ItemFactory::createItem(CROSSHAIR_SHAPE, 0, 0, Item::FLG_DISPOSABLE,
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0, 0, Item::EXT_SPRITE, true);
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setItemNum(item->getObjId());
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}
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if (item)
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item->move(pt.x, pt.y, pt.z);
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else
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_itemNum = 0; // sprite gone? can happen during teleport.
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} else {
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if (_itemNum) {
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Item *item = getItem(_itemNum);
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if (item)
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item->destroy();
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_itemNum = 0;
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}
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}
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}
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void CrosshairProcess::saveData(Common::WriteStream *ws) {
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Process::saveData(ws);
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}
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bool CrosshairProcess::loadData(Common::ReadStream *rs, uint32 version) {
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if (!Process::loadData(rs, version)) return false;
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_type = 1; // should be persistent but older savegames may not know that.
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return true;
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}
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} // End of namespace Ultima8
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} // End of namespace Ultima
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